// 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. #include "dawn_native/d3d12/CommandRecordingContext.h" #include "dawn_native/d3d12/CommandAllocatorManager.h" #include "dawn_native/d3d12/D3D12Error.h" #include "dawn_native/d3d12/DeviceD3D12.h" #include "dawn_native/d3d12/HeapD3D12.h" #include "dawn_native/d3d12/ResidencyManagerD3D12.h" namespace dawn_native { namespace d3d12 { void CommandRecordingContext::AddToSharedTextureList(Texture* texture) { ASSERT(IsOpen()); mSharedTextures.insert(texture); } MaybeError CommandRecordingContext::Open(ID3D12Device* d3d12Device, CommandAllocatorManager* commandAllocationManager) { ASSERT(!IsOpen()); ID3D12CommandAllocator* commandAllocator; DAWN_TRY_ASSIGN(commandAllocator, commandAllocationManager->ReserveCommandAllocator()); if (mD3d12CommandList != nullptr) { MaybeError error = CheckHRESULT(mD3d12CommandList->Reset(commandAllocator, nullptr), "D3D12 resetting command list"); if (error.IsError()) { mD3d12CommandList.Reset(); DAWN_TRY(std::move(error)); } } else { ComPtr d3d12GraphicsCommandList; DAWN_TRY(CheckHRESULT( d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, nullptr, IID_PPV_ARGS(&d3d12GraphicsCommandList)), "D3D12 creating direct command list")); mD3d12CommandList = std::move(d3d12GraphicsCommandList); // Store a cast to ID3D12GraphicsCommandList4. This is required to use the D3D12 render // pass APIs introduced in Windows build 1809. mD3d12CommandList.As(&mD3d12CommandList4); } mIsOpen = true; return {}; } MaybeError CommandRecordingContext::ExecuteCommandList(Device* device) { if (IsOpen()) { // Shared textures must be transitioned to common state after the last usage in order // for them to be used by other APIs like D3D11. We ensure this by transitioning to the // common state right before command list submission. TransitionUsageNow itself ensures // no unnecessary transitions happen if the resources is already in the common state. for (Texture* texture : mSharedTextures) { texture->TrackUsageAndTransitionNow(this, D3D12_RESOURCE_STATE_COMMON); } MaybeError error = CheckHRESULT(mD3d12CommandList->Close(), "D3D12 closing pending command list"); if (error.IsError()) { Release(); DAWN_TRY(std::move(error)); } DAWN_TRY(device->GetResidencyManager()->EnsureHeapsAreResident( mHeapsPendingUsage.data(), mHeapsPendingUsage.size())); ID3D12CommandList* d3d12CommandList = GetCommandList(); device->GetCommandQueue()->ExecuteCommandLists(1, &d3d12CommandList); mIsOpen = false; mSharedTextures.clear(); mHeapsPendingUsage.clear(); } return {}; } void CommandRecordingContext::TrackHeapUsage(Heap* heap, Serial serial) { // Before tracking the heap, check the last serial it was recorded on to ensure we aren't // tracking it more than once. if (heap->GetLastUsage() < serial) { heap->SetLastUsage(serial); mHeapsPendingUsage.push_back(heap); } } ID3D12GraphicsCommandList* CommandRecordingContext::GetCommandList() const { ASSERT(mD3d12CommandList != nullptr); ASSERT(IsOpen()); return mD3d12CommandList.Get(); } // This function will fail on Windows versions prior to 1809. Support must be queried through // the device before calling. ID3D12GraphicsCommandList4* CommandRecordingContext::GetCommandList4() const { ASSERT(IsOpen()); ASSERT(mD3d12CommandList.Get() != nullptr); return mD3d12CommandList4.Get(); } void CommandRecordingContext::Release() { mD3d12CommandList.Reset(); mD3d12CommandList4.Reset(); mIsOpen = false; mSharedTextures.clear(); mHeapsPendingUsage.clear(); } bool CommandRecordingContext::IsOpen() const { return mIsOpen; } }} // namespace dawn_native::d3d12