1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DBackendContext.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/d3d/D3DTestUtils.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/DisplayParams.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/WindowContext.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/win/WindowContextFactory_win.h"
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker #include <d3d12.h>
20*c8dee2aaSAndroid Build Coastguard Worker #include <dxgi1_4.h>
21*c8dee2aaSAndroid Build Coastguard Worker #include <wrl/client.h>
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker #define GR_D3D_CALL_ERRCHECK(X) \
24*c8dee2aaSAndroid Build Coastguard Worker do { \
25*c8dee2aaSAndroid Build Coastguard Worker HRESULT result = X; \
26*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(SUCCEEDED(result)); \
27*c8dee2aaSAndroid Build Coastguard Worker if (!SUCCEEDED(result)) { \
28*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Failed Direct3D call. Error: 0x%08lx\n", result); \
29*c8dee2aaSAndroid Build Coastguard Worker } \
30*c8dee2aaSAndroid Build Coastguard Worker } while (false)
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker using namespace Microsoft::WRL;
33*c8dee2aaSAndroid Build Coastguard Worker
34*c8dee2aaSAndroid Build Coastguard Worker using skwindow::DisplayParams;
35*c8dee2aaSAndroid Build Coastguard Worker using skwindow::WindowContext;
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker namespace {
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker class D3D12WindowContext : public WindowContext {
40*c8dee2aaSAndroid Build Coastguard Worker public:
41*c8dee2aaSAndroid Build Coastguard Worker D3D12WindowContext(HWND hwnd, std::unique_ptr<const DisplayParams> params);
42*c8dee2aaSAndroid Build Coastguard Worker ~D3D12WindowContext() override;
43*c8dee2aaSAndroid Build Coastguard Worker void initializeContext();
44*c8dee2aaSAndroid Build Coastguard Worker void destroyContext();
45*c8dee2aaSAndroid Build Coastguard Worker void setupSurfaces(int width, int height);
46*c8dee2aaSAndroid Build Coastguard Worker
isValid()47*c8dee2aaSAndroid Build Coastguard Worker bool isValid() override {
48*c8dee2aaSAndroid Build Coastguard Worker return fDevice.get() != nullptr;
49*c8dee2aaSAndroid Build Coastguard Worker }
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> getBackbufferSurface() override;
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker void resize(int width, int height) override;
54*c8dee2aaSAndroid Build Coastguard Worker void setDisplayParams(std::unique_ptr<const DisplayParams> params) override;
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker private:
57*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr int kNumFrames = 2;
58*c8dee2aaSAndroid Build Coastguard Worker
59*c8dee2aaSAndroid Build Coastguard Worker void onSwapBuffers() override;
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker HWND fWindow;
62*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3D12Device> fDevice;
63*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3D12CommandQueue> fQueue;
64*c8dee2aaSAndroid Build Coastguard Worker gr_cp<IDXGISwapChain3> fSwapChain;
65*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3D12Resource> fBuffers[kNumFrames];
66*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> fSurfaces[kNumFrames];
67*c8dee2aaSAndroid Build Coastguard Worker
68*c8dee2aaSAndroid Build Coastguard Worker // Synchronization objects.
