// Copyright 2017 The NXT 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 BACKEND_D3D12_TEXTURED3D12_H_ #define BACKEND_D3D12_TEXTURED3D12_H_ #include "backend/Texture.h" #include "backend/d3d12/d3d12_platform.h" namespace backend { namespace d3d12 { class Device; DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format); class Texture : public TextureBase { public: Texture(TextureBuilder* builder); Texture(TextureBuilder* builder, ID3D12Resource* nativeTexture); ~Texture(); DXGI_FORMAT GetD3D12Format() const; ID3D12Resource* GetD3D12Resource(); bool GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier); void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override; private: Device* mDevice; ComPtr mResource = {}; ID3D12Resource* mResourcePtr = nullptr; }; class TextureView : public TextureViewBase { public: TextureView(TextureViewBuilder* builder); const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const; D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(); D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(); private: D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc; }; }} // namespace backend::d3d12 #endif // BACKEND_D3D12_TEXTURED3D12_H_