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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>
34 lines
1.1 KiB
C++
34 lines
1.1 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/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace 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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};
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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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