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This as this is the first command handled by the Vulkan backend, this commit also introduces the b:✌️:CommandBUffer class and implements b:✌️:Queue::Submit. Also enables the BufferSetSubData tests that are now passing on Vulkan even though the buffer transitions are unimplemented.
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright 2017 The NXT 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 BACKEND_D3D12_COMMANDBUFFERD3D12_H_
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#define BACKEND_D3D12_COMMANDBUFFERD3D12_H_
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#include "backend/CommandAllocator.h"
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#include "backend/CommandBuffer.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend { namespace d3d12 {
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class Device;
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(Device* device, CommandBufferBuilder* builder);
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~CommandBuffer();
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void FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList);
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private:
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Device* mDevice;
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CommandIterator mCommands;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_COMMANDBUFFERD3D12_H_
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