Commit Graph

8 Commits

Author SHA1 Message Date
Corentin Wallez 62139fcca7 Use typed integers for the ExecutionSerial
This will prevent mixing it up with other serial types in the future.

Bug: dawn:442
Change-Id: I74e964708acc62eb0f33127cc48f1b9a7b171d11
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28923
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-09-28 19:35:14 +00:00
Yunchao He 182af0a4c2 Implement texture subresource on D3D12
When we use a texture for different purpose, we need to add proper
barrier(s) in order to make it ready. Previously, the barrier is
done per entire texture. So it is invalid to sample/read/copy from
one subresource (say a mip/array slice) and render/write/copy to
another subresource of the same texture at the same time.

With this patch, barrier is set per each texture subresource. So it is
valid to use a subresource as source and use another subresource of the
same texture as destination at the same time.

However, planar slices like depth/stencil planes are not handled
gracefully. This is a TODO task. Another task is to combine barriers
into one if they can be combined. I will do this optimization in
another patch in near future.

Bug: dawn:157

Change-Id: I783a76cb88fcdffb60c307ddfb89d50f1583201a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22101
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
2020-06-09 16:18:04 +00:00
Brandon Jones 7982cc0527 Residency 5: Implement and Integrate Residency Management
Adds all D3D12 residency management logic.

Bug: dawn:193
Change-Id: Ibc160289c29cc85817dcfaaef1b92d04599aa802
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16384
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
2020-03-31 15:31:56 +00:00
Brandon Jones 0338b7ae19 Residency 3: Track Resource Heap Usages
Track what heaps are required to be resident upon command list
submission.

Bug: dawn:193
Change-Id: Icefe5aed047140f401d51018937c5364b3ed7c4f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16382
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-03-12 13:23:22 +00:00
Brandon Jones 700cfe7664 Implement D3D12 Native Render Passes
Uses D3D12 native render pass API when possible. On pre-RS5 builds of
Windows, Dawn will fall back to a software emulated render pass. A
toggle was added to provide test coverage to the emulated render pass
implementation and used in tests that test render pass functionality in
particular.

Bug: dawn:36
Change-Id: I297a3ec7655b68d28204db2d3ab78cb82bb4e7a5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13082
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
2019-11-12 18:14:21 +00:00
Rafael Cintron b2b2ef57a5 Add D3D12 keyed shared mutexes to Dawn
Dawn creates a keyed shared mutex for all wrapped resources and acquires
the mutex before the texture is used in an ExecuteCommandList call.

To coordinate with external clients, backend API has been extended
to allow clients to get and set the acquire key.

Pending and queue command lists have now been merged into one.

A future change will adjust GetPendingCommandContext to return a raw
command context without the need for error handling.

Bug:dawn:217
Change-Id: Ia96c449c305586407153f05ce75a40794b96027e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12220
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
2019-10-18 00:37:42 +00:00
Natasha Lee f3d50baf85 D3D12 replace ASSERT_SUCCESS with better error handling
Added D3D12Error to check HRESULTS and return error messages
with the correct error names.

Remove ASSERT_SUCCESS from D3D12 backend and use
MaybeError and ResultError instead to handle errors.


Bug: dawn:19
Change-Id: Idf2f1987725e7e658bd29a9b13653125ab43c564
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12000
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2019-10-16 09:26:54 +00:00
Rafael Cintron 8bde031abe Add CommandRecordingContext to D3D12
This change refactors D3D12 backend to have CommandRecordingContext
CommandRecordingContext allows us to, in a future, add additional
data to the context such as textures that need to be acquired and
released before command lists are executed.

The Device's pending command list and the command list which resides
in the Queue object were converted to use CommandRecordingContext.

Bug=dawn:234

Change-Id: Ic13a229fc1f15895ef71117ce638c942de224743
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11940
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2019-10-10 18:06:58 +00:00