/* * 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::EngineD3D12ImplTraits struct #include "RenderDeviceD3D12.h" #include "PipelineStateD3D12.h" #include "ShaderResourceBindingD3D12.h" #include "BufferD3D12.h" #include "BufferViewD3D12.h" #include "TextureD3D12.h" #include "TextureViewD3D12.h" #include "ShaderD3D12.h" #include "SamplerD3D12.h" #include "FenceD3D12.h" #include "QueryD3D12.h" #include "RenderPass.h" #include "Framebuffer.h" #include "CommandList.h" #include "BottomLevelASD3D12.h" #include "TopLevelASD3D12.h" #include "ShaderBindingTableD3D12.h" #include "PipelineResourceSignature.h" #include "CommandQueueD3D12.h" #include "DeviceContextD3D12.h" namespace Diligent { class RenderDeviceD3D12Impl; class DeviceContextD3D12Impl; class PipelineStateD3D12Impl; class ShaderResourceBindingD3D12Impl; class BufferD3D12Impl; class BufferViewD3D12Impl; class TextureD3D12Impl; class TextureViewD3D12Impl; class ShaderD3D12Impl; class SamplerD3D12Impl; class FenceD3D12Impl; class QueryD3D12Impl; class RenderPassD3D12Impl; class FramebufferD3D12Impl; class CommandListD3D12Impl; class BottomLevelASD3D12Impl; class TopLevelASD3D12Impl; class ShaderBindingTableD3D12Impl; class PipelineResourceSignatureD3D12Impl; class FixedBlockMemoryAllocator; class ShaderResourceCacheD3D12; class ShaderVariableManagerD3D12; struct EngineD3D12ImplTraits { using RenderDeviceInterface = IRenderDeviceD3D12; using DeviceContextInterface = IDeviceContextD3D12; using PipelineStateInterface = IPipelineStateD3D12; using ShaderResourceBindingInterface = IShaderResourceBindingD3D12; using BufferInterface = IBufferD3D12; using BufferViewInterface = IBufferViewD3D12; using TextureInterface = ITextureD3D12; using TextureViewInterface = ITextureViewD3D12; using ShaderInterface = IShaderD3D12; using SamplerInterface = ISamplerD3D12; using FenceInterface = IFenceD3D12; using QueryInterface = IQueryD3D12; using RenderPassInterface = IRenderPass; using FramebufferInterface = IFramebuffer; using CommandListInterface = ICommandList; using BottomLevelASInterface = IBottomLevelASD3D12; using TopLevelASInterface = ITopLevelASD3D12; using ShaderBindingTableInterface = IShaderBindingTableD3D12; using PipelineResourceSignatureInterface = IPipelineResourceSignature; using CommandQueueInterface = ICommandQueueD3D12; using RenderDeviceImplType = RenderDeviceD3D12Impl; using DeviceContextImplType = DeviceContextD3D12Impl; using PipelineStateImplType = PipelineStateD3D12Impl; using ShaderResourceBindingImplType = ShaderResourceBindingD3D12Impl; using BufferImplType = BufferD3D12Impl; using BufferViewImplType = BufferViewD3D12Impl; using TextureImplType = TextureD3D12Impl; using TextureViewImplType = TextureViewD3D12Impl; using ShaderImplType = ShaderD3D12Impl; using SamplerImplType = SamplerD3D12Impl; using FenceImplType = FenceD3D12Impl; using QueryImplType = QueryD3D12Impl; using RenderPassImplType = RenderPassD3D12Impl; using FramebufferImplType = FramebufferD3D12Impl; using CommandListImplType = CommandListD3D12Impl; using BottomLevelASImplType = BottomLevelASD3D12Impl; using TopLevelASImplType = TopLevelASD3D12Impl; using ShaderBindingTableImplType = ShaderBindingTableD3D12Impl; using PipelineResourceSignatureImplType = PipelineResourceSignatureD3D12Impl; using BuffViewObjAllocatorType = FixedBlockMemoryAllocator; using TexViewObjAllocatorType = FixedBlockMemoryAllocator; using ShaderResourceCacheImplType = ShaderResourceCacheD3D12; using ShaderVariableManagerImplType = ShaderVariableManagerD3D12; }; } // namespace Diligent