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1 // Copyright 2017 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "utils/BackendBinding.h"
16 
17 #include "common/Assert.h"
18 #include "dawn_native/D3D12Backend.h"
19 
20 #include "GLFW/glfw3.h"
21 #define GLFW_EXPOSE_NATIVE_WIN32
22 #include "GLFW/glfw3native.h"
23 
24 #include <memory>
25 
26 namespace utils {
27 
28     class D3D12Binding : public BackendBinding {
29       public:
D3D12Binding(GLFWwindow * window,WGPUDevice device)30         D3D12Binding(GLFWwindow* window, WGPUDevice device) : BackendBinding(window, device) {
31         }
32 
GetSwapChainImplementation()33         uint64_t GetSwapChainImplementation() override {
34             if (mSwapchainImpl.userData == nullptr) {
35                 HWND win32Window = glfwGetWin32Window(mWindow);
36                 mSwapchainImpl =
37                     dawn_native::d3d12::CreateNativeSwapChainImpl(mDevice, win32Window);
38             }
39             return reinterpret_cast<uint64_t>(&mSwapchainImpl);
40         }
41 
GetPreferredSwapChainTextureFormat()42         WGPUTextureFormat GetPreferredSwapChainTextureFormat() override {
43             ASSERT(mSwapchainImpl.userData != nullptr);
44             return dawn_native::d3d12::GetNativeSwapChainPreferredFormat(&mSwapchainImpl);
45         }
46 
47       private:
48         DawnSwapChainImplementation mSwapchainImpl = {};
49     };
50 
CreateD3D12Binding(GLFWwindow * window,WGPUDevice device)51     BackendBinding* CreateD3D12Binding(GLFWwindow* window, WGPUDevice device) {
52         return new D3D12Binding(window, device);
53     }
54 
55 }  // namespace utils
56