d3d11: add Device, Queue, Sampler, etc

Bug: dawn:1705
Change-Id: I0cfc54a3be2c9dc4471d0b5b9cb7d6066519bcf1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126300
Commit-Queue: Peng Huang <penghuang@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
Peng Huang 2023-04-06 18:02:13 +00:00 committed by Dawn LUCI CQ
parent ac77863352
commit 4faf3d31ba
17 changed files with 1149 additions and 27 deletions

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@ -427,11 +427,22 @@ source_set("sources") {
"d3d11/AdapterD3D11.h", "d3d11/AdapterD3D11.h",
"d3d11/BackendD3D11.cpp", "d3d11/BackendD3D11.cpp",
"d3d11/BackendD3D11.h", "d3d11/BackendD3D11.h",
"d3d11/CommandRecordingContextD3D11.cpp",
"d3d11/CommandRecordingContextD3D11.h",
"d3d11/D3D11Backend.cpp", "d3d11/D3D11Backend.cpp",
"d3d11/DeviceD3D11.cpp",
"d3d11/DeviceD3D11.h",
"d3d11/DeviceInfoD3D11.cpp", "d3d11/DeviceInfoD3D11.cpp",
"d3d11/DeviceInfoD3D11.h", "d3d11/DeviceInfoD3D11.h",
"d3d11/Forward.h",
"d3d11/PlatformFunctionsD3D11.cpp", "d3d11/PlatformFunctionsD3D11.cpp",
"d3d11/PlatformFunctionsD3D11.h", "d3d11/PlatformFunctionsD3D11.h",
"d3d11/QueueD3D11.cpp",
"d3d11/QueueD3D11.h",
"d3d11/SamplerD3D11.cpp",
"d3d11/SamplerD3D11.h",
"d3d11/UtilsD3D11.cpp",
"d3d11/UtilsD3D11.h",
] ]
} }

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@ -284,12 +284,22 @@ if (DAWN_ENABLE_D3D11)
"d3d11/AdapterD3D11.h" "d3d11/AdapterD3D11.h"
"d3d11/BackendD3D11.cpp" "d3d11/BackendD3D11.cpp"
"d3d11/BackendD3D11.h" "d3d11/BackendD3D11.h"
"d3d11/CommandRecordingContextD3D11.cpp"
"d3d11/CommandRecordingContextD3D11.h"
"d3d11/D3D11Backend.cpp" "d3d11/D3D11Backend.cpp"
"d3d11/DeviceD3D11.cpp"
"d3d11/DeviceD3D11.h"
"d3d11/DeviceInfoD3D11.cpp" "d3d11/DeviceInfoD3D11.cpp"
"d3d11/DeviceInfoD3D11.h" "d3d11/DeviceInfoD3D11.h"
"d3d11/Forward.h"
"d3d11/PlatformFunctionsD3D11.cpp" "d3d11/PlatformFunctionsD3D11.cpp"
"d3d11/PlatformFunctionsD3D11.h" "d3d11/PlatformFunctionsD3D11.h"
"d3d11/QueueD3D11.cpp"
"d3d11/QueueD3D11.h"
"d3d11/SamplerD3D11.cpp"
"d3d11/SamplerD3D11.h"
"d3d11/UtilsD3D11.cpp"
"d3d11/UtilsD3D11.h"
) )
endif() endif()

