src/ngfx/porting/d3d/D3DGraphicsContext.h
Namespaces
Name |
---|
ngfx |
Classes
Name | |
---|---|
class | ngfx::D3DGraphicsContext |
struct | ngfx::D3DGraphicsContext::D3DRenderPassData |
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you 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.
*/
#pragma once
#include "ngfx/core/DebugUtil.h"
#include "ngfx/graphics/GraphicsContext.h"
#include "ngfx/porting/d3d/D3DCommandList.h"
#include "ngfx/porting/d3d/D3DCommandQueue.h"
#include "ngfx/porting/d3d/D3DComputePass.h"
#include "ngfx/porting/d3d/D3DDescriptorHeap.h"
#include "ngfx/porting/d3d/D3DDevice.h"
#include "ngfx/porting/d3d/D3DFence.h"
#include "ngfx/porting/d3d/D3DFramebuffer.h"
#include "ngfx/porting/d3d/D3DPipelineCache.h"
#include "ngfx/porting/d3d/D3DRenderPass.h"
#include "ngfx/porting/d3d/D3DSwapchain.h"
#include "ngfx/porting/d3d/D3DTexture.h"
#include "ngfx/porting/d3d/D3DUtil.h"
#include <memory>
namespace ngfx {
class D3DGraphicsContext : public GraphicsContext {
public:
void create(const char *appName, bool enableDepthStencil, bool debug);
virtual ~D3DGraphicsContext() {}
void setSurface(Surface *surface) override;
CommandBuffer *drawCommandBuffer(int32_t index = -1) override;
CommandBuffer *copyCommandBuffer() override;
CommandBuffer *computeCommandBuffer() override;
struct D3DRenderPassData {
RenderPassConfig config;
D3DRenderPass d3dRenderPass;
};
RenderPass *getRenderPass(RenderPassConfig config) override;
std::vector<std::unique_ptr<D3DRenderPassData>> d3dRenderPassCache;
ComPtr<IDXGIFactory4> d3dFactory;
D3DDevice d3dDevice;
D3DCommandQueue d3dCommandQueue;
D3DDescriptorHeap d3dRtvDescriptorHeap, d3dCbvSrvUavDescriptorHeap,
d3dSamplerDescriptorHeap, d3dDsvDescriptorHeap;
D3DPipelineCache d3dPipelineCache;
D3DSwapchain d3dSwapchain;
std::vector<D3DCommandList> d3dDrawCommandLists;
D3DCommandList d3dCopyCommandList, d3dComputeCommandList;
D3DRenderPass *d3dDefaultRenderPass = nullptr,
*d3dDefaultOffscreenRenderPass = nullptr;
std::vector<D3DFramebuffer> d3dSwapchainFramebuffers;
std::vector<D3DFence> d3dWaitFences;
D3DFence d3dComputeFence;
D3DComputePass d3dComputePass;
std::unique_ptr<D3DTexture> d3dDepthStencilView;
bool offscreen = true;
uint32_t numSamples = 1;
private:
void createBindings();
void createDescriptorHeaps();
void createRenderPass(const RenderPassConfig &config,
D3DRenderPass &renderPass);
void createFences(ID3D12Device *device);
void createSwapchainFramebuffers(int w, int h);
};
D3D_CAST(GraphicsContext);
} // namespace ngfx
Updated on 3 April 2021 at 20:21:51 PDT