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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
42 lines
1.4 KiB
C++
42 lines
1.4 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 DAWNNATIVE_D3D12_D3D12INFO_H_
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#define DAWNNATIVE_D3D12_D3D12INFO_H_
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#include "dawn_native/Error.h"
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#include "dawn_native/PerStage.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 Adapter;
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struct D3D12DeviceInfo {
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bool isUMA;
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uint32_t resourceHeapTier;
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bool supportsRenderPass;
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bool supportsShaderFloat16;
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// shaderModel indicates the maximum supported shader model, for example, the value 62
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// indicates that current driver supports the maximum shader model is shader model 6.2.
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uint32_t shaderModel;
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PerStage<std::wstring> shaderProfiles;
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bool supportsSharedResourceCapabilityTier1;
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};
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ResultOrError<D3D12DeviceInfo> GatherDeviceInfo(const Adapter& adapter);
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} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_D3D12INFO_H_
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