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@ -21,6 +21,7 @@
#include "dawn/native/Instance.h" #include "dawn/native/Instance.h"
#include "dawn/native/d3d/D3DError.h" #include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/BackendD3D11.h" #include "dawn/native/d3d11/BackendD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h" #include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
namespace dawn::native::d3d11 { namespace dawn::native::d3d11 {
@ -41,8 +42,25 @@ const DeviceInfo& Adapter::GetDeviceInfo() const {
return mDeviceInfo; return mDeviceInfo;
} }
ComPtr<ID3D11Device> Adapter::GetD3D11Device() const { ResultOrError<ComPtr<ID3D11Device>> Adapter::CreateD3D11Device() {
return mD3d11Device; ComPtr<ID3D11Device> device = std::move(mD3d11Device);
if (!device) {
const PlatformFunctions* functions = static_cast<Backend*>(GetBackend())->GetFunctions();
const D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
UINT flags = 0;
if (GetInstance()->IsBackendValidationEnabled()) {
flags |= D3D11_CREATE_DEVICE_DEBUG;
}
DAWN_TRY(CheckHRESULT(functions->d3d11CreateDevice(
GetHardwareAdapter(), D3D_DRIVER_TYPE_UNKNOWN,
/*Software=*/nullptr, flags, featureLevels,
std::size(featureLevels), D3D11_SDK_VERSION, &device,
/*pFeatureLevel=*/nullptr, /*[out] ppImmediateContext=*/nullptr),
"D3D11CreateDevice failed"));
}
return device;
} }
MaybeError Adapter::InitializeImpl() { MaybeError Adapter::InitializeImpl() {
@ -50,21 +68,10 @@ MaybeError Adapter::InitializeImpl() {
// D3D11 cannot check for feature support without a device. // D3D11 cannot check for feature support without a device.
// Create the device to populate the adapter properties then reuse it when needed for actual // Create the device to populate the adapter properties then reuse it when needed for actual
// rendering. // rendering.
const PlatformFunctions* functions = static_cast<Backend*>(GetBackend())->GetFunctions(); DAWN_TRY_ASSIGN(mD3d11Device, CreateD3D11Device());
const D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
UINT flags = 0; mFeatureLevel = mD3d11Device->GetFeatureLevel();
if (GetInstance()->IsBackendValidationEnabled()) { DAWN_TRY_ASSIGN(mDeviceInfo, GatherDeviceInfo(mD3d11Device));
flags |= D3D11_CREATE_DEVICE_DEBUG;
}
DAWN_TRY(CheckHRESULT(functions->d3d11CreateDevice(
GetHardwareAdapter(), D3D_DRIVER_TYPE_UNKNOWN, /*Software=*/nullptr,
flags, featureLevels, std::size(featureLevels), D3D11_SDK_VERSION,
&mD3d11Device, &mFeatureLevel, /*[out] ppImmediateContext=*/nullptr),
"D3D11CreateDevice failed"));
DAWN_TRY_ASSIGN(mDeviceInfo, GatherDeviceInfo(*this));
// Base::InitializeImpl() cannot distinguish between discrete and integrated GPUs, so we need to // Base::InitializeImpl() cannot distinguish between discrete and integrated GPUs, so we need to
// overwrite it. // overwrite it.
@ -150,8 +157,7 @@ void Adapter::SetupBackendDeviceToggles(TogglesState* deviceToggles) const {}
ResultOrError<Ref<DeviceBase>> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor, ResultOrError<Ref<DeviceBase>> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles) { const TogglesState& deviceToggles) {
// TODO(dawn:1705): Implement D3D11 backend. return Device::Create(this, descriptor, deviceToggles);
return DAWN_UNIMPLEMENTED_ERROR("D3D11 backend is not implemented yet");
} }
// Resets the backend device and creates a new one. If any D3D11 objects belonging to the // Resets the backend device and creates a new one. If any D3D11 objects belonging to the

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@ -35,7 +35,7 @@ class Adapter : public d3d::Adapter {
bool SupportsExternalImages() const override; bool SupportsExternalImages() const override;
const DeviceInfo& GetDeviceInfo() const; const DeviceInfo& GetDeviceInfo() const;
ComPtr<ID3D11Device> GetD3D11Device() const; ResultOrError<ComPtr<ID3D11Device>> CreateD3D11Device();
private: private:
using Base = d3d::Adapter; using Base = d3d::Adapter;
@ -55,7 +55,6 @@ class Adapter : public d3d::Adapter {
const TogglesState& toggles) const override; const TogglesState& toggles) const override;
ComPtr<ID3D11Device> mD3d11Device; ComPtr<ID3D11Device> mD3d11Device;
D3D_FEATURE_LEVEL mFeatureLevel; D3D_FEATURE_LEVEL mFeatureLevel;
DeviceInfo mDeviceInfo = {}; DeviceInfo mDeviceInfo = {};
}; };

