132 lines
5.2 KiB
C++
132 lines
5.2 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_DEVICED3D12_H_
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#define DAWNNATIVE_D3D12_DEVICED3D12_H_
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#include "dawn_native/dawn_platform.h"
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#include "common/SerialQueue.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/d3d12/Forward.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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#include <memory>
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namespace dawn_native { namespace d3d12 {
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class CommandAllocatorManager;
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class DescriptorHeapAllocator;
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class MapRequestTracker;
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class PlatformFunctions;
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class ResourceAllocator;
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class ResourceUploader;
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void ASSERT_SUCCESS(HRESULT hr);
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// Definition of backend types
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class Device : public DeviceBase {
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public:
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Device();
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~Device();
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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RenderPassDescriptorBase* CreateRenderPassDescriptor(
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RenderPassDescriptorBuilder* builder) override;
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SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
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Serial GetCompletedCommandSerial() const final override;
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Serial GetLastSubmittedCommandSerial() const final override;
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void TickImpl() override;
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const dawn_native::PCIInfo& GetPCIInfo() const override;
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ComPtr<IDXGIFactory4> GetFactory();
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ComPtr<ID3D12Device> GetD3D12Device();
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ComPtr<ID3D12CommandQueue> GetCommandQueue();
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DescriptorHeapAllocator* GetDescriptorHeapAllocator();
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MapRequestTracker* GetMapRequestTracker() const;
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const PlatformFunctions* GetFunctions();
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ResourceAllocator* GetResourceAllocator();
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ResourceUploader* GetResourceUploader();
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void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
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ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
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Serial GetPendingCommandSerial() const;
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void NextSerial();
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void WaitForSerial(Serial serial);
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void ReferenceUntilUnused(ComPtr<IUnknown> object);
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void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
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private:
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ResultOrError<BindGroupBase*> CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) override;
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ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor) override;
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ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) override;
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ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
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const ComputePipelineDescriptor* descriptor) override;
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ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) override;
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ResultOrError<QueueBase*> CreateQueueImpl() override;
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ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
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const RenderPipelineDescriptor* descriptor) override;
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ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
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ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
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const ShaderModuleDescriptor* descriptor) override;
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ResultOrError<TextureBase*> CreateTextureImpl(const TextureDescriptor* descriptor) override;
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ResultOrError<TextureViewBase*> CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) override;
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void CollectPCIInfo();
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// Keep mFunctions as the first member so that in the destructor it is freed. Otherwise the
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// D3D12 DLLs are unloaded before we are done using it.
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std::unique_ptr<PlatformFunctions> mFunctions;
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Serial mCompletedSerial = 0;
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Serial mLastSubmittedSerial = 0;
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ComPtr<ID3D12Fence> mFence;
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HANDLE mFenceEvent;
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ComPtr<IDXGIFactory4> mFactory;
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ComPtr<IDXGIAdapter1> mHardwareAdapter;
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ComPtr<ID3D12Device> mD3d12Device;
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ComPtr<ID3D12CommandQueue> mCommandQueue;
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struct PendingCommandList {
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ComPtr<ID3D12GraphicsCommandList> commandList;
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bool open = false;
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} mPendingCommands;
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SerialQueue<ComPtr<IUnknown>> mUsedComObjectRefs;
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std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
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std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
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std::unique_ptr<MapRequestTracker> mMapRequestTracker;
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std::unique_ptr<ResourceAllocator> mResourceAllocator;
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std::unique_ptr<ResourceUploader> mResourceUploader;
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dawn_native::PCIInfo mPCIInfo;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_DEVICED3D12_H_
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