2019-08-02 19:04:52 +00:00
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/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "tools/sk_app/DawnWindowContext.h"
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#include "tools/sk_app/win/WindowContextFactory_win.h"
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#include "dawn/dawncpp.h"
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#include "dawn/dawn_wsi.h"
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#include "dawn_native/DawnNative.h"
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#include "dawn_native/D3D12Backend.h"
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#include "common/SwapChainUtils.h"
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namespace sk_app {
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class DawnD3D12WindowContext : public DawnWindowContext {
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public:
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DawnD3D12WindowContext(HWND hwnd, const DisplayParams& params);
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2019-11-07 15:17:03 +00:00
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~DawnD3D12WindowContext() override;
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2019-10-30 13:56:23 +00:00
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wgpu::Device onInitializeContext() override;
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2019-08-02 19:04:52 +00:00
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void onDestroyContext() override;
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DawnSwapChainImplementation createSwapChainImplementation(
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int width, int height, const DisplayParams& params) override;
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void onSwapBuffers() override;
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private:
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HWND fWindow;
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};
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// NOTE: this texture format must match the one in D3D12's swap chain impl
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DawnD3D12WindowContext::DawnD3D12WindowContext(HWND hwnd, const DisplayParams& params)
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2019-10-30 13:56:23 +00:00
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: DawnWindowContext(params, wgpu::TextureFormat::RGBA8Unorm)
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2019-08-02 19:04:52 +00:00
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, fWindow(hwnd) {
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RECT rect;
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GetClientRect(hwnd, &rect);
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this->initializeContext(rect.right - rect.left, rect.bottom - rect.top);
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}
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DawnD3D12WindowContext::~DawnD3D12WindowContext() {
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this->destroyContext();
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}
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DawnSwapChainImplementation DawnD3D12WindowContext::createSwapChainImplementation(
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int width, int height, const DisplayParams& params) {
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return dawn_native::d3d12::CreateNativeSwapChainImpl(fDevice.Get(), fWindow);
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}
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2019-10-30 13:56:23 +00:00
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wgpu::Device DawnD3D12WindowContext::onInitializeContext() {
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2019-08-02 19:04:52 +00:00
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return this->createDevice(dawn_native::BackendType::D3D12);
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}
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void DawnD3D12WindowContext::onDestroyContext() {
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}
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void DawnD3D12WindowContext::onSwapBuffers() {
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}
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namespace window_context_factory {
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std::unique_ptr<WindowContext> MakeDawnD3D12ForWin(HWND hwnd,
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const DisplayParams& params) {
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std::unique_ptr<WindowContext> ctx(new DawnD3D12WindowContext(hwnd, params));
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if (!ctx->isValid()) {
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return nullptr;
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}
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return ctx;
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}
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}
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} //namespace sk_app
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