mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-13 23:26:24 +00:00
D3D12: Move the NativeSwapChainImpl in the backend
This commit is contained in:
committed by
Corentin Wallez
parent
02d24d3c5e
commit
9b491437b1
@@ -245,6 +245,8 @@ if (NXT_ENABLE_D3D12)
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${D3D12_DIR}/FramebufferD3D12.h
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${D3D12_DIR}/InputStateD3D12.cpp
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${D3D12_DIR}/InputStateD3D12.h
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${D3D12_DIR}/NativeSwapChainImplD3D12.cpp
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${D3D12_DIR}/NativeSwapChainImplD3D12.h
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${D3D12_DIR}/PipelineLayoutD3D12.cpp
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${D3D12_DIR}/PipelineLayoutD3D12.h
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${D3D12_DIR}/QueueD3D12.cpp
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@@ -25,6 +25,7 @@
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/NativeSwapChainImplD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@@ -35,44 +36,40 @@
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#include "backend/d3d12/SwapChainD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/Assert.h"
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#include "common/SwapChainUtils.h"
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namespace backend { namespace d3d12 {
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nxtProcTable GetNonValidatingProcs();
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nxtProcTable GetValidatingProcs();
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void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) {
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void Init(ComPtr<IDXGIFactory4> factory,
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ComPtr<ID3D12Device> d3d12Device,
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nxtProcTable* procs,
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nxtDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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*device = reinterpret_cast<nxtDevice>(new Device(d3d12Device));
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*device = reinterpret_cast<nxtDevice>(new Device(factory, d3d12Device));
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}
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ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device) {
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nxtSwapChainImplementation CreateNativeSwapChainImpl(nxtDevice device, HWND window) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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return backendDevice->GetCommandQueue();
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return CreateSwapChainImplementation(new NativeSwapChainImpl(backendDevice, window));
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}
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uint64_t GetSerial(const nxtDevice device) {
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const Device* backendDevice = reinterpret_cast<const Device*>(device);
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return backendDevice->GetSerial();
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}
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void NextSerial(nxtDevice device) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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backendDevice->NextSerial();
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}
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void WaitForSerial(nxtDevice device, uint64_t serial) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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backendDevice->WaitForSerial(serial);
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nxtTextureFormat GetNativeSwapChainPreferredFormat(
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const nxtSwapChainImplementation* swapChain) {
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NativeSwapChainImpl* impl = reinterpret_cast<NativeSwapChainImpl*>(swapChain->userData);
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return static_cast<nxtTextureFormat>(impl->GetPreferredFormat());
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}
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void ASSERT_SUCCESS(HRESULT hr) {
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ASSERT(SUCCEEDED(hr));
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}
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Device::Device(ComPtr<ID3D12Device> d3d12Device)
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: mD3d12Device(d3d12Device),
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Device::Device(ComPtr<IDXGIFactory4> factory, ComPtr<ID3D12Device> d3d12Device)
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: mFactory(factory),
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mD3d12Device(d3d12Device),
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mCommandAllocatorManager(new CommandAllocatorManager(this)),
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mDescriptorHeapAllocator(new DescriptorHeapAllocator(this)),
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mMapReadRequestTracker(new MapReadRequestTracker(this)),
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@@ -103,6 +100,10 @@ namespace backend { namespace d3d12 {
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delete mResourceUploader;
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}
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ComPtr<IDXGIFactory4> Device::GetFactory() {
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return mFactory;
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}
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ComPtr<ID3D12Device> Device::GetD3D12Device() {
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return mD3d12Device;
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}
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@@ -86,7 +86,7 @@ namespace backend { namespace d3d12 {
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// Definition of backend types
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class Device : public DeviceBase {
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public:
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Device(ComPtr<ID3D12Device> d3d12Device);
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Device(ComPtr<IDXGIFactory4> factory, ComPtr<ID3D12Device> d3d12Device);
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~Device();
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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@@ -111,6 +111,7 @@ namespace backend { namespace d3d12 {
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void TickImpl() override;
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ComPtr<IDXGIFactory4> GetFactory();
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ComPtr<ID3D12Device> GetD3D12Device();
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ComPtr<ID3D12CommandQueue> GetCommandQueue();
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@@ -133,6 +134,7 @@ namespace backend { namespace d3d12 {
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ComPtr<ID3D12Fence> mFence;
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HANDLE mFenceEvent;
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ComPtr<IDXGIFactory4> mFactory;
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ComPtr<ID3D12Device> mD3d12Device;
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ComPtr<ID3D12CommandQueue> mCommandQueue;
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119
src/backend/d3d12/NativeSwapChainImplD3D12.cpp
Normal file
119
src/backend/d3d12/NativeSwapChainImplD3D12.cpp
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@@ -0,0 +1,119 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/d3d12/NativeSwapChainImplD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/Assert.h"
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namespace backend { namespace d3d12 {
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namespace {
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DXGI_USAGE D3D12SwapChainBufferUsage(nxtTextureUsageBit allowedUsages) {
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DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
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usage |= DXGI_USAGE_SHADER_INPUT;
