dawn-cmake/src/dawn_native/d3d12/DeviceD3D12.h

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// Copyright 2017 The Dawn Authors
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//
// 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.
#ifndef DAWNNATIVE_D3D12_DEVICED3D12_H_
#define DAWNNATIVE_D3D12_DEVICED3D12_H_
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#include "dawn_native/dawn_platform.h"
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#include "common/SerialQueue.h"
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#include "dawn_native/Device.h"
#include "dawn_native/d3d12/CommandRecordingContext.h"
#include "dawn_native/d3d12/D3D12Info.h"
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#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
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#include <memory>
namespace dawn_native { namespace d3d12 {
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class CommandAllocatorManager;
class DescriptorHeapAllocator;
class ShaderVisibleDescriptorAllocator;
class MapRequestTracker;
class PlatformFunctions;
class ResourceAllocatorManager;
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#define ASSERT_SUCCESS(hr) \
{ \
HRESULT succeeded = hr; \
ASSERT(SUCCEEDED(succeeded)); \
}
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// Definition of backend types
class Device : public DeviceBase {
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public:
Device(Adapter* adapter, const DeviceDescriptor* descriptor);
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~Device();
MaybeError Initialize();
CommandBufferBase* CreateCommandBuffer(CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
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Serial GetCompletedCommandSerial() const final override;
Serial GetLastSubmittedCommandSerial() const final override;
MaybeError TickImpl() override;
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ComPtr<ID3D12Device> GetD3D12Device() const;
ComPtr<ID3D12CommandQueue> GetCommandQueue() const;
ComPtr<ID3D12CommandSignature> GetDispatchIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndexedIndirectSignature() const;
DescriptorHeapAllocator* GetDescriptorHeapAllocator() const;
MapRequestTracker* GetMapRequestTracker() const;
CommandAllocatorManager* GetCommandAllocatorManager() const;
const PlatformFunctions* GetFunctions() const;
ComPtr<IDXGIFactory4> GetFactory() const;
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ResultOrError<CommandRecordingContext*> GetPendingCommandContext();
Serial GetPendingCommandSerial() const override;
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const D3D12DeviceInfo& GetDeviceInfo() const;
MaybeError NextSerial();
MaybeError WaitForSerial(Serial serial);
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void ReferenceUntilUnused(ComPtr<IUnknown> object);
MaybeError ExecutePendingCommandContext();
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ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer(size_t size) override;
MaybeError CopyFromStagingToBuffer(StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
ResultOrError<ResourceHeapAllocation> AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage);
void DeallocateMemory(ResourceHeapAllocation& allocation);
ShaderVisibleDescriptorAllocator* GetShaderVisibleDescriptorAllocator() const;
TextureBase* WrapSharedHandle(const ExternalImageDescriptor* descriptor,
HANDLE sharedHandle,
uint64_t acquireMutexKey);
ResultOrError<ComPtr<IDXGIKeyedMutex>> CreateKeyedMutexForTexture(
ID3D12Resource* d3d12Resource);
void ReleaseKeyedMutexForTexture(ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex);
void InitTogglesFromDriver();
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private:
ResultOrError<BindGroupBase*> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<QueueBase*> CreateQueueImpl() override;
ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) override;
ResultOrError<SwapChainBase*> CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) override;
ResultOrError<NewSwapChainBase*> CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<TextureBase*> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<TextureViewBase*> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
void Destroy() override;
MaybeError WaitForIdleForDestruction() override;
Serial mCompletedSerial = 0;
Serial mLastSubmittedSerial = 0;
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ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent = nullptr;
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ComPtr<ID3D12Device> mD3d12Device; // Device is owned by adapter and will not be outlived.
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ComPtr<ID3D12CommandQueue> mCommandQueue;
// 11on12 device and device context corresponding to mCommandQueue
ComPtr<ID3D11On12Device> mD3d11On12Device;
ComPtr<ID3D11DeviceContext2> mD3d11On12DeviceContext;
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ComPtr<ID3D12CommandSignature> mDispatchIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndexedIndirectSignature;
CommandRecordingContext mPendingCommands;
SerialQueue<ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
std::unique_ptr<MapRequestTracker> mMapRequestTracker;
std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mShaderVisibleDescriptorAllocator;
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};
}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_DEVICED3D12_H_