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// Copyright 2018 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_D3D12BACKEND_H_
#define DAWNNATIVE_D3D12BACKEND_H_

#include <dawn/dawn_wsi.h>
#include <dawn_native/DawnNative.h>

#include <windows.h>
#include <wrl/client.h>

struct ID3D12Device;

namespace dawn_native { namespace d3d12 {
    DAWN_NATIVE_EXPORT Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device(WGPUDevice device);
    DAWN_NATIVE_EXPORT DawnSwapChainImplementation CreateNativeSwapChainImpl(WGPUDevice device,
                                                                             HWND window);
    DAWN_NATIVE_EXPORT WGPUTextureFormat
    GetNativeSwapChainPreferredFormat(const DawnSwapChainImplementation* swapChain);

    // Note: SharedHandle must be a handle to a texture object.
    DAWN_NATIVE_EXPORT WGPUTexture WrapSharedHandle(WGPUDevice device,
                                                    const WGPUTextureDescriptor* descriptor,
                                                    HANDLE sharedHandle,
                                                    uint64_t acquireMutexKey);
}}  // namespace dawn_native::d3d12

#endif  // DAWNNATIVE_D3D12BACKEND_H_