dawn-cmake/src/dawn_native/d3d12/DeviceD3D12.h

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// Copyright 2017 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.
#ifndef DAWNNATIVE_D3D12_DEVICED3D12_H_
#define DAWNNATIVE_D3D12_DEVICED3D12_H_
#include "dawn_native/dawn_platform.h"
#include "common/Constants.h"
#include "common/SerialQueue.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/Commands.h"
#include "dawn_native/Device.h"
#include "dawn_native/d3d12/CommandRecordingContext.h"
#include "dawn_native/d3d12/D3D12Info.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
#include <memory>
namespace dawn_native { namespace d3d12 {
class CommandAllocatorManager;
class DescriptorHeapAllocator;
class PlatformFunctions;
class ResidencyManager;
class ResourceAllocatorManager;
class SamplerHeapCache;
class ShaderVisibleDescriptorAllocator;
class StagingDescriptorAllocator;
#define ASSERT_SUCCESS(hr) \
do { \
HRESULT succeeded = hr; \
ASSERT(SUCCEEDED(succeeded)); \
} while (0)
// Definition of backend types
class Device : public DeviceBase {
public:
static ResultOrError<Device*> Create(Adapter* adapter, const DeviceDescriptor* descriptor);
~Device() override;
MaybeError Initialize();
CommandBufferBase* CreateCommandBuffer(CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
ID3D12Device* GetD3D12Device() const;
ComPtr<ID3D12CommandQueue> GetCommandQueue() const;
ID3D12SharingContract* GetSharingContract() const;
ComPtr<ID3D12CommandSignature> GetDispatchIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndexedIndirectSignature() const;
CommandAllocatorManager* GetCommandAllocatorManager() const;
ResidencyManager* GetResidencyManager() const;
const PlatformFunctions* GetFunctions() const;
ComPtr<IDXGIFactory4> GetFactory() const;
ResultOrError<IDxcLibrary*> GetOrCreateDxcLibrary() const;
ResultOrError<IDxcCompiler*> GetOrCreateDxcCompiler() const;
ResultOrError<CommandRecordingContext*> GetPendingCommandContext();
const D3D12DeviceInfo& GetDeviceInfo() const;
MaybeError NextSerial();
MaybeError WaitForSerial(ExecutionSerial serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
MaybeError ExecutePendingCommandContext();
ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer(size_t size) override;
MaybeError CopyFromStagingToBuffer(StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
void CopyFromStagingToBufferImpl(CommandRecordingContext* commandContext,
StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size);
MaybeError CopyFromStagingToTexture(const StagingBufferBase* source,
const TextureDataLayout& src,
TextureCopy* dst,
const Extent3D& copySizePixels) override;
ResultOrError<ResourceHeapAllocation> AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage);
void DeallocateMemory(ResourceHeapAllocation& allocation);
ShaderVisibleDescriptorAllocator* GetViewShaderVisibleDescriptorAllocator() const;
ShaderVisibleDescriptorAllocator* GetSamplerShaderVisibleDescriptorAllocator() const;
// Returns nullptr when descriptor count is zero.
StagingDescriptorAllocator* GetViewStagingDescriptorAllocator(
uint32_t descriptorCount) const;
StagingDescriptorAllocator* GetSamplerStagingDescriptorAllocator(
uint32_t descriptorCount) const;
SamplerHeapCache* GetSamplerHeapCache();
StagingDescriptorAllocator* GetRenderTargetViewAllocator() const;
StagingDescriptorAllocator* GetDepthStencilViewAllocator() const;
Ref<TextureBase> WrapSharedHandle(const ExternalImageDescriptor* descriptor,
HANDLE sharedHandle,
ExternalMutexSerial acquireMutexKey,
bool isSwapChainTexture);
ResultOrError<ComPtr<IDXGIKeyedMutex>> CreateKeyedMutexForTexture(
ID3D12Resource* d3d12Resource);
void ReleaseKeyedMutexForTexture(ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex);
void InitTogglesFromDriver();
uint32_t GetOptimalBytesPerRowAlignment() const override;
uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
private:
using DeviceBase::DeviceBase;
ResultOrError<BindGroupBase*> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(
const BufferDescriptor* descriptor) override;
ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<QuerySetBase*> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) override;
ResultOrError<SwapChainBase*> CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) override;
ResultOrError<NewSwapChainBase*> CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(
const TextureDescriptor* descriptor) override;
ResultOrError<TextureViewBase*> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
void ShutDownImpl() override;
MaybeError WaitForIdleForDestruction() override;
MaybeError CheckDebugLayerAndGenerateErrors();
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent = nullptr;
ExecutionSerial CheckAndUpdateCompletedSerials() override;
ComPtr<ID3D12Device> mD3d12Device; // Device is owned by adapter and will not be outlived.
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12SharingContract> mD3d12SharingContract;
// 11on12 device and device context corresponding to mCommandQueue
ComPtr<ID3D11On12Device> mD3d11On12Device;
ComPtr<ID3D11DeviceContext2> mD3d11On12DeviceContext;
ComPtr<ID3D12CommandSignature> mDispatchIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndexedIndirectSignature;
CommandRecordingContext mPendingCommands;
SerialQueue<ExecutionSerial, ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
std::unique_ptr<ResidencyManager> mResidencyManager;
static constexpr uint32_t kMaxSamplerDescriptorsPerBindGroup =
3 * kMaxSamplersPerShaderStage;
static constexpr uint32_t kMaxViewDescriptorsPerBindGroup =
kMaxBindingsPerPipelineLayout - kMaxSamplerDescriptorsPerBindGroup;
static constexpr uint32_t kNumSamplerDescriptorAllocators =
ConstexprLog2Ceil(kMaxSamplerDescriptorsPerBindGroup) + 1;
static constexpr uint32_t kNumViewDescriptorAllocators =
ConstexprLog2Ceil(kMaxViewDescriptorsPerBindGroup) + 1;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxSamplerDescriptorsPerBindGroup].
std::array<std::unique_ptr<StagingDescriptorAllocator>, kNumViewDescriptorAllocators + 1>
mViewAllocators;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxViewDescriptorsPerBindGroup].
std::array<std::unique_ptr<StagingDescriptorAllocator>, kNumSamplerDescriptorAllocators + 1>
mSamplerAllocators;
std::unique_ptr<StagingDescriptorAllocator> mRenderTargetViewAllocator;
std::unique_ptr<StagingDescriptorAllocator> mDepthStencilViewAllocator;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mViewShaderVisibleDescriptorAllocator;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mSamplerShaderVisibleDescriptorAllocator;
// Sampler cache needs to be destroyed before the CPU sampler allocator to ensure the final
// release is called.
std::unique_ptr<SamplerHeapCache> mSamplerHeapCache;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_DEVICED3D12_H_