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// d3d12-swap-chain.h
#pragma once
#include "d3d12-base.h"
namespace gfx
{
namespace d3d12
{
using namespace Slang;
static const Int kMaxNumRenderFrames = 4;
class SwapchainImpl : public D3DSwapchainBase
{
public:
ComPtr<ID3D12CommandQueue> m_queue;
ComPtr<IDXGIFactory> m_dxgiFactory;
ComPtr<IDXGISwapChain3> m_swapChain3;
ComPtr<ID3D12Fence> m_fence;
ShortList<HANDLE, kMaxNumRenderFrames> m_frameEvents;
uint64_t fenceValue = 0;
Result init(DeviceImpl* renderer, const ISwapchain::Desc& swapchainDesc, WindowHandle window);
virtual SLANG_NO_THROW Result SLANG_MCALL resize(GfxCount width, GfxCount height) override;
virtual void createSwapchainBufferImages() override;
virtual IDXGIFactory* getDXGIFactory() override { return m_dxgiFactory; }
virtual IUnknown* getOwningDevice() override { return m_queue; }
virtual SLANG_NO_THROW int SLANG_MCALL acquireNextImage() override;
virtual SLANG_NO_THROW Result SLANG_MCALL present() override;
virtual SLANG_NO_THROW bool SLANG_MCALL isOccluded() override;
virtual SLANG_NO_THROW Result SLANG_MCALL setFullScreenMode(bool mode) override;
};
} // namespace d3d12
} // namespace gfx
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