| // 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 | |
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| // 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 "partition_alloc/pointers/raw_ptr.h" | |
| #include "src/dawn/common/LinkedList.h" | |
| #include "src/dawn/common/MutexProtected.h" | |
| #include "src/dawn/native/d3d/QueueD3D.h" | |
| #include "src/dawn/native/d3d11/CommandRecordingContextD3D11.h" | |
| #include "src/dawn/native/d3d11/Forward.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(Span<CommandBufferBase* const> commands) override; | |
| MaybeError WriteBufferImpl(BufferBase* buffer, | |
| uint64_t bufferOffset, | |
| Span<const std::byte> data) override; | |
| MaybeError WriteTextureImpl(const TexelCopyTextureInfo& destination, | |
| Span<const std::byte> data, | |
| 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_ |