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/*
* 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
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