69*c8dee2aaSAndroid Build Coastguard Worker unsigned int fBufferIndex;
70*c8dee2aaSAndroid Build Coastguard Worker HANDLE fFenceEvent;
71*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3D12Fence> fFence;
72*c8dee2aaSAndroid Build Coastguard Worker uint64_t fFenceValues[kNumFrames];
73*c8dee2aaSAndroid Build Coastguard Worker };
74*c8dee2aaSAndroid Build Coastguard Worker
D3D12WindowContext(HWND hwnd,std::unique_ptr<const DisplayParams> params)75*c8dee2aaSAndroid Build Coastguard Worker D3D12WindowContext::D3D12WindowContext(HWND hwnd, std::unique_ptr<const DisplayParams> params)
76*c8dee2aaSAndroid Build Coastguard Worker : WindowContext(std::move(params)), fWindow(hwnd) {
77*c8dee2aaSAndroid Build Coastguard Worker this->initializeContext();
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
~D3D12WindowContext()80*c8dee2aaSAndroid Build Coastguard Worker D3D12WindowContext::~D3D12WindowContext() {
81*c8dee2aaSAndroid Build Coastguard Worker this->destroyContext();
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker
initializeContext()84*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::initializeContext() {
85*c8dee2aaSAndroid Build Coastguard Worker GrD3DBackendContext backendContext;
86*c8dee2aaSAndroid Build Coastguard Worker sk_gpu_test::CreateD3DBackendContext(&backendContext);
87*c8dee2aaSAndroid Build Coastguard Worker fDevice = backendContext.fDevice;
88*c8dee2aaSAndroid Build Coastguard Worker fQueue = backendContext.fQueue;
89*c8dee2aaSAndroid Build Coastguard Worker
90*c8dee2aaSAndroid Build Coastguard Worker fContext = GrDirectContext::MakeDirect3D(backendContext, fDisplayParams->grContextOptions());
91*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fContext);
92*c8dee2aaSAndroid Build Coastguard Worker
93*c8dee2aaSAndroid Build Coastguard Worker // Make the swapchain
94*c8dee2aaSAndroid Build Coastguard Worker RECT windowRect;
95*c8dee2aaSAndroid Build Coastguard Worker GetWindowRect(fWindow, &windowRect);
96*c8dee2aaSAndroid Build Coastguard Worker unsigned int width = windowRect.right - windowRect.left;
97*c8dee2aaSAndroid Build Coastguard Worker unsigned int height = windowRect.bottom - windowRect.top;
98*c8dee2aaSAndroid Build Coastguard Worker
99*c8dee2aaSAndroid Build Coastguard Worker UINT dxgiFactoryFlags = 0;
100*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;)
101*c8dee2aaSAndroid Build Coastguard Worker
102*c8dee2aaSAndroid Build Coastguard Worker gr_cp<IDXGIFactory4> factory;
103*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
104*c8dee2aaSAndroid Build Coastguard Worker
105*c8dee2aaSAndroid Build Coastguard Worker DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
106*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.BufferCount = kNumFrames;
107*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.Width = width;
108*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.Height = height;
109*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
110*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
111*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
112*c8dee2aaSAndroid Build Coastguard Worker swapChainDesc.SampleDesc.Count = 1;
113*c8dee2aaSAndroid Build Coastguard Worker
114*c8dee2aaSAndroid Build Coastguard Worker gr_cp<IDXGISwapChain1> swapChain;
115*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(factory->CreateSwapChainForHwnd(
116*c8dee2aaSAndroid Build Coastguard Worker fQueue.get(), fWindow, &swapChainDesc, nullptr, nullptr, &swapChain));
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker // We don't support fullscreen transitions.
119*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(factory->MakeWindowAssociation(fWindow, DXGI_MWA_NO_ALT_ENTER));
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(swapChain->QueryInterface(IID_PPV_ARGS(&fSwapChain)));
122*c8dee2aaSAndroid Build Coastguard Worker
123*c8dee2aaSAndroid Build Coastguard Worker fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = fDisplayParams->msaaSampleCount();
126*c8dee2aaSAndroid Build Coastguard Worker
127*c8dee2aaSAndroid Build Coastguard Worker this->setupSurfaces(width, height);
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < kNumFrames; ++i) {
130*c8dee2aaSAndroid Build Coastguard Worker fFenceValues[i] = 10000; // use a high value to make it easier to track these in PIX
131*c8dee2aaSAndroid Build Coastguard Worker }
132*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fDevice->CreateFence(fFenceValues[fBufferIndex], D3D12_FENCE_FLAG_NONE,
133*c8dee2aaSAndroid Build Coastguard Worker IID_PPV_ARGS(&fFence)));
134*c8dee2aaSAndroid Build Coastguard Worker
135*c8dee2aaSAndroid Build Coastguard Worker fFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
136*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fFenceEvent);
