// 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_D3D12BACKEND_H_ #define BACKEND_D3D12_D3D12BACKEND_H_ #include "nxt/nxtcpp.h" #include "common/Buffer.h" #include "common/BindGroup.h" #include "common/BindGroupLayout.h" #include "common/Device.h" #include "common/Framebuffer.h" #include "common/DepthStencilState.h" #include "common/InputState.h" #include "common/PipelineLayout.h" #include "common/Queue.h" #include "common/RenderPass.h" #include "common/Sampler.h" #include "common/Texture.h" #include "common/ToBackend.h" #include "d3d12_platform.h" namespace backend { namespace d3d12 { class BindGroup; class BindGroupLayout; class Buffer; class BufferView; class CommandBuffer; class DepthStencilState; class InputState; class Pipeline; class PipelineLayout; class Queue; class Sampler; class ShaderModule; class Texture; class TextureView; class Framebuffer; class RenderPass; struct D3D12BackendTraits { using BindGroupType = BindGroup; using BindGroupLayoutType = BindGroupLayout; using BufferType = Buffer; using BufferViewType = BufferView; using CommandBufferType = CommandBuffer; using DepthStencilStateType = DepthStencilState; using InputStateType = InputState; using PipelineType = Pipeline; using PipelineLayoutType = PipelineLayout; using QueueType = Queue; using SamplerType = Sampler; using ShaderModuleType = ShaderModule; using TextureType = Texture; using TextureViewType = TextureView; using FramebufferType = Framebuffer; using RenderPassType = RenderPass; }; template auto ToBackend(T&& common) -> decltype(ToBackendBase(common)) { return ToBackendBase(common); } void ASSERT_SUCCESS(HRESULT hr); // Definition of backend types class Device : public DeviceBase { public: Device(ComPtr d3d12Device); ~Device(); BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override; BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override; BufferBase* CreateBuffer(BufferBuilder* builder) override; BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override; CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override; DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override; InputStateBase* CreateInputState(InputStateBuilder* builder) override; FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override; PipelineBase* CreatePipeline(PipelineBuilder* builder) override; PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override; QueueBase* CreateQueue(QueueBuilder* builder) override; RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override; SamplerBase* CreateSampler(SamplerBuilder* builder) override; ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override; TextureBase* CreateTexture(TextureBuilder* builder) override; TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override; ComPtr GetD3D12Device(); ComPtr GetCommandQueue(); D3D12_CPU_DESCRIPTOR_HANDLE GetCurrentRenderTargetDescriptor(); void SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor); // NXT API void Reference(); void Release(); private: ComPtr d3d12Device; ComPtr commandQueue; D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor; }; class BindGroup : public BindGroupBase { public: BindGroup(Device* device, BindGroupBuilder* builder); private: Device* device; }; class BindGroupLayout : public BindGroupLayoutBase { public: BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder); private: Device* device; }; class Buffer : public BufferBase { public: Buffer(Device* device, BufferBuilder* builder); private: void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override; void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override; void UnmapImpl() override; Device* device; }; class BufferView : public BufferViewBase { public: BufferView(Device* device, BufferViewBuilder* builder); private: Device* device; }; class Framebuffer : public FramebufferBase { public: Framebuffer(Device* device, FramebufferBuilder* builder); private: Device* device; }; class DepthStencilState : public DepthStencilStateBase { public: DepthStencilState(Device* device, DepthStencilStateBuilder* builder); private: Device* device; }; class InputState : public InputStateBase { public: InputState(Device* device, InputStateBuilder* builder); private: Device* device; }; class RenderPass : public RenderPassBase { public: RenderPass(Device* device, RenderPassBuilder* builder); private: Device* device; }; class Sampler : public SamplerBase { public: Sampler(Device* device, SamplerBuilder* builder); private: Device* device; }; class Texture : public TextureBase { public: Texture(Device* device, TextureBuilder* builder); private: Device* device; }; class TextureView : public TextureViewBase { public: TextureView(Device* device, TextureViewBuilder* builder); private: Device* device; }; } } #endif // BACKEND_D3D12_D3D12BACKEND_H_