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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_D3D12_BUFFERD3D12_H_
#define DAWNNATIVE_D3D12_BUFFERD3D12_H_
#include "common/SerialQueue.h"
#include "dawn_native/Buffer.h"
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class CommandRecordingContext;
class Device;
class Buffer final : public BufferBase {
public:
Buffer(Device* device, const BufferDescriptor* descriptor);
MaybeError Initialize();
ComPtr<ID3D12Resource> GetD3D12Resource() const;
D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
void OnMapCommandSerialFinished(uint32_t mapSerial, void* data, bool isWrite);
bool TrackUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::BufferUsage newUsage);
bool CheckAllocationMethodForTesting(AllocationMethod allocationMethod) const;
bool CheckIsResidentForTesting() const;
private:
~Buffer() override;
// Dawn API
MaybeError MapReadAsyncImpl(uint32_t serial) override;
MaybeError MapWriteAsyncImpl(uint32_t serial) override;
void UnmapImpl() override;
void DestroyImpl() override;
bool IsMapWritable() const override;
virtual MaybeError MapAtCreationImpl(uint8_t** mappedPointer) override;
bool TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage);
ResourceHeapAllocation mResourceAllocation;
bool mFixedResourceState = false;
wgpu::BufferUsage mLastUsage = wgpu::BufferUsage::None;
Serial mLastUsedSerial = UINT64_MAX;
D3D12_RANGE mWrittenMappedRange;
};
class MapRequestTracker {
public:
MapRequestTracker(Device* device);
~MapRequestTracker();
void Track(Buffer* buffer, uint32_t mapSerial, void* data, bool isWrite);
void Tick(Serial finishedSerial);
private:
Device* mDevice;
struct Request {
Ref<Buffer> buffer;
uint32_t mapSerial;
void* data;
bool isWrite;
};
SerialQueue<Request> mInflightRequests;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_BUFFERD3D12_H_