dawn-cmake/src/dawn_native/d3d12/QueueD3D12.cpp
Bryan Bernhart 0363c3e46d D3D12: Allocate GPU bind groups at draw/dispatch.
Instead of counting descriptors to be allocated for the entire command
buffer in a pre-pass, the bindgroup state tracker is used to allocate
only dirty bindgroups upon recording draw/dispatch. If the heap has no
more room and must be changed, bindgroups will be re-created according
to the BGL.

A future change will address the CPU descriptors and removal of the
pre-pass.

BUG=dawn:256,dawn:307

Change-Id: I6603de17cfda713bd4512c46e1c93618ca01bb7b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13400
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-02-27 01:14:22 +00:00

51 lines
1.8 KiB
C++

// 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.
#include "dawn_native/d3d12/QueueD3D12.h"
#include "dawn_native/d3d12/CommandBufferD3D12.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_platform/DawnPlatform.h"
#include "dawn_platform/tracing/TraceEvent.h"
namespace dawn_native { namespace d3d12 {
Queue::Queue(Device* device) : QueueBase(device) {
}
MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) {
Device* device = ToBackend(GetDevice());
device->Tick();
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
TRACE_EVENT_BEGIN0(GetDevice()->GetPlatform(), Recording,
"CommandBufferD3D12::RecordCommands");
for (uint32_t i = 0; i < commandCount; ++i) {
DAWN_TRY(ToBackend(commands[i])->RecordCommands(commandContext));
}
TRACE_EVENT_END0(GetDevice()->GetPlatform(), Recording,
"CommandBufferD3D12::RecordCommands");
DAWN_TRY(device->ExecutePendingCommandContext());
DAWN_TRY(device->NextSerial());
return {};
}
}} // namespace dawn_native::d3d12