/* * 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::EngineVkImplTraits struct #include "RenderDeviceVk.h" #include "PipelineStateVk.h" #include "ShaderResourceBindingVk.h" #include "BufferVk.h" #include "BufferViewVk.h" #include "TextureVk.h" #include "TextureViewVk.h" #include "ShaderVk.h" #include "SamplerVk.h" #include "FenceVk.h" #include "QueryVk.h" #include "RenderPassVk.h" #include "FramebufferVk.h" #include "CommandList.h" #include "BottomLevelASVk.h" #include "TopLevelASVk.h" #include "ShaderBindingTableVk.h" #include "PipelineResourceSignature.h" #include "CommandQueueVk.h" #include "DeviceContextVk.h" namespace Diligent { class RenderDeviceVkImpl; class DeviceContextVkImpl; class PipelineStateVkImpl; class ShaderResourceBindingVkImpl; class BufferVkImpl; class BufferViewVkImpl; class TextureVkImpl; class TextureViewVkImpl; class ShaderVkImpl; class SamplerVkImpl; class FenceVkImpl; class QueryVkImpl; class RenderPassVkImpl; class FramebufferVkImpl; class CommandListVkImpl; class BottomLevelASVkImpl; class TopLevelASVkImpl; class ShaderBindingTableVkImpl; class PipelineResourceSignatureVkImpl; class FixedBlockMemoryAllocator; class ShaderResourceCacheVk; class ShaderVariableManagerVk; struct EngineVkImplTraits { using RenderDeviceInterface = IRenderDeviceVk; using DeviceContextInterface = IDeviceContextVk; using PipelineStateInterface = IPipelineStateVk; using ShaderResourceBindingInterface = IShaderResourceBindingVk; using BufferInterface = IBufferVk; using BufferViewInterface = IBufferViewVk; using TextureInterface = ITextureVk; using TextureViewInterface = ITextureViewVk; using ShaderInterface = IShaderVk; using SamplerInterface = ISamplerVk; using FenceInterface = IFenceVk; using QueryInterface = IQueryVk; using RenderPassInterface = IRenderPassVk; using FramebufferInterface = IFramebufferVk; using CommandListInterface = ICommandList; using BottomLevelASInterface = IBottomLevelASVk; using TopLevelASInterface = ITopLevelASVk; using ShaderBindingTableInterface = IShaderBindingTableVk; using PipelineResourceSignatureInterface = IPipelineResourceSignature; using CommandQueueInterface = ICommandQueueVk; using RenderDeviceImplType = RenderDeviceVkImpl; using DeviceContextImplType = DeviceContextVkImpl; using PipelineStateImplType = PipelineStateVkImpl; using ShaderResourceBindingImplType = ShaderResourceBindingVkImpl; using BufferImplType = BufferVkImpl; using BufferViewImplType = BufferViewVkImpl; using TextureImplType = TextureVkImpl; using TextureViewImplType = TextureViewVkImpl; using ShaderImplType = ShaderVkImpl; using SamplerImplType = SamplerVkImpl; using FenceImplType = FenceVkImpl; using QueryImplType = QueryVkImpl; using RenderPassImplType = RenderPassVkImpl; using FramebufferImplType = FramebufferVkImpl; using CommandListImplType = CommandListVkImpl; using BottomLevelASImplType = BottomLevelASVkImpl; using TopLevelASImplType = TopLevelASVkImpl; using ShaderBindingTableImplType = ShaderBindingTableVkImpl; using PipelineResourceSignatureImplType = PipelineResourceSignatureVkImpl; using BuffViewObjAllocatorType = FixedBlockMemoryAllocator; using TexViewObjAllocatorType = FixedBlockMemoryAllocator; using ShaderResourceCacheImplType = ShaderResourceCacheVk; using ShaderVariableManagerImplType = ShaderVariableManagerVk; }; } // namespace Diligent