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@ -0,0 +1,95 @@
// Copyright 2023 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/d3d11/CommandRecordingContextD3D11.h"
#include <string>
#include <utility>
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/Forward.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
MaybeError CommandRecordingContext::Open(Device* device) {
ASSERT(!IsOpen());
ASSERT(device);
if (!mD3D11DeviceContext4) {
ID3D11Device* d3d11Device = device->GetD3D11Device();
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
device->GetD3D11Device()->GetImmediateContext(&d3d11DeviceContext);
ComPtr<ID3D11DeviceContext4> d3d11DeviceContext4;
DAWN_TRY(
CheckHRESULT(d3d11DeviceContext.As(&d3d11DeviceContext4),
"D3D11 querying immediate context for ID3D11DeviceContext4 interface"));
mD3D11Device = d3d11Device;
mD3D11DeviceContext4 = std::move(d3d11DeviceContext4);
}
mIsOpen = true;
mNeedsSubmit = false;
return {};
}
MaybeError CommandRecordingContext::ExecuteCommandList(Device* device) {
// Consider using deferred DeviceContext.
return {};
}
ID3D11Device* CommandRecordingContext::GetD3D11Device() const {
return mD3D11Device.Get();
}
ID3D11DeviceContext* CommandRecordingContext::GetD3D11DeviceContext() const {
return mD3D11DeviceContext4.Get();
}
ID3D11DeviceContext1* CommandRecordingContext::GetD3D11DeviceContext1() const {
return mD3D11DeviceContext4.Get();
}
ID3D11DeviceContext4* CommandRecordingContext::GetD3D11DeviceContext4() const {
return mD3D11DeviceContext4.Get();
}
void CommandRecordingContext::Release() {
if (mIsOpen) {
mIsOpen = false;
mNeedsSubmit = false;
mD3D11DeviceContext4 = nullptr;
mD3D11Device = nullptr;
}
}
bool CommandRecordingContext::IsOpen() const {
return mIsOpen;
}
bool CommandRecordingContext::NeedsSubmit() const {
return mNeedsSubmit;
}
void CommandRecordingContext::SetNeedsSubmit() {
mNeedsSubmit = true;
}
} // namespace dawn::native::d3d11

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@ -0,0 +1,51 @@
// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_
#define SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_
#include "dawn/common/RefCounted.h"
#include "dawn/native/Error.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class CommandAllocatorManager;
class Device;
class CommandRecordingContext {
public:
MaybeError Open(Device* device);
void Release();
bool IsOpen() const;
bool NeedsSubmit() const;
void SetNeedsSubmit();
MaybeError ExecuteCommandList(Device* device);
ID3D11Device* GetD3D11Device() const;
ID3D11DeviceContext* GetD3D11DeviceContext() const;
ID3D11DeviceContext1* GetD3D11DeviceContext1() const;
ID3D11DeviceContext4* GetD3D11DeviceContext4() const;
private:
bool mIsOpen = false;
bool mNeedsSubmit = false;
ComPtr<ID3D11Device> mD3D11Device;
ComPtr<ID3D11DeviceContext4> mD3D11DeviceContext4;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_

