/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * 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. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once /// \file /// Declaration of Diligent::EngineD3D11ImplTraits struct #include "RenderDeviceD3D11.h" #include "PipelineStateD3D11.h" #include "ShaderResourceBindingD3D11.h" #include "BufferD3D11.h" #include "BufferViewD3D11.h" #include "TextureD3D11.h" #include "TextureViewD3D11.h" #include "ShaderD3D11.h" #include "SamplerD3D11.h" #include "FenceD3D11.h" #include "QueryD3D11.h" #include "RenderPass.h" #include "Framebuffer.h" #include "CommandList.h" #include "PipelineResourceSignature.h" #include "DeviceContextD3D11.h" namespace Diligent { class RenderDeviceD3D11Impl; class DeviceContextD3D11Impl; class PipelineStateD3D11Impl; class ShaderResourceBindingD3D11Impl; class BufferD3D11Impl; class BufferViewD3D11Impl; class TextureBaseD3D11; class TextureViewD3D11Impl; class ShaderD3D11Impl; class SamplerD3D11Impl; class FenceD3D11Impl; class QueryD3D11Impl; class RenderPassD3D11Impl; class FramebufferD3D11Impl; class CommandListD3D11Impl; class BottomLevelASD3D11Impl; class TopLevelASD3D11Impl; class ShaderBindingTableD3D11Impl; class PipelineResourceSignatureD3D11Impl; class FixedBlockMemoryAllocator; class ShaderResourceCacheD3D11; class ShaderVariableManagerD3D11; struct EngineD3D11ImplTraits { using RenderDeviceInterface = IRenderDeviceD3D11; using DeviceContextInterface = IDeviceContextD3D11; using PipelineStateInterface = IPipelineStateD3D11; using ShaderResourceBindingInterface = IShaderResourceBindingD3D11; using BufferInterface = IBufferD3D11; using BufferViewInterface = IBufferViewD3D11; using TextureInterface = ITextureD3D11; using TextureViewInterface = ITextureViewD3D11; using ShaderInterface = IShaderD3D11; using SamplerInterface = ISamplerD3D11; using FenceInterface = IFenceD3D11; using QueryInterface = IQueryD3D11; using RenderPassInterface = IRenderPass; using FramebufferInterface = IFramebuffer; using CommandListInterface = ICommandList; using PipelineResourceSignatureInterface = IPipelineResourceSignature; using RenderDeviceImplType = RenderDeviceD3D11Impl; using DeviceContextImplType = DeviceContextD3D11Impl; using PipelineStateImplType = PipelineStateD3D11Impl; using ShaderResourceBindingImplType = ShaderResourceBindingD3D11Impl; using BufferImplType = BufferD3D11Impl; using BufferViewImplType = BufferViewD3D11Impl; using TextureImplType = TextureBaseD3D11; using TextureViewImplType = TextureViewD3D11Impl; using ShaderImplType = ShaderD3D11Impl; using SamplerImplType = SamplerD3D11Impl; using FenceImplType = FenceD3D11Impl; using QueryImplType = QueryD3D11Impl; using RenderPassImplType = RenderPassD3D11Impl; using FramebufferImplType = FramebufferD3D11Impl; using CommandListImplType = CommandListD3D11Impl; using BottomLevelASImplType = BottomLevelASD3D11Impl; using TopLevelASImplType = TopLevelASD3D11Impl; using ShaderBindingTableImplType = ShaderBindingTableD3D11Impl; using PipelineResourceSignatureImplType = PipelineResourceSignatureD3D11Impl; using BuffViewObjAllocatorType = FixedBlockMemoryAllocator; using TexViewObjAllocatorType = FixedBlockMemoryAllocator; using ShaderResourceCacheImplType = ShaderResourceCacheD3D11; using ShaderVariableManagerImplType = ShaderVariableManagerD3D11; }; } // namespace Diligent