| // 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_ |