dawn-cmake/src/dawn_native/d3d12/SwapChainD3D12.cpp
Rafael Cintron b2b2ef57a5 Add D3D12 keyed shared mutexes to Dawn
Dawn creates a keyed shared mutex for all wrapped resources and acquires
the mutex before the texture is used in an ExecuteCommandList call.

To coordinate with external clients, backend API has been extended
to allow clients to get and set the acquire key.

Pending and queue command lists have now been merged into one.

A future change will adjust GetPendingCommandContext to return a raw
command context without the need for error handling.

Bug:dawn:217
Change-Id: Ia96c449c305586407153f05ce75a40794b96027e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12220
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
2019-10-18 00:37:42 +00:00

66 lines
2.3 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/SwapChainD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include <dawn/dawn_wsi.h>
namespace dawn_native { namespace d3d12 {
SwapChain::SwapChain(Device* device, const SwapChainDescriptor* descriptor)
: SwapChainBase(device, descriptor) {
const auto& im = GetImplementation();
DawnWSIContextD3D12 wsiContext = {};
wsiContext.device = reinterpret_cast<DawnDevice>(GetDevice());
im.Init(im.userData, &wsiContext);
ASSERT(im.textureUsage != DAWN_TEXTURE_USAGE_NONE);
mTextureUsage = static_cast<dawn::TextureUsage>(im.textureUsage);
}
SwapChain::~SwapChain() {
}
TextureBase* SwapChain::GetNextTextureImpl(const TextureDescriptor* descriptor) {
const auto& im = GetImplementation();
DawnSwapChainNextTexture next = {};
DawnSwapChainError error = im.GetNextTexture(im.userData, &next);
if (error) {
GetDevice()->HandleError(dawn::ErrorType::Unknown, error);
return nullptr;
}
ComPtr<ID3D12Resource> d3d12Texture = static_cast<ID3D12Resource*>(next.texture.ptr);
return new Texture(ToBackend(GetDevice()), descriptor, std::move(d3d12Texture));
}
MaybeError SwapChain::OnBeforePresent(TextureBase* texture) {
Device* device = ToBackend(GetDevice());
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
// Perform the necessary transition for the texture to be presented.
ToBackend(texture)->TransitionUsageNow(commandContext, mTextureUsage);
DAWN_TRY(device->ExecutePendingCommandContext());
return {};
}
}} // namespace dawn_native::d3d12