Brandon Jones 700cfe7664 Implement D3D12 Native Render Passes
Uses D3D12 native render pass API when possible. On pre-RS5 builds of
Windows, Dawn will fall back to a software emulated render pass. A
toggle was added to provide test coverage to the emulated render pass
implementation and used in tests that test render pass functionality in
particular.

Bug: dawn:36
Change-Id: I297a3ec7655b68d28204db2d3ab78cb82bb4e7a5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13082
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
2019-11-12 18:14:21 +00:00

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1.1 KiB
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// Copyright 2019 The Dawn 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 DAWNNATIVE_D3D12_D3D12INFO_H_
#define DAWNNATIVE_D3D12_D3D12INFO_H_
#include "dawn_native/Error.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class Adapter;
struct D3D12DeviceInfo {
bool isUMA;
uint32_t resourceHeapTier;
bool supportsRenderPass;
};
ResultOrError<D3D12DeviceInfo> GatherDeviceInfo(const Adapter& adapter);
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_D3D12INFO_H_