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// 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 "dawn/common/MutexProtected.h"
#include "dawn/common/SerialQueue.h"
#include "dawn/common/ityp_bitset.h"
#include "dawn/native/SystemEvent.h"
#include "dawn/native/d3d/QueueD3D.h"
#include "dawn/native/d3d12/CommandRecordingContext.h"
#include "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;
private:
using d3d::Queue::Queue;
~Queue() override;
MaybeError Initialize();
void DestroyImpl() override;
MaybeError SubmitPendingCommandsImpl() override;
MaybeError SubmitImpl(uint32_t commandCount, 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_