dawn-cmake/src/dawn_native/d3d12/CommandRecordingContext.cpp

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// Copyright 2019 The Dawn Authors
//
// 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.
#include "dawn_native/d3d12/CommandRecordingContext.h"
#include "dawn_native/d3d12/CommandAllocatorManager.h"
#include "dawn_native/d3d12/D3D12Error.h"
namespace dawn_native { namespace d3d12 {
MaybeError CommandRecordingContext::Open(ID3D12Device* d3d12Device,
CommandAllocatorManager* commandAllocationManager) {
ASSERT(!IsOpen());
ID3D12CommandAllocator* commandAllocator;
DAWN_TRY_ASSIGN(commandAllocator, commandAllocationManager->ReserveCommandAllocator());
if (mD3d12CommandList != nullptr) {
MaybeError error = CheckHRESULT(mD3d12CommandList->Reset(commandAllocator, nullptr),
"D3D12 resetting command list");
if (error.IsError()) {
mD3d12CommandList.Reset();
DAWN_TRY(std::move(error));
}
} else {
ComPtr<ID3D12GraphicsCommandList> d3d12GraphicsCommandList;
DAWN_TRY(CheckHRESULT(
d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator,
nullptr, IID_PPV_ARGS(&d3d12GraphicsCommandList)),
"D3D12 creating direct command list"));
mD3d12CommandList = std::move(d3d12GraphicsCommandList);
}
mIsOpen = true;
return {};
}
ResultOrError<ID3D12GraphicsCommandList*> CommandRecordingContext::Close() {
ASSERT(IsOpen());
mIsOpen = false;
MaybeError error =
CheckHRESULT(mD3d12CommandList->Close(), "D3D12 closing pending command list");
if (error.IsError()) {
mD3d12CommandList.Reset();
DAWN_TRY(std::move(error));
}
return mD3d12CommandList.Get();
}
ID3D12GraphicsCommandList* CommandRecordingContext::GetCommandList() const {
ASSERT(mD3d12CommandList != nullptr);
ASSERT(IsOpen());
return mD3d12CommandList.Get();
}
void CommandRecordingContext::Release() {
mD3d12CommandList.Reset();
mIsOpen = false;
}
bool CommandRecordingContext::IsOpen() const {
return mIsOpen;
}
}} // namespace dawn_native::d3d12