| // 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, |
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| // 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 <map> |
| #include <optional> |
| #include <vector> |
| |
| #include "absl/container/flat_hash_map.h" |
| #include "absl/hash/hash.h" |
| #include "dawn/common/LinkedList.h" |
| #include "dawn/common/MutexProtected.h" |
| #include "dawn/native/d3d/QueueD3D.h" |
| #include "dawn/native/d3d11/CommandRecordingContextD3D11.h" |
| #include "dawn/native/d3d11/Forward.h" |
| #include "partition_alloc/pointers/raw_ptr.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, |
| bool lockD3D11Scope = true); |
| std::optional<ScopedCommandRecordingContext> TryGetScopedPendingCommandContext( |
| SubmitMode submitMode, |
| bool lockD3D11Scope = true); |
| ScopedSwapStateCommandRecordingContext GetScopedSwapStatePendingCommandContext( |
| SubmitMode submitMode); |
| virtual MaybeError NextSerial() = 0; |
| |
| // Separated from creation because it creates resources, which is not valid before the |
| // DeviceBase is fully created. |
| MaybeError InitializePendingContext(); |
| |
| // The request for buffer mapping. |
| // We make it a linked list node to support O(1) removal when cancelling. |
| struct BufferMapRequest : public LinkNode<BufferMapRequest> { |
| BufferMapRequest(Buffer* b, wgpu::MapMode m) : buffer(b), mode(m) {} |
| |
| raw_ptr<Buffer> buffer = nullptr; |
| wgpu::MapMode mode; |
| }; |
| |
| // Schedule a buffer for mapping. |
| // The request is expected to be allocated by the caller. Any existing schedule will be |
| // canceled before the new one is added. |
| void ScheduleBufferMapping(BufferMapRequest* request, ExecutionSerial readySerial); |
| |
| // Cancel a scheduled buffer mapping by removing it from the pending list. |
| void CancelScheduledBufferMapping(Buffer* buffer); |
| |
| const Ref<SharedFence>& GetSharedFence() const { return mSharedFence; } |
| |
| protected: |
| using d3d::Queue::Queue; |
| |
| ~Queue() override = default; |
| |
| MaybeError Initialize(bool useMonitoredFence); |
| MaybeError InitializeD3DFence(bool useMonitoredFence); |
| |
| 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 TexelCopyTextureInfo& destination, |
| const void* data, |
| size_t dataSize, |
| const TexelCopyBufferLayout& dataLayout, |
| const Extent3D& writeSizePixel) override; |
| |
| void DestroyImpl(DestroyReason reason) override; |
| bool HasPendingCommands() const override; |
| void ForceEventualFlushOfCommands() override; |
| MaybeError WaitForIdleForDestructionImpl() override; |
| MaybeError SubmitPendingCommandsImpl() override; |
| ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override; |
| |
| ResultOrError<Ref<d3d::SharedFence>> GetOrCreateSharedFence() override; |
| |
| virtual ResultOrError<ExecutionSerial> CheckCompletedSerialsImpl() = 0; |
| |
| // Check and process scheduled buffer mappings. |
| MaybeError CheckScheduledBufferMappings(ExecutionSerial completedSerial); |
| |
| // Helper template to create scoped command contexts with common logic |
| template <typename ScopedContextType, typename... Args> |
| ScopedContextType CreateScopedCommandContext(SubmitMode submitMode, |
| CommandRecordingContext::Guard&& commands, |
| Args&&... args); |
| |
| ComPtr<ID3D11Fence> mFence; |
| Ref<SharedFence> mSharedFence; |
| MutexProtected<CommandRecordingContext, CommandRecordingContextGuard> mPendingCommands; |
| std::atomic<bool> mPendingCommandsNeedSubmit = false; |
| |
| struct BufferRefHash { |
| using is_transparent = void; |
| size_t operator()(const Ref<Buffer>& buffer) const { |
| return absl::DefaultHashContainerHash<const Buffer*>()(buffer.Get()); |
| } |
| size_t operator()(const Buffer* buffer) const { |
| return absl::DefaultHashContainerHash<const Buffer*>()(buffer); |
| } |
| }; |
| |
| struct BufferRefEq { |
| using is_transparent = void; |
| bool operator()(const Ref<Buffer>& a, const Ref<Buffer>& b) const { |
| return a.Get() == b.Get(); |
| } |
| bool operator()(const Ref<Buffer>& a, const Buffer* b) const { return a.Get() == b; } |
| bool operator()(const Buffer* a, const Ref<Buffer>& b) const { return a == b.Get(); } |
| }; |
| |
| struct BufferMapList { |
| // Map from ExecutionSerial to a list of buffers to be mapped when the serial passes. |
| // The map is used to process the requests in order of serial. |
| // We use LinkedList to allow O(1) removal of an entry when it's cancelled. |
| std::map<ExecutionSerial, LinkedList<BufferMapRequest>> serialQueue; |
| // Map from Buffer* to BufferMapRequest*. |
| // This map table serves 2 purposes: first is to keep the buffer alive via Ref. |
| // 2nd is fast lookup for the existing schedule. |
| absl::flat_hash_map<Ref<Buffer>, BufferMapRequest*, BufferRefHash, BufferRefEq> requestMap; |
| }; |
| MutexProtected<BufferMapList> mPendingMapBuffers; |
| }; |
| |
| } // namespace dawn::native::d3d11 |
| |
| #endif // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_ |