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@ -0,0 +1,429 @@
// Copyright 2023 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/d3d11/DeviceD3D11.h"
#include <algorithm>
#include <limits>
#include <sstream>
#include <utility>
#include "dawn/common/GPUInfo.h"
#include "dawn/native/Buffer.h"
#include "dawn/native/ComputePipeline.h"
#include "dawn/native/D3D11Backend.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/Instance.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/Texture.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/AdapterD3D11.h"
#include "dawn/native/d3d11/BackendD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
#include "dawn/native/d3d11/QueueD3D11.h"
#include "dawn/native/d3d11/SamplerD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
namespace {
static constexpr uint64_t kMaxDebugMessagesToPrint = 5;
void AppendDebugLayerMessagesToError(ID3D11InfoQueue* infoQueue,
uint64_t totalErrors,
ErrorData* error) {
ASSERT(totalErrors > 0);
ASSERT(error != nullptr);
uint64_t errorsToPrint = std::min(kMaxDebugMessagesToPrint, totalErrors);
for (uint64_t i = 0; i < errorsToPrint; ++i) {
std::ostringstream messageStream;
SIZE_T messageLength = 0;
HRESULT hr = infoQueue->GetMessage(i, nullptr, &messageLength);
if (FAILED(hr)) {
messageStream << " ID3D11InfoQueue::GetMessage failed with " << hr;
error->AppendBackendMessage(messageStream.str());
continue;
}
std::unique_ptr<uint8_t[]> messageData(new uint8_t[messageLength]);
D3D11_MESSAGE* message = reinterpret_cast<D3D11_MESSAGE*>(messageData.get());
hr = infoQueue->GetMessage(i, message, &messageLength);
if (FAILED(hr)) {
messageStream << " ID3D11InfoQueue::GetMessage failed with " << hr;
error->AppendBackendMessage(messageStream.str());
continue;
}
messageStream << message->pDescription << " (" << message->ID << ")";
error->AppendBackendMessage(messageStream.str());
}
if (errorsToPrint < totalErrors) {
std::ostringstream messages;
messages << (totalErrors - errorsToPrint) << " messages silenced";
error->AppendBackendMessage(messages.str());
}
// We only print up to the first kMaxDebugMessagesToPrint errors
infoQueue->ClearStoredMessages();
}
} // namespace
// static
ResultOrError<Ref<Device>> Device::Create(Adapter* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles) {
Ref<Device> device = AcquireRef(new Device(adapter, descriptor, deviceToggles));
DAWN_TRY(device->Initialize(descriptor));
return device;
}
MaybeError Device::Initialize(const DeviceDescriptor* descriptor) {
DAWN_TRY_ASSIGN(mD3d11Device, ToBackend(GetAdapter())->CreateD3D11Device());
ASSERT(mD3d11Device != nullptr);
DAWN_TRY(DeviceBase::Initialize(Queue::Create(this, &descriptor->defaultQueue)));
// Get the ID3D11Device5 interface which is need for creating fences.
// TODO(dawn:1741): Handle the case where ID3D11Device5 is not available.
DAWN_TRY(CheckHRESULT(mD3d11Device.As(&mD3d11Device5), "D3D11: getting ID3D11Device5"));
// Create the fence.
DAWN_TRY(
CheckHRESULT(mD3d11Device5->CreateFence(0, D3D11_FENCE_FLAG_SHARED, IID_PPV_ARGS(&mFence)),
"D3D11: creating fence"));
DAWN_TRY(CheckHRESULT(mFence->CreateSharedHandle(nullptr, GENERIC_ALL, nullptr, &mFenceHandle),
"D3D11: creating fence shared handle"));
// Create the fence event.
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
SetLabelImpl();
return {};
}
Device::~Device() {
Destroy();
// Close the handle here instead of in DestroyImpl. The handle is returned from
// ExternalImageDXGI, so it needs to live as long as the Device ref does, even if the device
// state is destroyed.
if (mFenceHandle != nullptr) {
::CloseHandle(mFenceHandle);
mFenceHandle = nullptr;
}
}
ID3D11Device* Device::GetD3D11Device() const {
return mD3d11Device.Get();
}
ID3D11Device5* Device::GetD3D11Device5() const {
return mD3d11Device5.Get();
}
ResultOrError<CommandRecordingContext*> Device::GetPendingCommandContext(
Device::SubmitMode submitMode) {
// Callers of GetPendingCommandList do so to record commands. Only reserve a command
// allocator when it is needed so we don't submit empty command lists
if (!mPendingCommands.IsOpen()) {
DAWN_TRY(mPendingCommands.Open(this));
}
if (submitMode == Device::SubmitMode::Normal) {
mPendingCommands.SetNeedsSubmit();
}
return &mPendingCommands;
}
MaybeError Device::TickImpl() {
// Perform cleanup operations to free unused objects
[[maybe_unused]] ExecutionSerial completedSerial = GetCompletedCommandSerial();
if (mPendingCommands.IsOpen() && mPendingCommands.NeedsSubmit()) {
DAWN_TRY(ExecutePendingCommandContext());
DAWN_TRY(NextSerial());
}
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
return {};
}
MaybeError Device::NextSerial() {
IncrementLastSubmittedCommandSerial();
TRACE_EVENT1(GetPlatform(), General, "D3D11Device::SignalFence", "serial",
uint64_t(GetLastSubmittedCommandSerial()));
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, GetPendingCommandContext());
DAWN_TRY(CheckHRESULT(commandContext->GetD3D11DeviceContext4()->Signal(
mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
"D3D11 command queue signal fence"));
return {};
}
MaybeError Device::WaitForSerial(ExecutionSerial serial) {
DAWN_TRY(CheckPassedSerials());
if (GetCompletedCommandSerial() < serial) {
DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent),
"D3D11 set event on completion"));
