| // 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 "src/dawn/native/BackendConnection.h" | |
| #include "src/dawn/native/d3d12/d3d12_platform.h" | |
| #include "src/utils/typed_integer.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; | |
| MaybeError EnsureFXC(); | |
| 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_ |