mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-15 17:45:58 +00:00
This change is a preparation for making the compute pass track the synchronization scope usages per dispatch instead of for the whole pass. - Split the tracking of render and compute passes usages. - Rename PassTextureUsage to TextureSubresourceUsage since is it not per-pass - Add SyncScopeResourceUsage as a subclass of PassResourceUsage to start modifying some of the code to work with synchronization scopes (even if syncscope == pass at the moment). There are no functional changes. Bug: dawn:632 Change-Id: Ieeb6d70a44dc1c726f26989eebcd87e63e732785 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/49883 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
149 lines
7.6 KiB
C++
149 lines
7.6 KiB
C++
// 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_TEXTURED3D12_H_
|
|
#define DAWNNATIVE_D3D12_TEXTURED3D12_H_
|
|
|
|
#include "dawn_native/Texture.h"
|
|
|
|
#include "dawn_native/DawnNative.h"
|
|
#include "dawn_native/IntegerTypes.h"
|
|
#include "dawn_native/PassResourceUsage.h"
|
|
#include "dawn_native/d3d12/IntegerTypes.h"
|
|
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
|
|
#include "dawn_native/d3d12/d3d12_platform.h"
|
|
|
|
namespace dawn_native { namespace d3d12 {
|
|
|
|
class CommandRecordingContext;
|
|
class Device;
|
|
|
|
DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format);
|
|
MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
|
|
const TextureDescriptor* descriptor);
|
|
MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor);
|
|
MaybeError ValidateD3D12VideoTextureCanBeShared(Device* device, DXGI_FORMAT textureFormat);
|
|
|
|
class Texture final : public TextureBase {
|
|
public:
|
|
static ResultOrError<Ref<Texture>> Create(Device* device,
|
|
const TextureDescriptor* descriptor);
|
|
static ResultOrError<Ref<Texture>> CreateExternalImage(Device* device,
|
|
const TextureDescriptor* descriptor,
|
|
ComPtr<ID3D12Resource> d3d12Texture,
|
|
ExternalMutexSerial acquireMutexKey,
|
|
bool isSwapChainTexture,
|
|
bool isInitialized);
|
|
static ResultOrError<Ref<Texture>> Create(Device* device,
|
|
const TextureDescriptor* descriptor,
|
|
ComPtr<ID3D12Resource> d3d12Texture);
|
|
|
|
DXGI_FORMAT GetD3D12Format() const;
|
|
ID3D12Resource* GetD3D12Resource() const;
|
|
DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const;
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
|
|
uint32_t baseArrayLayer,
|
|
uint32_t layerCount) const;
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
|
|
uint32_t baseArrayLayer,
|
|
uint32_t layerCount) const;
|
|
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
|
|
const SubresourceRange& range);
|
|
|
|
void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext,
|
|
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
|
|
const TextureSubresourceUsage& textureUsages);
|
|
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
|
|
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
|
|
wgpu::TextureUsage usage,
|
|
const SubresourceRange& range);
|
|
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
|
|
wgpu::TextureUsage usage,
|
|
const SubresourceRange& range);
|
|
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
|
|
D3D12_RESOURCE_STATES newState,
|
|
const SubresourceRange& range);
|
|
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
|
|
wgpu::TextureUsage usage);
|
|
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
|
|
D3D12_RESOURCE_STATES newState);
|
|
|
|
private:
|
|
Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
|
|
~Texture() override;
|
|
using TextureBase::TextureBase;
|
|
|
|
MaybeError InitializeAsInternalTexture();
|
|
MaybeError InitializeAsExternalTexture(const TextureDescriptor* descriptor,
|
|
ComPtr<ID3D12Resource> d3d12Texture,
|
|
ExternalMutexSerial acquireMutexKey,
|
|
bool isSwapChainTexture);
|
|
MaybeError InitializeAsSwapChainTexture(ComPtr<ID3D12Resource> d3d12Texture);
|
|
|
|
// Dawn API
|
|
void DestroyImpl() override;
|
|
MaybeError ClearTexture(CommandRecordingContext* commandContext,
|
|
const SubresourceRange& range,
|
|
TextureBase::ClearValue clearValue);
|
|
|
|
// Barriers implementation details.
|
|
struct StateAndDecay {
|
|
D3D12_RESOURCE_STATES lastState;
|
|
ExecutionSerial lastDecaySerial;
|
|
bool isValidToDecay;
|
|
|
|
bool operator==(const StateAndDecay& other) const;
|
|
};
|
|
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
|
|
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
|
|
D3D12_RESOURCE_STATES newState,
|
|
const SubresourceRange& range);
|
|
void TransitionSubresourceRange(std::vector<D3D12_RESOURCE_BARRIER>* barriers,
|
|
const SubresourceRange& range,
|
|
StateAndDecay* state,
|
|
D3D12_RESOURCE_STATES subresourceNewState,
|
|
ExecutionSerial pendingCommandSerial) const;
|
|
void HandleTransitionSpecialCases(CommandRecordingContext* commandContext);
|
|
|
|
SubresourceStorage<StateAndDecay> mSubresourceStateAndDecay;
|
|
|
|
ResourceHeapAllocation mResourceAllocation;
|
|
bool mSwapChainTexture = false;
|
|
|
|
ExternalMutexSerial mAcquireMutexKey = ExternalMutexSerial(0);
|
|
ComPtr<IDXGIKeyedMutex> mDxgiKeyedMutex;
|
|
};
|
|
|
|
class TextureView final : public TextureViewBase {
|
|
public:
|
|
static Ref<TextureView> Create(TextureBase* texture,
|
|
const TextureViewDescriptor* descriptor);
|
|
|
|
DXGI_FORMAT GetD3D12Format() const;
|
|
|
|
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
|
|
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor() const;
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
|
|
|
|
private:
|
|
TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
|
|
};
|
|
}} // namespace dawn_native::d3d12
|
|
|
|
#endif // DAWNNATIVE_D3D12_TEXTURED3D12_H_
|