| // 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 | |
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| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #ifndef SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ | |
| #define SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ | |
| #include <utility> | |
| #include "absl/container/flat_hash_set.h" | |
| #include "absl/container/inlined_vector.h" | |
| #include "dawn/common/Constants.h" | |
| #include "dawn/common/MutexProtected.h" | |
| #include "dawn/common/NonCopyable.h" | |
| #include "dawn/common/Ref.h" | |
| #include "dawn/common/StackAllocated.h" | |
| #include "dawn/native/Error.h" | |
| #include "dawn/native/d3d/KeyedMutex.h" | |
| #include "dawn/native/d3d/d3d_platform.h" | |
| namespace dawn::native::d3d11 { | |
| class CommandAllocatorManager; | |
| class Buffer; | |
| class GPUUsableBuffer; | |
| class Device; | |
| class CommandRecordingContext; | |
| template <typename Ctx, typename Traits> | |
| class CommandRecordingContextGuard; | |
| // Inherits dawn::detail::Guard and makes constructors public so that ScopedCommandRecordingContext | |
| // can move it. | |
| template <typename Ctx, typename Traits> | |
| class CommandRecordingContextGuard : public ::dawn::detail::Guard<Ctx, Traits> { | |
| public: | |
| using Base = ::dawn::detail::Guard<Ctx, Traits>; | |
| CommandRecordingContextGuard() = default; | |
| CommandRecordingContextGuard(CommandRecordingContextGuard&& rhs) = default; | |
| CommandRecordingContextGuard& operator=(CommandRecordingContextGuard&& other) = default; | |
| CommandRecordingContextGuard(Ctx* ctx, | |
| typename Traits::MutexType& mutex, | |
| Defer* defer = nullptr) | |
| : Base(ctx, mutex, defer) {} | |
| CommandRecordingContextGuard(Ctx* ctx, typename Traits::LockType&& lock, Defer* defer = nullptr) | |
| : Base(ctx, std::move(lock), defer) {} | |
| CommandRecordingContextGuard(const CommandRecordingContextGuard& other) = delete; | |
| CommandRecordingContextGuard& operator=(const CommandRecordingContextGuard& other) = delete; | |
| }; | |
| class CommandRecordingContext { | |
| public: | |
| using Guard = | |
| CommandRecordingContextGuard<CommandRecordingContext, | |
| ::dawn::detail::MutexProtectedTraits<CommandRecordingContext>>; | |
| MaybeError Initialize(Device* device); | |
| void Destroy(); | |
| bool IsValid() const; | |
| static ResultOrError<Ref<BufferBase>> CreateInternalUniformBuffer(DeviceBase* device); | |
| void ReleaseKeyedMutexes(); | |
| bool AcquireNeedsFence(); | |
| private: | |
| template <typename Ctx, typename Traits> | |
| friend class CommandRecordingContextGuard; | |
| friend class ScopedCommandRecordingContext; | |
| friend class ScopedSwapStateCommandRecordingContext; | |
| bool mIsOpen = false; | |
| ComPtr<ID3D11Device> mD3D11Device; | |
| ComPtr<ID3DDeviceContextState> mD3D11DeviceContextState; | |
| ComPtr<ID3D11DeviceContext3> mD3D11DeviceContext3; | |
| ComPtr<ID3D11DeviceContext4> mD3D11DeviceContext4; | |
| ComPtr<ID3D11Multithread> mD3D11Multithread; | |
| ComPtr<ID3DUserDefinedAnnotation> mD3DUserDefinedAnnotation; | |
| // The uniform buffer for built-in variables. | |
| Ref<GPUUsableBuffer> mUniformBuffer; | |
| std::array<uint32_t, kMaxImmediateConstantsPerPipeline> mUniformBufferData{}; | |
| bool mUniformBufferDirty = true; | |
| absl::flat_hash_set<Ref<d3d::KeyedMutex>> mAcquiredKeyedMutexes; | |
| bool mNeedsFence = false; | |
| // List of buffers to sync their CPU accessible storages. | |
| // Use inlined vector to avoid heap allocation when the vector is empty. | |
| absl::InlinedVector<GPUUsableBuffer*, 1> mBuffersToSyncWithCPU; | |
| Ref<Device> mDevice; | |
| }; | |
| // For using ID3D11DeviceContext methods which don't change device context state. | |
| // This class holds two locks. | |
| // - It uses a Guard lock to synchronize access within Dawn. | |
| // - It also acquires a D3D11 lock if multithread protected mode is enabled. | |
| // When enabled, it synchronizes access to the D3D11 context external to Dawn. | |
| class ScopedCommandRecordingContext : NonCopyable { | |
| public: | |
