mirror of
https://github.com/encounter/dawn-cmake.git
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215 lines
6.7 KiB
C++
215 lines
6.7 KiB
C++
// Copyright 2017 The NXT 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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#include "D3D12Backend.h"
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#include "CommandBufferD3D12.h"
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#include "PipelineD3D12.h"
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#include "PipelineLayoutD3D12.h"
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#include "QueueD3D12.h"
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#include "ShaderModuleD3D12.h"
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namespace backend {
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namespace d3d12 {
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nxtProcTable GetNonValidatingProcs();
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nxtProcTable GetValidatingProcs();
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void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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*device = reinterpret_cast<nxtDevice>(new Device(d3d12Device));
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}
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ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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return backendDevice->GetCommandQueue();
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}
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void SetNextRenderTargetDescriptor(nxtDevice device, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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backendDevice->SetNextRenderTargetDescriptor(renderTargetDescriptor);
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}
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void ASSERT_SUCCESS(HRESULT hr) {
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ASSERT(SUCCEEDED(hr));
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}
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Device::Device(ComPtr<ID3D12Device> d3d12Device) : d3d12Device(d3d12Device) {
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
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}
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Device::~Device() {
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}
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ComPtr<ID3D12Device> Device::GetD3D12Device() {
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return d3d12Device;
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}
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ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() {
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return commandQueue;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE Device::GetCurrentRenderTargetDescriptor() {
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return renderTargetDescriptor;
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}
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void Device::SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
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this->renderTargetDescriptor = renderTargetDescriptor;
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}
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(this, builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(this, builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(this, builder);
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}
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BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
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return new BufferView(this, builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(this, builder);
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}
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DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
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return new DepthStencilState(this, builder);
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}
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(this, builder);
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}
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FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
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return new Framebuffer(this, builder);
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}
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PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
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return new Pipeline(this, builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(this, builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(this, builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(this, builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(this, builder);
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}
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ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
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return new ShaderModule(this, builder);
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}
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TextureBase* Device::CreateTexture(TextureBuilder* builder) {
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return new Texture(this, builder);
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}
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TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
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return new TextureView(this, builder);
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}
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void Device::Reference() {
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}
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void Device::Release() {
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}
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// Bind Group
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device) {
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}
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// Buffer
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Buffer::Buffer(Device* device, BufferBuilder* builder)
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: BufferBase(builder), device(device) {
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}
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void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
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}
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void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
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// TODO(cwallez@chromium.org): Implement Map Read for the null backend
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}
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void Buffer::UnmapImpl() {
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// TODO(cwallez@chromium.org): Implement Map Read for the null backend
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}
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void Buffer::TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) {
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}
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// BufferView
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BufferView::BufferView(Device* device, BufferViewBuilder* builder)
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: BufferViewBase(builder), device(device) {
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}
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// DepthStencilState
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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}
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// Framebuffer
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Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
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: FramebufferBase(builder), device(device) {
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}
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// InputState
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InputState::InputState(Device* device, InputStateBuilder * builder)
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: InputStateBase(builder), device(device) {
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}
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// RenderPass
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RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
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: RenderPassBase(builder), device(device) {
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}
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// Sampler
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Sampler::Sampler(Device* device, SamplerBuilder* builder)
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: SamplerBase(builder), device(device) {
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}
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// Texture
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Texture::Texture(Device* device, TextureBuilder* builder)
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: TextureBase(builder), device(device) {
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}
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void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) {
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}
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// TextureView
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TextureView::TextureView(Device* device, TextureViewBuilder* builder)
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: TextureViewBase(builder), device(device) {
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}
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}
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}
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