dawn-cmake/src/dawn_native/d3d12/QuerySetD3D12.cpp
Corentin Wallez 7f8fa04edc Use C++17 nested namespaces instead of manually nesting them.
This was done with these two commands and a couple manual fixups for
namespaces that had more than one space in the comment in the closing
brace, as well as vulkan_platform.h

git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/"
git grep -l "}}  // namespace" | xargs sed -i "" "s%}}  // namespace%}  // namespace%"

Bug: dawn:824
Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-01-06 09:22:17 +00:00

76 lines
2.6 KiB
C++

// Copyright 2020 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.
#include "dawn_native/d3d12/QuerySetD3D12.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
namespace dawn_native::d3d12 {
namespace {
D3D12_QUERY_HEAP_TYPE D3D12QueryHeapType(wgpu::QueryType type) {
switch (type) {
case wgpu::QueryType::Occlusion:
return D3D12_QUERY_HEAP_TYPE_OCCLUSION;
case wgpu::QueryType::PipelineStatistics:
return D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS;
case wgpu::QueryType::Timestamp:
return D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
}
}
} // anonymous namespace
// static
ResultOrError<Ref<QuerySet>> QuerySet::Create(Device* device,
const QuerySetDescriptor* descriptor) {
Ref<QuerySet> querySet = AcquireRef(new QuerySet(device, descriptor));
DAWN_TRY(querySet->Initialize());
return querySet;
}
MaybeError QuerySet::Initialize() {
D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
queryHeapDesc.Type = D3D12QueryHeapType(GetQueryType());
queryHeapDesc.Count = std::max(GetQueryCount(), uint32_t(1u));
ID3D12Device* d3d12Device = ToBackend(GetDevice())->GetD3D12Device();
DAWN_TRY(CheckOutOfMemoryHRESULT(
d3d12Device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&mQueryHeap)),
"ID3D12Device::CreateQueryHeap"));
SetLabelImpl();
return {};
}
ID3D12QueryHeap* QuerySet::GetQueryHeap() const {
return mQueryHeap.Get();
}
QuerySet::~QuerySet() = default;
void QuerySet::DestroyImpl() {
QuerySetBase::DestroyImpl();
ToBackend(GetDevice())->ReferenceUntilUnused(mQueryHeap);
mQueryHeap = nullptr;
}
void QuerySet::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), mQueryHeap.Get(), "Dawn_QuerySet", GetLabel());
}
} // namespace dawn_native::d3d12