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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_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_