WaitForSingleObject(mFenceEvent, INFINITE);
DAWN_TRY(CheckPassedSerials());
}
return {};
}
ResultOrError<ExecutionSerial> Device::CheckAndUpdateCompletedSerials() {
ExecutionSerial completedSerial = ExecutionSerial(mFence->GetCompletedValue());
if (DAWN_UNLIKELY(completedSerial == ExecutionSerial(UINT64_MAX))) {
// GetCompletedValue returns UINT64_MAX if the device was removed.
// Try to query the failure reason.
DAWN_TRY(CheckHRESULT(mD3d11Device->GetDeviceRemovedReason(),
"ID3D11Device::GetDeviceRemovedReason"));
// Otherwise, return a generic device lost error.
return DAWN_DEVICE_LOST_ERROR("Device lost");
}
if (completedSerial <= GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
return completedSerial;
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial());
}
bool Device::HasPendingCommands() const {
return mPendingCommands.NeedsSubmit();
}
void Device::ForceEventualFlushOfCommands() {
if (mPendingCommands.IsOpen()) {
mPendingCommands.SetNeedsSubmit();
}
}
MaybeError Device::ExecutePendingCommandContext() {
return {};
}
ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateBindGroupImpl");
}
ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) {
return DAWN_UNIMPLEMENTED_ERROR("CreateBindGroupLayoutImpl");
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateBufferImpl");
}
ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateCommandBuffer");
}
Ref<ComputePipelineBase> Device::CreateUninitializedComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return nullptr;
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreatePipelineLayoutImpl");
}
ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateQuerySetImpl");
}
Ref<RenderPipelineBase> Device::CreateUninitializedRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) {
return nullptr;
}
ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return Sampler::Create(this, descriptor);
}
ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) {
return DAWN_UNIMPLEMENTED_ERROR("CreateShaderModuleImpl");
}
ResultOrError<Ref<SwapChainBase>> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateSwapChainImpl");
}
ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateSwapChainImpl");
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateTextureImpl");
}
ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateTextureViewImpl");
}
void Device::InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) {}
void Device::InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) {}
MaybeError Device::CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
return DAWN_UNIMPLEMENTED_ERROR("CopyFromStagingToBufferImpl");
}
MaybeError Device::CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) {
return DAWN_UNIMPLEMENTED_ERROR("CopyFromStagingToTextureImpl");
}
const DeviceInfo& Device::GetDeviceInfo() const {
return ToBackend(GetAdapter())->GetDeviceInfo();
}
MaybeError Device::WaitForIdleForDestruction() {
// Immediately forget about all pending commands
mPendingCommands.Release();
DAWN_TRY(NextSerial());
// Wait for all in-flight commands to finish executing
DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial()));
return {};
}
MaybeError Device::CheckDebugLayerAndGenerateErrors() {
if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) {
return {};
}
ComPtr<ID3D11InfoQueue> infoQueue;
DAWN_TRY(CheckHRESULT(mD3d11Device.As(&infoQueue),
"D3D11 QueryInterface ID3D11Device to ID3D11InfoQueue"));
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
// Check if any errors have occurred otherwise we would be creating an empty error. Note
// that we use GetNumStoredMessagesAllowedByRetrievalFilter instead of GetNumStoredMessages
// because we only convert WARNINGS or higher messages to dawn errors.
if (totalErrors == 0) {
return {};
}
auto error = DAWN_INTERNAL_ERROR("The D3D11 debug layer reported uncaught errors.");
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error.get());
return error;
}
void Device::AppendDebugLayerMessages(ErrorData* error) {
if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) {
return;
}
ComPtr<ID3D11InfoQueue> infoQueue;
if (FAILED(mD3d11Device.As(&infoQueue))) {
return;
}
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
if (totalErrors == 0) {
return;
}
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error);
}
void Device::DestroyImpl() {
ASSERT(GetState() == State::Disconnected);
if (mFenceEvent != nullptr) {
::CloseHandle(mFenceEvent);
mFenceEvent = nullptr;
}
}
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
return 256;
}
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
return 1;
}
float Device::GetTimestampPeriodInNS() const {
return 1.0f;
}
bool Device::ShouldDuplicateNumWorkgroupsForDispatchIndirect(
ComputePipelineBase* computePipeline) const {
return false;
}
void Device::SetLabelImpl() {}
bool Device::MayRequireDuplicationOfIndirectParameters() const {
return true;
}
bool Device::ShouldDuplicateParametersForDrawIndirect(
const RenderPipelineBase* renderPipelineBase) const {
// return ToBackend(renderPipelineBase)->UsesVertexOrInstanceIndex();
return false;
}
uint64_t Device::GetBufferCopyOffsetAlignmentForDepthStencil() const {
return DeviceBase::GetBufferCopyOffsetAlignmentForDepthStencil();
}
HANDLE Device::GetFenceHandle() const {
return mFenceHandle;
}
} // namespace dawn::native::d3d11

