// Copyright 2019 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 DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_ #define DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_ #include "dawn_native/Error.h" #include "dawn_native/d3d12/TextureD3D12.h" #include "dawn_native/d3d12/d3d12_platform.h" #include namespace dawn_native { namespace d3d12 { class CommandAllocatorManager; class Texture; class CommandRecordingContext { public: void AddToSharedTextureList(Texture* texture); MaybeError Open(ID3D12Device* d3d12Device, CommandAllocatorManager* commandAllocationManager); ID3D12GraphicsCommandList* GetCommandList() const; ID3D12GraphicsCommandList4* GetCommandList4() const; void Release(); bool IsOpen() const; MaybeError ExecuteCommandList(Device* device); void TrackHeapUsage(Heap* heap, Serial serial); private: ComPtr mD3d12CommandList; ComPtr mD3d12CommandList4; bool mIsOpen = false; std::set mSharedTextures; std::vector mHeapsPendingUsage; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_