116 lines
5.0 KiB
C++
116 lines
5.0 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_TEXTURED3D12_H_
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#define DAWNNATIVE_D3D12_TEXTURED3D12_H_
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#include "common/Serial.h"
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#include "dawn_native/Texture.h"
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#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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class CommandRecordingContext;
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class Device;
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DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format);
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MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
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const TextureDescriptor* descriptor);
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MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor);
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class Texture : public TextureBase {
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public:
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static ResultOrError<TextureBase*> Create(Device* device,
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const TextureDescriptor* descriptor);
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static ResultOrError<TextureBase*> Create(Device* device,
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const TextureDescriptor* descriptor,
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HANDLE sharedHandle,
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uint64_t acquireMutexKey);
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Texture(Device* device,
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const TextureDescriptor* descriptor,
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ComPtr<ID3D12Resource> d3d12Texture);
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~Texture();
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DXGI_FORMAT GetD3D12Format() const;
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ID3D12Resource* GetD3D12Resource() const;
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bool TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_BARRIER* barrier,
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wgpu::TextureUsage newUsage);
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void TransitionUsageNow(CommandRecordingContext* commandContext, wgpu::TextureUsage usage);
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void TransitionUsageNow(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_STATES newState);
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t baseMipLevel,
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uint32_t baseArrayLayer,
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uint32_t layerCount) const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t baseMipLevel) const;
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void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount);
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private:
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using TextureBase::TextureBase;
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MaybeError InitializeAsInternalTexture();
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MaybeError InitializeAsExternalTexture(const TextureDescriptor* descriptor,
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HANDLE sharedHandle,
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uint64_t acquireMutexKey);
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// Dawn API
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void DestroyImpl() override;
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MaybeError ClearTexture(CommandRecordingContext* commandContext,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount,
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TextureBase::ClearValue clearValue);
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UINT16 GetDepthOrArraySize();
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bool TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_BARRIER* barrier,
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D3D12_RESOURCE_STATES newState);
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ResourceHeapAllocation mResourceAllocation;
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D3D12_RESOURCE_STATES mLastState = D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_COMMON;
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Serial mLastUsedSerial = UINT64_MAX;
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bool mValidToDecay = false;
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Serial mAcquireMutexKey = 0;
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ComPtr<IDXGIKeyedMutex> mDxgiKeyedMutex;
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};
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class TextureView : public TextureViewBase {
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public:
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TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
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DXGI_FORMAT GetD3D12Format() const;
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const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor() const;
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private:
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D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_TEXTURED3D12_H_
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