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@ -0,0 +1,144 @@
// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_DEVICED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_DEVICED3D11_H_
#include <memory>
#include <vector>
#include "dawn/common/SerialQueue.h"
#include "dawn/native/d3d/DeviceD3D.h"
#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/DeviceInfoD3D11.h"
#include "dawn/native/d3d11/Forward.h"
namespace dawn::native::d3d11 {
class Fence;
// Definition of backend types
class Device final : public d3d::Device {
public:
static ResultOrError<Ref<Device>> Create(Adapter* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles);
~Device() override;
MaybeError Initialize(const DeviceDescriptor* descriptor);
ID3D11Device* GetD3D11Device() const;
ID3D11Device5* GetD3D11Device5() const;
ResultOrError<CommandRecordingContext*> GetPendingCommandContext(
Device::SubmitMode submitMode = Device::SubmitMode::Normal);
const DeviceInfo& GetDeviceInfo() const;
MaybeError NextSerial();
MaybeError WaitForSerial(ExecutionSerial serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
MaybeError ExecutePendingCommandContext();
HANDLE GetFenceHandle() const;
Ref<TextureBase> CreateD3D11ExternalTexture(const TextureDescriptor* descriptor,
ComPtr<ID3D11Resource> d3d11Texture,
std::vector<Ref<Fence>> waitFences,
bool isSwapChainTexture,
bool isInitialized);
ResultOrError<Ref<CommandBufferBase>> CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
void ForceEventualFlushOfCommands() override;
MaybeError CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
MaybeError CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) override;
uint32_t GetOptimalBytesPerRowAlignment() const override;
uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
float GetTimestampPeriodInNS() const override;
bool ShouldDuplicateNumWorkgroupsForDispatchIndirect(
ComputePipelineBase* computePipeline) const override;
bool MayRequireDuplicationOfIndirectParameters() const override;
bool ShouldDuplicateParametersForDrawIndirect(
const RenderPipelineBase* renderPipelineBase) const override;
uint64_t GetBufferCopyOffsetAlignmentForDepthStencil() const override;
void SetLabelImpl() override;
private:
using Base = d3d::Device;
using Base::Base;
ResultOrError<Ref<BindGroupBase>> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<Ref<BindGroupLayoutBase>> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<Ref<PipelineLayoutBase>> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<Ref<QuerySetBase>> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<Ref<SamplerBase>> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<Ref<ShaderModuleBase>> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) override;
ResultOrError<Ref<SwapChainBase>> CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<NewSwapChainBase>> CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<Ref<TextureViewBase>> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Ref<ComputePipelineBase> CreateUninitializedComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
Ref<RenderPipelineBase> CreateUninitializedRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
void InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) override;
void InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) override;
void DestroyImpl() override;
MaybeError WaitForIdleForDestruction() override;
bool HasPendingCommands() const override;
MaybeError CheckDebugLayerAndGenerateErrors();
void AppendDebugLayerMessages(ErrorData* error) override;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
ComPtr<ID3D11Fence> mFence;
HANDLE mFenceHandle = nullptr;
HANDLE mFenceEvent = nullptr;
ComPtr<ID3D11Device> mD3d11Device;
ComPtr<ID3D11Device5> mD3d11Device5;
CommandRecordingContext mPendingCommands;
SerialQueue<ExecutionSerial, ComPtr<IUnknown>> mUsedComObjectRefs;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_DEVICED3D11_H_

