blob: 657e5ad158827085cde432088971ef55d088da25 [file] [log] [blame]
// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#include "dawn/common/MutexProtected.h"
#include "dawn/common/SerialMap.h"
#include "dawn/native/d3d/QueueD3D.h"
#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/Forward.h"
namespace dawn::native::d3d11 {
class Device;
class SharedFence;
class Queue : public d3d::Queue {
public:
static ResultOrError<Ref<Queue>> Create(Device* device, const QueueDescriptor* descriptor);
ScopedCommandRecordingContext GetScopedPendingCommandContext(SubmitMode submitMode);
ScopedSwapStateCommandRecordingContext GetScopedSwapStatePendingCommandContext(
SubmitMode submitMode);
MaybeError SubmitPendingCommands() override;
virtual MaybeError NextSerial() = 0;
// Separated from creation because it creates resources, which is not valid before the
// DeviceBase is fully created.
MaybeError InitializePendingContext();
// Register the pending map buffer to be checked.
void TrackPendingMapBuffer(Ref<Buffer>&& buffer, ExecutionSerial readySerial);
protected:
using d3d::Queue::Queue;
~Queue() override = default;
MaybeError Initialize(bool isMonitored);
MaybeError SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override;
MaybeError WriteBufferImpl(BufferBase* buffer,
uint64_t bufferOffset,
const void* data,
size_t size) override;
MaybeError WriteTextureImpl(const ImageCopyTexture& destination,
const void* data,
size_t dataSize,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) override;
void DestroyImpl() override;
bool HasPendingCommands() const override;
void ForceEventualFlushOfCommands() override;
MaybeError WaitForIdleForDestruction() override;
ResultOrError<Ref<d3d::SharedFence>> GetOrCreateSharedFence() override;
// Check all pending map buffers, and actually map the ready ones.
MaybeError CheckAndMapReadyBuffers(ExecutionSerial completedSerial);
ComPtr<ID3D11Fence> mFence;
Ref<SharedFence> mSharedFence;
MutexProtected<CommandRecordingContext, CommandRecordingContextGuard> mPendingCommands;
std::atomic<bool> mPendingCommandsNeedSubmit = false;
SerialMap<ExecutionSerial, Ref<Buffer>> mPendingMapBuffers;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_