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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>
80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_D3D12_BUFFERD3D12_H_
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#define DAWNNATIVE_D3D12_BUFFERD3D12_H_
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#include "common/SerialQueue.h"
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#include "dawn_native/Buffer.h"
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#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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class CommandRecordingContext;
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class Device;
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class Buffer final : public BufferBase {
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public:
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Buffer(Device* device, const BufferDescriptor* descriptor);
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MaybeError Initialize();
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ID3D12Resource* GetD3D12Resource() const;
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D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
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bool TrackUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_BARRIER* barrier,
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wgpu::BufferUsage newUsage);
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void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::BufferUsage newUsage);
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bool CheckAllocationMethodForTesting(AllocationMethod allocationMethod) const;
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bool CheckIsResidentForTesting() const;
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MaybeError ClearBufferContentsToZero(CommandRecordingContext* commandContext);
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private:
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~Buffer() override;
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// Dawn API
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MaybeError MapReadAsyncImpl() override;
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MaybeError MapWriteAsyncImpl() override;
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void UnmapImpl() override;
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void DestroyImpl() override;
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bool IsMapWritable() const override;
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virtual MaybeError MapAtCreationImpl() override;
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void* GetMappedPointerImpl() override;
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MaybeError MapInternal(bool isWrite, const char* contextInfo);
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bool TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_BARRIER* barrier,
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wgpu::BufferUsage newUsage);
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MaybeError ClearBuffer(CommandRecordingContext* commandContext, uint8_t clearValue);
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ResourceHeapAllocation mResourceAllocation;
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bool mFixedResourceState = false;
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wgpu::BufferUsage mLastUsage = wgpu::BufferUsage::None;
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Serial mLastUsedSerial = UINT64_MAX;
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D3D12_RANGE mWrittenMappedRange = {0, 0};
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void* mMappedData = nullptr;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_BUFFERD3D12_H_
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