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@ -17,18 +17,17 @@
#include <utility> #include <utility>
#include "dawn/native/d3d/D3DError.h" #include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/AdapterD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h" #include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
namespace dawn::native::d3d11 { namespace dawn::native::d3d11 {
ResultOrError<DeviceInfo> GatherDeviceInfo(const Adapter& adapter) { ResultOrError<DeviceInfo> GatherDeviceInfo(const ComPtr<ID3D11Device>& device) {
DeviceInfo info = {}; DeviceInfo info = {};
D3D11_FEATURE_DATA_D3D11_OPTIONS2 options2; D3D11_FEATURE_DATA_D3D11_OPTIONS2 options2;
DAWN_TRY(CheckHRESULT(adapter.GetD3D11Device()->CheckFeatureSupport( DAWN_TRY(CheckHRESULT(
D3D11_FEATURE_D3D11_OPTIONS2, &options2, sizeof(options2)), device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &options2, sizeof(options2)),
"D3D11_FEATURE_D3D11_OPTIONS2")); "D3D11_FEATURE_D3D11_OPTIONS2"));
info.isUMA = options2.UnifiedMemoryArchitecture; info.isUMA = options2.UnifiedMemoryArchitecture;

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@ -32,7 +32,7 @@ struct DeviceInfo {
PerStage<std::wstring> shaderProfiles; PerStage<std::wstring> shaderProfiles;
}; };
ResultOrError<DeviceInfo> GatherDeviceInfo(const Adapter& adapter); ResultOrError<DeviceInfo> GatherDeviceInfo(const ComPtr<ID3D11Device>& device);
} // namespace dawn::native::d3d11 } // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_DEVICEINFOD3D11_H_ #endif // SRC_DAWN_NATIVE_D3D11_DEVICEINFOD3D11_H_

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// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_FORWARD_H_
#define SRC_DAWN_NATIVE_D3D11_FORWARD_H_
#include "dawn/native/ToBackend.h"
namespace dawn::native::d3d11 {
class Adapter;
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class Heap;
class PipelineCache;
class PipelineLayout;
class QuerySet;
class Queue;
class RenderPipeline;
class Sampler;
class ShaderModule;
class SwapChain;
class Texture;
class TextureView;
struct D3D11BackendTraits {
using AdapterType = Adapter;
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DeviceType = Device;
using PipelineCacheType = PipelineCache;
using PipelineLayoutType = PipelineLayout;
using QuerySetType = QuerySet;
using QueueType = Queue;
using RenderPipelineType = RenderPipeline;
using ResourceHeapType = Heap;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D11BackendTraits>(common)) {
return ToBackendBase<D3D11BackendTraits>(common);
}
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_FORWARD_H_

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@ -0,0 +1,44 @@
// Copyright 2023 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/d3d11/QueueD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/platform/DawnPlatform.h"
namespace dawn::native::d3d11 {
Ref<Queue> Queue::Create(Device* device, const QueueDescriptor* descriptor) {
return AcquireRef(new Queue(device, descriptor));
}
MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) {
return DAWN_UNIMPLEMENTED_ERROR("Submit is not implemented for D3D11");
}
MaybeError Queue::WriteBufferImpl(BufferBase* buffer,
uint64_t bufferOffset,
const void* data,
size_t size) {
return DAWN_UNIMPLEMENTED_ERROR("WriteBuffer is not implemented for D3D11");
}
MaybeError Queue::WriteTextureImpl(const ImageCopyTexture& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) {
return DAWN_UNIMPLEMENTED_ERROR("WriteTexture is not implemented for D3D11");
}
} // namespace dawn::native::d3d11

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@ -0,0 +1,46 @@
// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#include "dawn/native/Queue.h"
namespace dawn::native::d3d11 {
class Device;
class Queue final : public QueueBase {
public:
static Ref<Queue> Create(Device* device, const QueueDescriptor* descriptor);
private:
using QueueBase::QueueBase;
~Queue() override = default;
MaybeError SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override;
MaybeError WriteBufferImpl(BufferBase* buffer,
uint64_t bufferOffset,
const void* data,
size_t size) override;
MaybeError WriteTextureImpl(const ImageCopyTexture& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) override;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_

