| // Copyright 2017 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_D3D12_BINDGROUPD3D12_H_ | |
| #define SRC_DAWN_NATIVE_D3D12_BINDGROUPD3D12_H_ | |
| #include "src/dawn/common/MutexProtected.h" | |
| #include "src/dawn/common/PlacementAllocated.h" | |
| #include "src/dawn/common/ityp_stack_vec.h" | |
| #include "src/dawn/native/BindGroup.h" | |
| #include "src/dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h" | |
| #include "src/dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h" | |
| #include "src/utils/span.h" | |
| namespace dawn::native::d3d12 { | |
| class Device; | |
| class SamplerHeapCacheEntry; | |
| class ShaderVisibleDescriptorAllocator; | |
| class BindGroup final : public BindGroupBase, public PlacementAllocated { | |
| public: | |
| static ResultOrError<Ref<BindGroup>> Create(Device* device, | |
| const UnpackedPtr<BindGroupDescriptor>& descriptor); | |
| BindGroup(Device* device, | |
| const UnpackedPtr<BindGroupDescriptor>& descriptor, | |
| const CPUDescriptorHeapAllocation& viewAllocation); | |
| // Returns true if the BindGroup was successfully populated (now or on a previous call) | |
| // in the current allocator's heap. If false is returned, caller should | |
| // AllocateAndSwitchShaderVisibleHeap and populate again. | |
| bool PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator); | |
| bool PopulateSamplers(ShaderVisibleDescriptorAllocator* samplerAllocator); | |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseViewDescriptor() const; | |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseSamplerDescriptor() const; | |
| void SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry); | |
| using DynamicStorageBufferLengths = ityp::stack_vec<uint32_t, uint32_t, 4u>; | |
| const DynamicStorageBufferLengths& GetDynamicStorageBufferLengths() const; | |
| private: | |
| ~BindGroup() override; | |
| MaybeError InitializeImpl() override; | |
| void DestroyImpl(DestroyReason reason) override; | |
| void DeleteThis() override; | |
| Ref<SamplerHeapCacheEntry> mSamplerAllocationEntry; | |
| GPUDescriptorHeapAllocation mGPUViewAllocation; | |
| CPUDescriptorHeapAllocation mCPUViewAllocation; | |
| DynamicStorageBufferLengths mDynamicStorageBufferLengths; | |
| }; | |
| } // namespace dawn::native::d3d12 | |
| #endif // SRC_DAWN_NATIVE_D3D12_BINDGROUPD3D12_H_ |