skia2/tools/sk_app/win/DawnD3D12WindowContext_win.cpp
Stephen White a800ec96f7 Dawn: implement sk_app window contexts for all backends.
Implement Window contexts for D3D12, Metal and Vulkan, as well as
a base class for all of them (DawnWindowContext).
Implement WSI, swap chains and external textures for all backends.
Add Dawn support to Viewer app.

Change-Id: I9368eae8d43594821aa1edd9fd559c8a9ba30066
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/228060
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
2019-08-02 19:51:02 +00:00

73 lines
2.1 KiB
C++

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