dawn-cmake/src/backend/d3d12/D3D12Backend.h

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// Copyright 2017 The NXT 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 BACKEND_D3D12_D3D12BACKEND_H_
#define BACKEND_D3D12_D3D12BACKEND_H_
#include "nxt/nxtcpp.h"
#include "backend/Buffer.h"
#include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/Device.h"
#include "backend/Framebuffer.h"
#include "backend/DepthStencilState.h"
#include "backend/InputState.h"
#include "backend/PipelineLayout.h"
#include "backend/Queue.h"
#include "backend/RenderPass.h"
#include "backend/Sampler.h"
#include "backend/Texture.h"
#include "backend/ToBackend.h"
#include "backend/d3d12/d3d12_platform.h"
namespace backend {
namespace d3d12 {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
class Device;
class InputState;
class Pipeline;
class PipelineLayout;
class Queue;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
class Framebuffer;
class RenderPass;
class CommandAllocatorManager;
class DescriptorHeapAllocator;
class MapReadRequestTracker;
class ResourceAllocator;
class ResourceUploader;
struct D3D12BackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using DeviceType = Device;
using InputStateType = InputState;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
using FramebufferType = Framebuffer;
using RenderPassType = RenderPass;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
void ASSERT_SUCCESS(HRESULT hr);
// Definition of backend types
class Device : public DeviceBase {
public:
Device(ComPtr<ID3D12Device> d3d12Device);
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
ComPtr<ID3D12Device> GetD3D12Device();
ComPtr<ID3D12CommandQueue> GetCommandQueue();
DescriptorHeapAllocator* GetDescriptorHeapAllocator();
MapReadRequestTracker* GetMapReadRequestTracker() const;
ResourceAllocator* GetResourceAllocator();
ResourceUploader* GetResourceUploader();
void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
ComPtr<ID3D12Resource> GetCurrentTexture();
void SetNextTexture(ComPtr<ID3D12Resource> resource);
uint64_t GetSerial() const;
void NextSerial();
void WaitForSerial(uint64_t serial);
void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
private:
uint64_t serial = 0;
ComPtr<ID3D12Fence> fence;
HANDLE fenceEvent;
ComPtr<ID3D12Device> d3d12Device;
ComPtr<ID3D12CommandQueue> commandQueue;
CommandAllocatorManager* commandAllocatorManager;
DescriptorHeapAllocator* descriptorHeapAllocator;
MapReadRequestTracker* mapReadRequestTracker;
ResourceAllocator* resourceAllocator;
ResourceUploader* resourceUploader;
struct PendingCommandList {
ComPtr<ID3D12GraphicsCommandList> commandList;
bool open = false;
} pendingCommands;
ComPtr<ID3D12Resource> nextTexture;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
private:
Device* device;
};
}
}
#endif // BACKEND_D3D12_D3D12BACKEND_H_