137*c8dee2aaSAndroid Build Coastguard Worker
138*c8dee2aaSAndroid Build Coastguard Worker fWidth = width;
139*c8dee2aaSAndroid Build Coastguard Worker fHeight = height;
140*c8dee2aaSAndroid Build Coastguard Worker }
141*c8dee2aaSAndroid Build Coastguard Worker
setupSurfaces(int width,int height)142*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::setupSurfaces(int width, int height) {
143*c8dee2aaSAndroid Build Coastguard Worker // set up base resource info
144*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResourceInfo info(nullptr,
145*c8dee2aaSAndroid Build Coastguard Worker nullptr,
146*c8dee2aaSAndroid Build Coastguard Worker D3D12_RESOURCE_STATE_PRESENT,
147*c8dee2aaSAndroid Build Coastguard Worker DXGI_FORMAT_R8G8B8A8_UNORM,
148*c8dee2aaSAndroid Build Coastguard Worker 1,
149*c8dee2aaSAndroid Build Coastguard Worker 1,
150*c8dee2aaSAndroid Build Coastguard Worker 0);
151*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < kNumFrames; ++i) {
152*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fSwapChain->GetBuffer(i, IID_PPV_ARGS(&fBuffers[i])));
153*c8dee2aaSAndroid Build Coastguard Worker
154*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fBuffers[i]->GetDesc().Width == (UINT64)width &&
155*c8dee2aaSAndroid Build Coastguard Worker fBuffers[i]->GetDesc().Height == (UINT64)height);
156*c8dee2aaSAndroid Build Coastguard Worker
157*c8dee2aaSAndroid Build Coastguard Worker info.fResource = fBuffers[i];
158*c8dee2aaSAndroid Build Coastguard Worker if (fSampleCount > 1) {
159*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTexture(width, height, info);
160*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[i] = SkSurfaces::WrapBackendTexture(fContext.get(),
161*c8dee2aaSAndroid Build Coastguard Worker backendTexture,
162*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
163*c8dee2aaSAndroid Build Coastguard Worker fSampleCount,
164*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
165*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorSpace(),
166*c8dee2aaSAndroid Build Coastguard Worker &fDisplayParams->surfaceProps());
167*c8dee2aaSAndroid Build Coastguard Worker } else {
168*c8dee2aaSAndroid Build Coastguard Worker GrBackendRenderTarget backendRT(width, height, info);
169*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[i] = SkSurfaces::WrapBackendRenderTarget(fContext.get(),
170*c8dee2aaSAndroid Build Coastguard Worker backendRT,
171*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
172*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
173*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorSpace(),
174*c8dee2aaSAndroid Build Coastguard Worker &fDisplayParams->surfaceProps());
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker }
177*c8dee2aaSAndroid Build Coastguard Worker }
178*c8dee2aaSAndroid Build Coastguard Worker
destroyContext()179*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::destroyContext() {
180*c8dee2aaSAndroid Build Coastguard Worker CloseHandle(fFenceEvent);
181*c8dee2aaSAndroid Build Coastguard Worker fFence.reset(nullptr);
182*c8dee2aaSAndroid Build Coastguard Worker
183*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < kNumFrames; ++i) {
184*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[i].reset(nullptr);
185*c8dee2aaSAndroid Build Coastguard Worker fBuffers[i].reset(nullptr);
186*c8dee2aaSAndroid Build Coastguard Worker }
187*c8dee2aaSAndroid Build Coastguard Worker
188*c8dee2aaSAndroid Build Coastguard Worker fSwapChain.reset(nullptr);
189*c8dee2aaSAndroid Build Coastguard Worker fQueue.reset(nullptr);
190*c8dee2aaSAndroid Build Coastguard Worker fDevice.reset(nullptr);
191*c8dee2aaSAndroid Build Coastguard Worker }
192*c8dee2aaSAndroid Build Coastguard Worker
getBackbufferSurface()193*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> D3D12WindowContext::getBackbufferSurface() {
194*c8dee2aaSAndroid Build Coastguard Worker // Update the frame index.
195*c8dee2aaSAndroid Build Coastguard Worker const UINT64 currentFenceValue = fFenceValues[fBufferIndex];
196*c8dee2aaSAndroid Build Coastguard Worker fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
197*c8dee2aaSAndroid Build Coastguard Worker
198*c8dee2aaSAndroid Build Coastguard Worker // If the last frame for this buffer index is not done, wait until it is ready.
199*c8dee2aaSAndroid Build Coastguard Worker if (fFence->GetCompletedValue() < fFenceValues[fBufferIndex]) {
200*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[fBufferIndex], fFenceEvent));
201*c8dee2aaSAndroid Build Coastguard Worker WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
202*c8dee2aaSAndroid Build Coastguard Worker }
203*c8dee2aaSAndroid Build Coastguard Worker
204*c8dee2aaSAndroid Build Coastguard Worker // Set the fence value for the next frame.
