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