| // 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_QUEUED3D12_H_ | |
| #define SRC_DAWN_NATIVE_D3D12_QUEUED3D12_H_ | |
| #include <array> | |
| #include <memory> | |
| #include "src/dawn/common/MutexProtected.h" | |
| #include "src/dawn/common/SerialQueue.h" | |
| #include "src/dawn/common/ityp_bitset.h" | |
| #include "src/dawn/native/SystemEvent.h" | |
| #include "src/dawn/native/d3d/QueueD3D.h" | |
| #include "src/dawn/native/d3d12/CommandRecordingContext.h" | |
| #include "src/dawn/native/d3d12/d3d12_platform.h" | |
| namespace dawn::native::d3d12 { | |
| class Device; | |
| class SharedFence; | |
| class Queue final : public d3d::Queue { | |
| public: | |
| static ResultOrError<Ref<Queue>> Create(Device* device, const QueueDescriptor* descriptor); | |
| MaybeError NextSerial(); | |
| MaybeError WaitForSerial(ExecutionSerial serial); | |
| CommandRecordingContext* GetPendingCommandContext(SubmitMode submitMode = SubmitMode::Normal); | |
| ID3D12CommandQueue* GetCommandQueue() const; | |
| ResultOrError<Ref<d3d::SharedFence>> GetOrCreateSharedFence() override; | |
| ID3D12SharingContract* GetSharingContract() const; | |
| const Ref<SharedFence>& GetSharedFence() const { return mSharedFence; } | |
| private: | |
| using d3d::Queue::Queue; | |
| ~Queue() override; | |
| MaybeError Initialize(); | |
| void DestroyImpl(DestroyReason reason) override; | |
| MaybeError SubmitPendingCommandsImpl() override; | |
| MaybeError SubmitImpl(Span<CommandBufferBase* const> commands) override; | |
| bool HasPendingCommands() const override; | |
| ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override; | |
| void ForceEventualFlushOfCommands() override; | |
| MaybeError WaitForIdleForDestructionImpl() override; | |
| void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override; | |
| MaybeError OpenPendingCommands(); | |
| void RecycleLastCommandListAfter(ExecutionSerial serial); | |
| MaybeError RecycleUnusedCommandLists(); | |
| // Dawn API | |
| void SetLabelImpl() override; | |
| ComPtr<ID3D12Fence> mFence; | |
| Ref<SharedFence> mSharedFence; | |
| CommandRecordingContext mPendingCommands; | |
| ComPtr<ID3D12CommandQueue> mCommandQueue; | |
| ComPtr<ID3D12SharingContract> mD3d12SharingContract; | |
| // Use a maximum number of command allocators to try to mitigate the memory cost used in total | |
| // by allocators. Allocators are created lazily and then recycled when their commands are done | |
| // executing. | |
| static constexpr uint32_t kMaxCommandAllocators = 32; | |
| static constexpr uint32_t kNoCommandAllocator = kMaxCommandAllocators; | |
| uint32_t mAllocatorCount = 0; | |
| struct AllocatorAndList { | |
| ComPtr<ID3D12CommandAllocator> allocator; | |
| ComPtr<ID3D12GraphicsCommandList> list; | |
| }; | |
| std::array<AllocatorAndList, kMaxCommandAllocators> mCommandAllocators; | |
| ityp::bitset<uint32_t, kMaxCommandAllocators> mFreeAllocators; | |
| uint32_t mLastAllocatorUsed = kNoCommandAllocator; | |
| SerialQueue<ExecutionSerial, uint32_t> mInFlightCommandAllocators; | |
| }; | |
| } // namespace dawn::native::d3d12 | |
| #endif // SRC_DAWN_NATIVE_D3D12_QUEUED3D12_H_ |