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// 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_D3D_BACKENDD3D_H_
#define SRC_DAWN_NATIVE_D3D_BACKENDD3D_H_
#include <memory>
#include <utility>
#include <vector>
#include "absl/container/flat_hash_map.h"
#include "dawn/common/TypedInteger.h"
#include "dawn/native/BackendConnection.h"
#include "dawn/native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d {
class PlatformFunctions;
class Backend : public BackendConnection {
public:
Backend(InstanceBase* instance, wgpu::BackendType type);
MaybeError Initialize(std::unique_ptr<PlatformFunctions> functions);
IDXGIFactory4* GetFactory() const;
const PlatformFunctions* GetFunctions() const;
std::vector<Ref<PhysicalDeviceBase>> DiscoverPhysicalDevices(
const UnpackedPtr<RequestAdapterOptions>& options) override;
protected:
virtual ResultOrError<Ref<PhysicalDeviceBase>> CreatePhysicalDeviceFromIDXGIAdapter(
ComPtr<IDXGIAdapter> dxgiAdapter) = 0;
private:
ResultOrError<Ref<PhysicalDeviceBase>> GetOrCreatePhysicalDeviceFromLUID(LUID luid);
ResultOrError<Ref<PhysicalDeviceBase>> GetOrCreatePhysicalDeviceFromIDXGIAdapter(
ComPtr<IDXGIAdapter> dxgiAdapter);
// Keep mFunctions as the first member so that in the destructor it is freed last. Otherwise
// the D3D12 DLLs are unloaded before we are done using them.
std::unique_ptr<PlatformFunctions> mFunctions;
ComPtr<IDXGIFactory4> mFactory;
struct LUIDHashFunc {
size_t operator()(const LUID& luid) const;
};
struct LUIDEqualFunc {
bool operator()(const LUID& a, const LUID& b) const;
};
// Map of LUID to physical device.
// The LUID is guaranteed to be uniquely identify an adapter on the local
// machine until restart.
absl::flat_hash_map<LUID, Ref<PhysicalDeviceBase>, LUIDHashFunc, LUIDEqualFunc>
mPhysicalDevices;
};
} // namespace dawn::native::d3d
#endif // SRC_DAWN_NATIVE_D3D_BACKENDD3D_H_