Corentin Wallez 1318c603d9 Don't rely on null::Queue::Submit resolving mapping operations.
In the validation tests, we relied on Queue.Submit(0, nullptr) to
resolve mapping operations. This is fragile so we replace it with a
FlushMappingOperations() function that uses device.Tick() instead.

This allows removing the mapSerial argument from
Buffer::MapRead/WriteAsyncImpl (which was the actual goal of this CL).

Bug: dawn:445
Change-Id: Id98822287370c371bebb83afb8e290e17f3c1b55
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24381
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-07-09 06:12:04 +00:00

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2.9 KiB
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// 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_BUFFERD3D12_H_
#define DAWNNATIVE_D3D12_BUFFERD3D12_H_
#include "common/SerialQueue.h"
#include "dawn_native/Buffer.h"
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class CommandRecordingContext;
class Device;
class Buffer final : public BufferBase {
public:
Buffer(Device* device, const BufferDescriptor* descriptor);
MaybeError Initialize();
ID3D12Resource* GetD3D12Resource() const;
D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
bool TrackUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::BufferUsage newUsage);
bool CheckAllocationMethodForTesting(AllocationMethod allocationMethod) const;
bool CheckIsResidentForTesting() const;
MaybeError ClearBufferContentsToZero(CommandRecordingContext* commandContext);
private:
~Buffer() override;
// Dawn API
MaybeError MapReadAsyncImpl() override;
MaybeError MapWriteAsyncImpl() override;
void UnmapImpl() override;
void DestroyImpl() override;
bool IsMapWritable() const override;
virtual MaybeError MapAtCreationImpl() override;
void* GetMappedPointerImpl() override;
MaybeError MapInternal(bool isWrite, const char* contextInfo);
bool TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage);
MaybeError ClearBuffer(CommandRecordingContext* commandContext, uint8_t clearValue);
ResourceHeapAllocation mResourceAllocation;
bool mFixedResourceState = false;
wgpu::BufferUsage mLastUsage = wgpu::BufferUsage::None;
Serial mLastUsedSerial = UINT64_MAX;
D3D12_RANGE mWrittenMappedRange = {0, 0};
void* mMappedData = nullptr;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_BUFFERD3D12_H_