| ScopedCommandRecordingContext() = default; | |
| ScopedCommandRecordingContext(CommandRecordingContext::Guard&& guard, bool lockD3D11Scope); | |
| ScopedCommandRecordingContext(ScopedCommandRecordingContext&& other); | |
| ScopedCommandRecordingContext& operator=(ScopedCommandRecordingContext&& other); | |
| ~ScopedCommandRecordingContext(); | |
| Device* GetDevice() const; | |
| // Wrapper method which don't depend on context state. | |
| void UpdateSubresource1(ID3D11Resource* pDstResource, | |
| UINT DstSubresource, | |
| const D3D11_BOX* pDstBox, | |
| const void* pSrcData, | |
| UINT SrcRowPitch, | |
| UINT SrcDepthPitch, | |
| UINT CopyFlags) const; | |
| void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) const; | |
| void CopySubresourceRegion(ID3D11Resource* pDstResource, | |
| UINT DstSubresource, | |
| UINT DstX, | |
| UINT DstY, | |
| UINT DstZ, | |
| ID3D11Resource* pSrcResource, | |
| UINT SrcSubresource, | |
| const D3D11_BOX* pSrcBox) const; | |
| void ClearRenderTargetView(ID3D11RenderTargetView* pRenderTargetView, | |
| const FLOAT ColorRGBA[4]) const; | |
| void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView, | |
| UINT ClearFlags, | |
| FLOAT Depth, | |
| UINT8 Stencil) const; | |
| HRESULT Map(ID3D11Resource* pResource, | |
| UINT Subresource, | |
| D3D11_MAP MapType, | |
| UINT MapFlags, | |
| D3D11_MAPPED_SUBRESOURCE* pMappedResource) const; | |
| void Unmap(ID3D11Resource* pResource, UINT Subresource) const; | |
| HRESULT Signal(ID3D11Fence* pFence, UINT64 Value) const; | |
| HRESULT Wait(ID3D11Fence* pFence, UINT64 Value) const; | |
| HRESULT GetData(ID3D11Query* pQuery, void* pResult, UINT size, UINT flags) const; | |
| void End(ID3D11Query* pQuery) const; | |
| void Flush() const; | |
| void Flush1(D3D11_CONTEXT_TYPE ContextType, HANDLE hEvent) const; | |
| // Write immediate data to the uniform buffer. | |
| void WriteUniformBufferRange(uint32_t offset, const void* data, size_t size) const; | |
| MaybeError FlushUniformBuffer() const; | |
| MaybeError AcquireKeyedMutex(Ref<d3d::KeyedMutex> keyedMutex) const; | |
| void SetNeedsFence() const; | |
| // Add a buffer to a pending list for syncing CPU storages. The list is typically processed at | |
| // the end of a command buffer when it is about to be submitted. | |
| void AddBufferForSyncingWithCPU(GPUUsableBuffer* buffer) const; | |
| MaybeError FlushBuffersForSyncingWithCPU() const; | |
| // Allow calling CommandRecordingContext's methods via -> operator. | |
| CommandRecordingContext* operator->() const { return Get(); } | |
| protected: | |
| CommandRecordingContext* Get() const { | |
| // Guard's Get() is not public, so use its operator* which returns CommandRecordingContext&. | |
| return &(*mGuard); | |
| } | |
| private: | |
| STACK_ALLOCATED_IGNORE("TODO: avoid heap allocated class containing StackAllocated members") | |
| CommandRecordingContext::Guard mGuard; | |
| bool mLockD3D11Scope = false; | |
| }; | |
| // For using ID3D11DeviceContext directly. It swaps and resets ID3DDeviceContextState of | |
| // ID3D11DeviceContext for a scope. It is needed for sharing ID3D11Device between dawn and ANGLE. | |
| class ScopedSwapStateCommandRecordingContext : public ScopedCommandRecordingContext { | |
| public: | |
| ScopedSwapStateCommandRecordingContext() = default; | |
| explicit ScopedSwapStateCommandRecordingContext(CommandRecordingContext::Guard&& guard); | |
| ScopedSwapStateCommandRecordingContext(ScopedSwapStateCommandRecordingContext&& other); | |
| ScopedSwapStateCommandRecordingContext& operator=( | |
| ScopedSwapStateCommandRecordingContext&& other); | |
| ~ScopedSwapStateCommandRecordingContext(); | |
| ID3D11Device* GetD3D11Device() const; | |
| ID3D11DeviceContext3* GetD3D11DeviceContext3() const; | |
| ID3DUserDefinedAnnotation* GetD3DUserDefinedAnnotation() const; | |
| Buffer* GetInternalUniformBuffer() const; | |
| MaybeError SetInternalUniformBuffer(Ref<BufferBase> uniformBuffer); | |
| private: | |
| ComPtr<ID3DDeviceContextState> mPreviousState; | |
| }; | |
| } // namespace dawn::native::d3d11 | |
| #endif // SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ |