// Copyright 2023 The Dawn & Tint Authors
//
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// 1. Redistributions of source code must retain the above copyright notice, this
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#ifndef INCLUDE_DAWN_NATIVE_D3D11BACKEND_H_
#define INCLUDE_DAWN_NATIVE_D3D11BACKEND_H_

#include <d3d11_1.h>
#include <wrl/client.h>

#include <memory>
#include <optional>

#include "dawn/native/D3DBackend.h"

namespace dawn::native::d3d11 {

DAWN_NATIVE_EXPORT Microsoft::WRL::ComPtr<ID3D11Device> GetD3D11Device(WGPUDevice device);

// May be chained on RequestAdapterOptions
struct DAWN_NATIVE_EXPORT RequestAdapterOptionsD3D11Device : wgpu::ChainedStruct {
    RequestAdapterOptionsD3D11Device() {
        sType = static_cast<wgpu::SType>(WGPUSType_RequestAdapterOptionsD3D11Device);
    }

    Microsoft::WRL::ComPtr<ID3D11Device> device;
};

// May be chained on SharedTextureMemoryDescriptor
struct DAWN_NATIVE_EXPORT SharedTextureMemoryD3D11Texture2DDescriptor : wgpu::ChainedStruct {
    SharedTextureMemoryD3D11Texture2DDescriptor() {
        sType = static_cast<wgpu::SType>(WGPUSType_SharedTextureMemoryD3D11Texture2DDescriptor);
    }

    // This ID3D11Texture2D object must be created from the same ID3D11Device used in the
    // WGPUDevice.
    Microsoft::WRL::ComPtr<ID3D11Texture2D> texture;
};

}  // namespace dawn::native::d3d11

#endif  // INCLUDE_DAWN_NATIVE_D3D11BACKEND_H_