205*c8dee2aaSAndroid Build Coastguard Worker fFenceValues[fBufferIndex] = currentFenceValue + 1;
206*c8dee2aaSAndroid Build Coastguard Worker
207*c8dee2aaSAndroid Build Coastguard Worker return fSurfaces[fBufferIndex];
208*c8dee2aaSAndroid Build Coastguard Worker }
209*c8dee2aaSAndroid Build Coastguard Worker
onSwapBuffers()210*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::onSwapBuffers() {
211*c8dee2aaSAndroid Build Coastguard Worker SkSurface* surface = fSurfaces[fBufferIndex].get();
212*c8dee2aaSAndroid Build Coastguard Worker
213*c8dee2aaSAndroid Build Coastguard Worker GrFlushInfo info;
214*c8dee2aaSAndroid Build Coastguard Worker fContext->flush(surface, SkSurfaces::BackendSurfaceAccess::kPresent, info);
215*c8dee2aaSAndroid Build Coastguard Worker fContext->submit();
216*c8dee2aaSAndroid Build Coastguard Worker
217*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fSwapChain->Present(1, 0));
218*c8dee2aaSAndroid Build Coastguard Worker
219*c8dee2aaSAndroid Build Coastguard Worker // Schedule a Signal command in the queue.
220*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), fFenceValues[fBufferIndex]));
221*c8dee2aaSAndroid Build Coastguard Worker }
222*c8dee2aaSAndroid Build Coastguard Worker
resize(int width,int height)223*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::resize(int width, int height) {
224*c8dee2aaSAndroid Build Coastguard Worker // Clean up any outstanding resources in command lists
225*c8dee2aaSAndroid Build Coastguard Worker fContext->flush();
226*c8dee2aaSAndroid Build Coastguard Worker fContext->submit(GrSyncCpu::kYes);
227*c8dee2aaSAndroid Build Coastguard Worker
228*c8dee2aaSAndroid Build Coastguard Worker // release the previous surface and backbuffer resources
229*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < kNumFrames; ++i) {
230*c8dee2aaSAndroid Build Coastguard Worker // Let present complete
231*c8dee2aaSAndroid Build Coastguard Worker if (fFence->GetCompletedValue() < fFenceValues[i]) {
232*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[i], fFenceEvent));
233*c8dee2aaSAndroid Build Coastguard Worker WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
234*c8dee2aaSAndroid Build Coastguard Worker }
235*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[i].reset(nullptr);
236*c8dee2aaSAndroid Build Coastguard Worker fBuffers[i].reset(nullptr);
237*c8dee2aaSAndroid Build Coastguard Worker }
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker GR_D3D_CALL_ERRCHECK(fSwapChain->ResizeBuffers(0, width, height,
240*c8dee2aaSAndroid Build Coastguard Worker DXGI_FORMAT_R8G8B8A8_UNORM, 0));
241*c8dee2aaSAndroid Build Coastguard Worker
242*c8dee2aaSAndroid Build Coastguard Worker this->setupSurfaces(width, height);
243*c8dee2aaSAndroid Build Coastguard Worker
244*c8dee2aaSAndroid Build Coastguard Worker fWidth = width;
245*c8dee2aaSAndroid Build Coastguard Worker fHeight = height;
246*c8dee2aaSAndroid Build Coastguard Worker }
247*c8dee2aaSAndroid Build Coastguard Worker
setDisplayParams(std::unique_ptr<const DisplayParams> params)248*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::setDisplayParams(std::unique_ptr<const DisplayParams> params) {
249*c8dee2aaSAndroid Build Coastguard Worker this->destroyContext();
250*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams = std::move(params);
251*c8dee2aaSAndroid Build Coastguard Worker this->initializeContext();
252*c8dee2aaSAndroid Build Coastguard Worker }
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
255*c8dee2aaSAndroid Build Coastguard Worker
256*c8dee2aaSAndroid Build Coastguard Worker namespace skwindow {
257*c8dee2aaSAndroid Build Coastguard Worker
MakeD3D12ForWin(HWND hwnd,std::unique_ptr<const DisplayParams> params)258*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> MakeD3D12ForWin(HWND hwnd,
259*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) {
260*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> ctx(new D3D12WindowContext(hwnd, std::move(params)));
261*c8dee2aaSAndroid Build Coastguard Worker if (!ctx->isValid()) {
262*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker return ctx;
265*c8dee2aaSAndroid Build Coastguard Worker }
266*c8dee2aaSAndroid Build Coastguard Worker
267*c8dee2aaSAndroid Build Coastguard Worker } // namespace skwindow
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