| // Copyright 2017 The NXT 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 BACKEND_D3D12_D3D12BACKEND_H_ |
| #define BACKEND_D3D12_D3D12BACKEND_H_ |
| |
| #include "nxt/nxtcpp.h" |
| |
| #include "backend/DepthStencilState.h" |
| #include "backend/Device.h" |
| #include "backend/RenderPass.h" |
| #include "backend/ToBackend.h" |
| |
| #include "backend/d3d12/d3d12_platform.h" |
| |
| namespace backend { namespace d3d12 { |
| |
| class BindGroup; |
| class BindGroupLayout; |
| class BlendState; |
| class Buffer; |
| class BufferView; |
| class CommandBuffer; |
| class ComputePipeline; |
| class DepthStencilState; |
| class Device; |
| class Framebuffer; |
| class InputState; |
| class PipelineLayout; |
| class Queue; |
| class RenderPass; |
| class RenderPipeline; |
| class Sampler; |
| class ShaderModule; |
| class SwapChain; |
| class Texture; |
| class TextureView; |
| |
| class CommandAllocatorManager; |
| class DescriptorHeapAllocator; |
| class MapReadRequestTracker; |
| class ResourceAllocator; |
| class ResourceUploader; |
| |
| struct D3D12BackendTraits { |
| using BindGroupType = BindGroup; |
| using BindGroupLayoutType = BindGroupLayout; |
| using BlendStateType = BlendState; |
| using BufferType = Buffer; |
| using BufferViewType = BufferView; |
| using CommandBufferType = CommandBuffer; |
| using ComputePipelineType = ComputePipeline; |
| using DepthStencilStateType = DepthStencilState; |
| using DeviceType = Device; |
| using FramebufferType = Framebuffer; |
| using InputStateType = InputState; |
| using PipelineLayoutType = PipelineLayout; |
| using QueueType = Queue; |
| using RenderPassType = RenderPass; |
| using RenderPipelineType = RenderPipeline; |
| using SamplerType = Sampler; |
| using ShaderModuleType = ShaderModule; |
| using SwapChainType = SwapChain; |
| using TextureType = Texture; |
| using TextureViewType = TextureView; |
| }; |
| |
| template <typename T> |
| auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) { |
| return ToBackendBase<D3D12BackendTraits>(common); |
| } |
| |
| void ASSERT_SUCCESS(HRESULT hr); |
| |
| // Definition of backend types |
| class Device : public DeviceBase { |
| public: |
| Device(ComPtr<ID3D12Device> d3d12Device); |
| ~Device(); |
| |
| BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override; |
| BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override; |
| BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override; |
| BufferBase* CreateBuffer(BufferBuilder* builder) override; |
| BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override; |
| CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override; |
| ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override; |
| DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override; |
| FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override; |
| InputStateBase* CreateInputState(InputStateBuilder* builder) override; |
| PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override; |
| QueueBase* CreateQueue(QueueBuilder* builder) override; |
| RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override; |
| RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override; |
| SamplerBase* CreateSampler(SamplerBuilder* builder) override; |
| ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override; |
| SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override; |
| TextureBase* CreateTexture(TextureBuilder* builder) override; |
| TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override; |
| |
| void TickImpl() override; |
| |
| ComPtr<ID3D12Device> GetD3D12Device(); |
| ComPtr<ID3D12CommandQueue> GetCommandQueue(); |
| |
| DescriptorHeapAllocator* GetDescriptorHeapAllocator(); |
| MapReadRequestTracker* GetMapReadRequestTracker() const; |
| ResourceAllocator* GetResourceAllocator(); |
| ResourceUploader* GetResourceUploader(); |
| |
| void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList); |
| ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList(); |
| |
| uint64_t GetSerial() const; |
| void NextSerial(); |
| void WaitForSerial(uint64_t serial); |
| |
| void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists); |
| |
| private: |
| uint64_t mSerial = 0; |
| ComPtr<ID3D12Fence> mFence; |
| HANDLE mFenceEvent; |
| |
| ComPtr<ID3D12Device> mD3d12Device; |
| ComPtr<ID3D12CommandQueue> mCommandQueue; |
| |
| CommandAllocatorManager* mCommandAllocatorManager; |
| DescriptorHeapAllocator* mDescriptorHeapAllocator; |
| MapReadRequestTracker* mMapReadRequestTracker; |
| ResourceAllocator* mResourceAllocator; |
| ResourceUploader* mResourceUploader; |
| |
| struct PendingCommandList { |
| ComPtr<ID3D12GraphicsCommandList> commandList; |
| bool open = false; |
| } mPendingCommands; |
| }; |
| |
| class RenderPass : public RenderPassBase { |
| public: |
| RenderPass(Device* device, RenderPassBuilder* builder); |
| |
| private: |
| Device* mDevice; |
| }; |
| |
| }} // namespace backend::d3d12 |
| |
| #endif // BACKEND_D3D12_D3D12BACKEND_H_ |