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@ -0,0 +1,102 @@
// Copyright 2023 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/d3d11/SamplerD3D11.h"
#include <algorithm>
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
namespace dawn::native::d3d11 {
namespace {
D3D11_TEXTURE_ADDRESS_MODE D3D11TextureAddressMode(wgpu::AddressMode mode) {
switch (mode) {
case wgpu::AddressMode::Repeat:
return D3D11_TEXTURE_ADDRESS_WRAP;
case wgpu::AddressMode::MirrorRepeat:
return D3D11_TEXTURE_ADDRESS_MIRROR;
case wgpu::AddressMode::ClampToEdge:
return D3D11_TEXTURE_ADDRESS_CLAMP;
}
}
D3D11_FILTER_TYPE D3D11FilterType(wgpu::FilterMode mode) {
switch (mode) {
case wgpu::FilterMode::Nearest:
return D3D11_FILTER_TYPE_POINT;
case wgpu::FilterMode::Linear:
return D3D11_FILTER_TYPE_LINEAR;
}
}
} // namespace
// static
ResultOrError<Ref<Sampler>> Sampler::Create(Device* device, const SamplerDescriptor* descriptor) {
auto sampler = AcquireRef(new Sampler(device, descriptor));
DAWN_TRY(sampler->Initialize(descriptor));
return sampler;
}
MaybeError Sampler::Initialize(const SamplerDescriptor* descriptor) {
D3D11_SAMPLER_DESC samplerDesc = {};
D3D11_FILTER_TYPE minFilter = D3D11FilterType(descriptor->minFilter);
D3D11_FILTER_TYPE magFilter = D3D11FilterType(descriptor->magFilter);
D3D11_FILTER_TYPE mipmapFilter = D3D11FilterType(descriptor->mipmapFilter);
D3D11_FILTER_REDUCTION_TYPE reduction = descriptor->compare == wgpu::CompareFunction::Undefined
? D3D11_FILTER_REDUCTION_TYPE_STANDARD
: D3D11_FILTER_REDUCTION_TYPE_COMPARISON;
// https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_sampler_desc
samplerDesc.MaxAnisotropy = std::min<uint16_t>(GetMaxAnisotropy(), 16u);
if (samplerDesc.MaxAnisotropy > 1) {
samplerDesc.Filter = D3D11_ENCODE_ANISOTROPIC_FILTER(reduction);
} else {
samplerDesc.Filter =
D3D11_ENCODE_BASIC_FILTER(minFilter, magFilter, mipmapFilter, reduction);
}
samplerDesc.AddressU = D3D11TextureAddressMode(descriptor->addressModeU);
samplerDesc.AddressV = D3D11TextureAddressMode(descriptor->addressModeV);
samplerDesc.AddressW = D3D11TextureAddressMode(descriptor->addressModeW);
samplerDesc.MipLODBias = 0.f;
if (descriptor->compare != wgpu::CompareFunction::Undefined) {
samplerDesc.ComparisonFunc = ToD3D11ComparisonFunc(descriptor->compare);
} else {
// Still set the function so it's not garbage.
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
}
samplerDesc.MinLOD = descriptor->lodMinClamp;
samplerDesc.MaxLOD = descriptor->lodMaxClamp;
DAWN_TRY(CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device()
->CreateSamplerState(&samplerDesc, &mD3d11SamplerState),
"ID3D11Device::CreateSamplerState"));
return {};
}
ID3D11SamplerState* Sampler::GetD3D11SamplerState() const {
return mD3d11SamplerState.Get();
}
} // namespace dawn::native::d3d11

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@ -0,0 +1,43 @@
// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_SAMPLERD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_SAMPLERD3D11_H_
#include "dawn/native/Sampler.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class Device;
class Sampler final : public SamplerBase {
public:
static ResultOrError<Ref<Sampler>> Create(Device* device, const SamplerDescriptor* descriptor);
ID3D11SamplerState* GetD3D11SamplerState() const;
private:
using SamplerBase::SamplerBase;
~Sampler() override = default;
MaybeError Initialize(const SamplerDescriptor* descriptor);
ComPtr<ID3D11SamplerState> mD3d11SamplerState;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_SAMPLERD3D11_H_

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@ -0,0 +1,46 @@
// Copyright 2023 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/d3d11/UtilsD3D11.h"
#include "dawn/common/Assert.h"
#include "dawn/native/Format.h"
#include "dawn/native/d3d/D3DError.h"
namespace dawn::native::d3d11 {
D3D11_COMPARISON_FUNC ToD3D11ComparisonFunc(wgpu::CompareFunction func) {
switch (func) {
case wgpu::CompareFunction::Never:
return D3D11_COMPARISON_NEVER;
case wgpu::CompareFunction::Less:
return D3D11_COMPARISON_LESS;
case wgpu::CompareFunction::LessEqual:
return D3D11_COMPARISON_LESS_EQUAL;
case wgpu::CompareFunction::Greater:
return D3D11_COMPARISON_GREATER;
case wgpu::CompareFunction::GreaterEqual:
return D3D11_COMPARISON_GREATER_EQUAL;
case wgpu::CompareFunction::Equal:
return D3D11_COMPARISON_EQUAL;
case wgpu::CompareFunction::NotEqual:
return D3D11_COMPARISON_NOT_EQUAL;
case wgpu::CompareFunction::Always:
return D3D11_COMPARISON_ALWAYS;
case wgpu::CompareFunction::Undefined:
UNREACHABLE();
}
}
} // namespace dawn::native::d3d11

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@ -0,0 +1,28 @@
// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_
#include "dawn/native/d3d/UtilsD3D.h"
#include "dawn/native/d3d/d3d_platform.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native::d3d11 {
D3D11_COMPARISON_FUNC ToD3D11ComparisonFunc(wgpu::CompareFunction func);
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_