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}
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_STORAGE) {
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usage |= DXGI_USAGE_UNORDERED_ACCESS;
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}
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
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usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
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}
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return usage;
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}
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static constexpr unsigned int kFrameCount = 2;
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} // anonymous namespace
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NativeSwapChainImpl::NativeSwapChainImpl(Device* device, HWND window)
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: mWindow(window), mDevice(device) {
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}
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NativeSwapChainImpl::~NativeSwapChainImpl() {
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}
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void NativeSwapChainImpl::Init(nxtWSIContextD3D12* /*context*/) {
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}
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nxtSwapChainError NativeSwapChainImpl::Configure(nxtTextureFormat format,
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nxtTextureUsageBit usage,
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uint32_t width,
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uint32_t height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(format == static_cast<nxtTextureFormat>(GetPreferredFormat()));
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ComPtr<IDXGIFactory4> factory = mDevice->GetFactory();
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ComPtr<ID3D12CommandQueue> queue = mDevice->GetCommandQueue();
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// Create the D3D12 swapchain, assuming only two buffers for now
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.Width = width;
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swapChainDesc.Height = height;
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swapChainDesc.Format = D3D12TextureFormat(GetPreferredFormat());
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swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(usage);
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swapChainDesc.BufferCount = kFrameCount;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.SampleDesc.Quality = 0;
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ComPtr<IDXGISwapChain1> swapChain1;
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ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(queue.Get(), mWindow, &swapChainDesc,
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nullptr, nullptr, &swapChain1));
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ASSERT_SUCCESS(swapChain1.As(&mSwapChain));
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// Gather the resources that will be used to present to the swapchain
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mBuffers.resize(kFrameCount);
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for (uint32_t i = 0; i < kFrameCount; ++i) {
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ASSERT_SUCCESS(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i])));
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}
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// Set the initial serial of buffers to 0 so that we don't wait on them when they are first
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// used
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mBufferSerials.resize(kFrameCount, 0);
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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nxtSwapChainError NativeSwapChainImpl::GetNextTexture(nxtSwapChainNextTexture* nextTexture) {
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mCurrentBuffer = mSwapChain->GetCurrentBackBufferIndex();
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nextTexture->texture.ptr = mBuffers[mCurrentBuffer].Get();
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// TODO(cwallez@chromium.org) Currently we force the CPU to wait for the GPU to be finished
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// with the buffer. Ideally the synchronization should be all done on the GPU.
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mDevice->WaitForSerial(mBufferSerials[mCurrentBuffer]);
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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nxtSwapChainError NativeSwapChainImpl::Present() {
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// Flush pending commands that include the transition of the texture to present.
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mDevice->ExecuteCommandLists({});
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ASSERT_SUCCESS(mSwapChain->Present(1, 0));
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// TODO(cwallez@chromium.org): Make the serial ticking implicit.
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mDevice->NextSerial();
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mBufferSerials[mCurrentBuffer] = mDevice->GetSerial();
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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nxt::TextureFormat NativeSwapChainImpl::GetPreferredFormat() const {
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return nxt::TextureFormat::R8G8B8A8Unorm;
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}
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}} // namespace backend::d3d12
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58
src/backend/d3d12/NativeSwapChainImplD3D12.h
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58
src/backend/d3d12/NativeSwapChainImplD3D12.h
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@@ -0,0 +1,58 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_D3D12_NATIVESWAPCHAINIMPLD3D12_H_
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#define BACKEND_D3D12_NATIVESWAPCHAINIMPLD3D12_H_
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#include "backend/d3d12/d3d12_platform.h"
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#include "nxt/nxt_wsi.h"
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#include "nxt/nxtcpp.h"
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#include <vector>
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namespace backend { namespace d3d12 {
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class Device;
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class NativeSwapChainImpl {
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public:
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using WSIContext = nxtWSIContextD3D12;
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NativeSwapChainImpl(Device* device, HWND window);
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~NativeSwapChainImpl();
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void Init(nxtWSIContextD3D12* context);
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nxtSwapChainError Configure(nxtTextureFormat format,
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nxtTextureUsageBit,
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uint32_t width,
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uint32_t height);
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nxtSwapChainError GetNextTexture(nxtSwapChainNextTexture* nextTexture);
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nxtSwapChainError Present();
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nxt::TextureFormat GetPreferredFormat() const;
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private:
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HWND mWindow = nullptr;
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Device* mDevice = nullptr;
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ComPtr<IDXGISwapChain3> mSwapChain = nullptr;
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std::vector<ComPtr<ID3D12Resource>> mBuffers;
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std::vector<uint64_t> mBufferSerials;
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uint32_t mCurrentBuffer;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_NATIVESWAPCHAINIMPLD3D12_H_
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