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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_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_