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This CL updates the clang format files to have a single shared format between Dawn and Tint. The major changes are tabs are 4 spaces, lines are 100 columns and namespaces are not indented. Bug: dawn:1339 Change-Id: I4208742c95643998d9fd14e77a9cc558071ded39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87603 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef SRC_DAWN_NATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
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#define SRC_DAWN_NATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
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#include <set>
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#include <vector>
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#include "dawn/native/Error.h"
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#include "dawn/native/IntegerTypes.h"
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#include "dawn/native/d3d12/BufferD3D12.h"
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#include "dawn/native/d3d12/d3d12_platform.h"
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namespace dawn::native::d3d12 {
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class CommandAllocatorManager;
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class Device;
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class Heap;
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class Texture;
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class CommandRecordingContext {
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public:
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void AddToSharedTextureList(Texture* texture);
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MaybeError Open(ID3D12Device* d3d12Device, CommandAllocatorManager* commandAllocationManager);
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ID3D12GraphicsCommandList* GetCommandList() const;
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ID3D12GraphicsCommandList4* GetCommandList4() const;
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void Release();
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bool IsOpen() const;
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MaybeError ExecuteCommandList(Device* device);
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void TrackHeapUsage(Heap* heap, ExecutionSerial serial);
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void AddToTempBuffers(Ref<Buffer> tempBuffer);
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private:
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ComPtr<ID3D12GraphicsCommandList> mD3d12CommandList;
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ComPtr<ID3D12GraphicsCommandList4> mD3d12CommandList4;
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bool mIsOpen = false;
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std::set<Texture*> mSharedTextures;
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std::vector<Heap*> mHeapsPendingUsage;
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std::vector<Ref<Buffer>> mTempBuffers;
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};
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} // namespace dawn::native::d3d12
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#endif // SRC_DAWN_NATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
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