// Copyright 2017 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_DEVICED3D12_H_ #define DAWNNATIVE_D3D12_DEVICED3D12_H_ #include "dawn_native/dawn_platform.h" #include "common/SerialQueue.h" #include "dawn_native/Device.h" #include "dawn_native/ResourceMemoryAllocation.h" #include "dawn_native/d3d12/Forward.h" #include "dawn_native/d3d12/d3d12_platform.h" #include namespace dawn_native { namespace d3d12 { class CommandAllocatorManager; class DescriptorHeapAllocator; class MapRequestTracker; class PlatformFunctions; class ResourceAllocator; class ResourceAllocatorManager; #define ASSERT_SUCCESS(hr) \ { \ HRESULT succeeded = hr; \ ASSERT(SUCCEEDED(succeeded)); \ } // Definition of backend types class Device : public DeviceBase { public: Device(Adapter* adapter, const DeviceDescriptor* descriptor); ~Device(); MaybeError Initialize(); CommandBufferBase* CreateCommandBuffer(CommandEncoderBase* encoder, const CommandBufferDescriptor* descriptor) override; Serial GetCompletedCommandSerial() const final override; Serial GetLastSubmittedCommandSerial() const final override; MaybeError TickImpl() override; ComPtr GetD3D12Device() const; ComPtr GetCommandQueue() const; ComPtr GetDispatchIndirectSignature() const; ComPtr GetDrawIndirectSignature() const; ComPtr GetDrawIndexedIndirectSignature() const; DescriptorHeapAllocator* GetDescriptorHeapAllocator() const; MapRequestTracker* GetMapRequestTracker() const; ResourceAllocator* GetResourceAllocator() const; const PlatformFunctions* GetFunctions() const; ComPtr GetFactory() const; void OpenCommandList(ComPtr* commandList); ComPtr GetPendingCommandList(); Serial GetPendingCommandSerial() const override; void NextSerial(); void WaitForSerial(Serial serial); void ReferenceUntilUnused(ComPtr object); MaybeError ExecuteCommandList(ID3D12CommandList* d3d12CommandList); ResultOrError> CreateStagingBuffer(size_t size) override; MaybeError CopyFromStagingToBuffer(StagingBufferBase* source, uint64_t sourceOffset, BufferBase* destination, uint64_t destinationOffset, uint64_t size) override; ResultOrError AllocateMemory( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage, D3D12_HEAP_FLAGS heapFlags); void DeallocateMemory(ResourceMemoryAllocation& allocation); TextureBase* WrapSharedHandle(const TextureDescriptor* descriptor, HANDLE sharedHandle); private: ResultOrError CreateBindGroupImpl( const BindGroupDescriptor* descriptor) override; ResultOrError CreateBindGroupLayoutImpl( const BindGroupLayoutDescriptor* descriptor) override; ResultOrError CreateBufferImpl(const BufferDescriptor* descriptor) override; ResultOrError CreateComputePipelineImpl( const ComputePipelineDescriptor* descriptor) override; ResultOrError CreatePipelineLayoutImpl( const PipelineLayoutDescriptor* descriptor) override; ResultOrError CreateQueueImpl() override; ResultOrError CreateRenderPipelineImpl( const RenderPipelineDescriptor* descriptor) override; ResultOrError CreateSamplerImpl(const SamplerDescriptor* descriptor) override; ResultOrError CreateShaderModuleImpl( const ShaderModuleDescriptor* descriptor) override; ResultOrError CreateSwapChainImpl( const SwapChainDescriptor* descriptor) override; ResultOrError CreateTextureImpl(const TextureDescriptor* descriptor) override; ResultOrError CreateTextureViewImpl( TextureBase* texture, const TextureViewDescriptor* descriptor) override; Serial mCompletedSerial = 0; Serial mLastSubmittedSerial = 0; ComPtr mFence; HANDLE mFenceEvent = nullptr; ComPtr mD3d12Device; // Device is owned by adapter and will not be outlived. ComPtr mCommandQueue; ComPtr mDispatchIndirectSignature; ComPtr mDrawIndirectSignature; ComPtr mDrawIndexedIndirectSignature; struct PendingCommandList { ComPtr commandList; bool open = false; } mPendingCommands; SerialQueue> mUsedComObjectRefs; std::unique_ptr mCommandAllocatorManager; std::unique_ptr mDescriptorHeapAllocator; std::unique_ptr mMapRequestTracker; std::unique_ptr mResourceAllocator; std::unique_ptr mResourceAllocatorManager; dawn_native::PCIInfo mPCIInfo; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_DEVICED3D12_H_