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>
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>
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>
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>
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>