// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "backend/d3d12/SwapChainD3D12.h" #include "backend/d3d12/DeviceD3D12.h" #include "backend/d3d12/TextureD3D12.h" #include namespace backend { namespace d3d12 { SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) { const auto& im = GetImplementation(); nxtWSIContextD3D12 wsiContext = {}; wsiContext.device = reinterpret_cast(GetDevice()); im.Init(im.userData, &wsiContext); ASSERT(im.textureUsage != NXT_TEXTURE_USAGE_BIT_NONE); mTextureUsage = static_cast(im.textureUsage); } SwapChain::~SwapChain() { } TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) { const auto& im = GetImplementation(); nxtSwapChainNextTexture next = {}; nxtSwapChainError error = im.GetNextTexture(im.userData, &next); if (error) { GetDevice()->HandleError(error); return nullptr; } ID3D12Resource* nativeTexture = reinterpret_cast(next.texture.ptr); return new Texture(builder, nativeTexture); } void SwapChain::OnBeforePresent(TextureBase* texture) { Device* device = ToBackend(GetDevice()); // Perform the necessary transition for the texture to be presented. ToBackend(texture)->TransitionUsageNow(device->GetPendingCommandList(), mTextureUsage); device->ExecuteCommandLists({}); } }} // namespace backend::d3d12