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