// 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 "utils/BackendBinding.h" #include "common/Assert.h" #include "dawn_native/D3D12Backend.h" #include "GLFW/glfw3.h" #define GLFW_EXPOSE_NATIVE_WIN32 #include "GLFW/glfw3native.h" #include namespace utils { class D3D12Binding : public BackendBinding { public: D3D12Binding(GLFWwindow* window, WGPUDevice device) : BackendBinding(window, device) { } uint64_t GetSwapChainImplementation() override { if (mSwapchainImpl.userData == nullptr) { HWND win32Window = glfwGetWin32Window(mWindow); mSwapchainImpl = dawn_native::d3d12::CreateNativeSwapChainImpl(mDevice, win32Window); } return reinterpret_cast(&mSwapchainImpl); } WGPUTextureFormat GetPreferredSwapChainTextureFormat() override { ASSERT(mSwapchainImpl.userData != nullptr); return dawn_native::d3d12::GetNativeSwapChainPreferredFormat(&mSwapchainImpl); } private: DawnSwapChainImplementation mSwapchainImpl = {}; }; BackendBinding* CreateD3D12Binding(GLFWwindow* window, WGPUDevice device) { return new D3D12Binding(window, device); } } // namespace utils