// Copyright 2018 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. #ifndef DAWNNATIVE_D3D12_NATIVESWAPCHAINIMPLD3D12_H_ #define DAWNNATIVE_D3D12_NATIVESWAPCHAINIMPLD3D12_H_ #include "dawn_native/d3d12/d3d12_platform.h" #include "dawn/dawn_wsi.h" #include "dawn/dawncpp.h" #include namespace backend { namespace d3d12 { class Device; class NativeSwapChainImpl { public: using WSIContext = dawnWSIContextD3D12; NativeSwapChainImpl(Device* device, HWND window); ~NativeSwapChainImpl(); void Init(dawnWSIContextD3D12* context); dawnSwapChainError Configure(dawnTextureFormat format, dawnTextureUsageBit, uint32_t width, uint32_t height); dawnSwapChainError GetNextTexture(dawnSwapChainNextTexture* nextTexture); dawnSwapChainError Present(); dawn::TextureFormat GetPreferredFormat() const; private: HWND mWindow = nullptr; Device* mDevice = nullptr; ComPtr mSwapChain = nullptr; std::vector> mBuffers; std::vector mBufferSerials; uint32_t mCurrentBuffer; }; }} // namespace backend::d3d12 #endif // DAWNNATIVE_D3D12_NATIVESWAPCHAINIMPLD3D12_H_