1b89eb742a
Adds base class GrD3DAlloc and GrD3DMemoryAllocator, and a reference to a GrD3DMemoryAllocator in GrBackendContext and a reference to a GrD3DAlloc in GrD3DTextureResourceInfo. Internally, we override this base class to define the AMD memory allocator. Change-Id: I033924b0247ea330969b1398f25985e7a84aec11 Bug: skia:9935 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317243 Commit-Queue: Jim Van Verth <jvanverth@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
36 lines
1.0 KiB
C
36 lines
1.0 KiB
C
/*
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* Copyright 2020 Google LLC
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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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#ifndef GrD3DBackendContext_DEFINED
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#define GrD3DBackendContext_DEFINED
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// GrD3DTypes.h includes d3d12.h, which in turn includes windows.h, which redefines many
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// common identifiers such as:
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// * interface
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// * small
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// * near
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// * far
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// * CreateSemaphore
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// * MemoryBarrier
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//
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// You should only include GrD3DBackendContext.h if you are prepared to rename those identifiers.
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#include "include/gpu/d3d/GrD3DTypes.h"
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#include "include/gpu/GrTypes.h"
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// The BackendContext contains all of the base D3D objects needed by the GrD3DGpu. The assumption
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// is that the client will set these up and pass them to the GrD3DGpu constructor.
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struct SK_API GrD3DBackendContext {
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gr_cp<IDXGIAdapter1> fAdapter;
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gr_cp<ID3D12Device> fDevice;
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gr_cp<ID3D12CommandQueue> fQueue;
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sk_sp<GrD3DMemoryAllocator> fMemoryAllocator;
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GrProtected fProtectedContext = GrProtected::kNo;
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};
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#endif
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