| // 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. |
| |
| #include "backend/d3d12/D3D12Backend.h" |
| |
| #include "backend/d3d12/BindGroupD3D12.h" |
| #include "backend/d3d12/BindGroupLayoutD3D12.h" |
| #include "backend/d3d12/BufferD3D12.h" |
| #include "backend/d3d12/CommandAllocatorManager.h" |
| #include "backend/d3d12/CommandBufferD3D12.h" |
| #include "backend/d3d12/ComputePipelineD3D12.h" |
| #include "backend/d3d12/DescriptorHeapAllocator.h" |
| #include "backend/d3d12/FramebufferD3D12.h" |
| #include "backend/d3d12/InputStateD3D12.h" |
| #include "backend/d3d12/PipelineLayoutD3D12.h" |
| #include "backend/d3d12/QueueD3D12.h" |
| #include "backend/d3d12/RenderPipelineD3D12.h" |
| #include "backend/d3d12/ResourceAllocator.h" |
| #include "backend/d3d12/ResourceUploader.h" |
| #include "backend/d3d12/SamplerD3D12.h" |
| #include "backend/d3d12/ShaderModuleD3D12.h" |
| #include "backend/d3d12/SwapChainD3D12.h" |
| #include "backend/d3d12/TextureD3D12.h" |
| #include "common/Assert.h" |
| |
| namespace backend { |
| namespace d3d12 { |
| |
| nxtProcTable GetNonValidatingProcs(); |
| nxtProcTable GetValidatingProcs(); |
| |
| void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) { |
| *device = nullptr; |
| *procs = GetValidatingProcs(); |
| *device = reinterpret_cast<nxtDevice>(new Device(d3d12Device)); |
| } |
| |
| ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| return backendDevice->GetCommandQueue(); |
| } |
| |
| void SetNextTexture(nxtDevice device, ComPtr<ID3D12Resource> resource) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| backendDevice->SetNextTexture(resource); |
| } |
| |
| uint64_t GetSerial(const nxtDevice device) { |
| const Device* backendDevice = reinterpret_cast<const Device*>(device); |
| return backendDevice->GetSerial(); |
| } |
| |
| void NextSerial(nxtDevice device) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| backendDevice->NextSerial(); |
| } |
| |
| void ExecuteCommandLists(nxtDevice device, std::initializer_list<ID3D12CommandList*> commandLists) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| backendDevice->ExecuteCommandLists(commandLists); |
| } |
| |
| void WaitForSerial(nxtDevice device, uint64_t serial) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| backendDevice->WaitForSerial(serial); |
| } |
| |
| void OpenCommandList(nxtDevice device, ComPtr<ID3D12GraphicsCommandList>* commandList) { |
| Device* backendDevice = reinterpret_cast<Device*>(device); |
| return backendDevice->OpenCommandList(commandList); |
| } |
| |
| void ASSERT_SUCCESS(HRESULT hr) { |
| ASSERT(SUCCEEDED(hr)); |
| } |
| |
| Device::Device(ComPtr<ID3D12Device> d3d12Device) |
| : d3d12Device(d3d12Device), |
| commandAllocatorManager(new CommandAllocatorManager(this)), |
| descriptorHeapAllocator(new DescriptorHeapAllocator(this)), |
| mapReadRequestTracker(new MapReadRequestTracker(this)), |
| resourceAllocator(new ResourceAllocator(this)), |
| resourceUploader(new ResourceUploader(this)) { |
| |
| D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
| queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue))); |
| |
| ASSERT_SUCCESS(d3d12Device->CreateFence(serial, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))); |
| fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); |
| ASSERT(fenceEvent != nullptr); |
| } |
| |
| Device::~Device() { |
| // Wait for all in-flight commands to finish exeuting |
| const uint64_t currentSerial = GetSerial(); |
| NextSerial(); |
| WaitForSerial(currentSerial); |
| } |
| |
| ComPtr<ID3D12Device> Device::GetD3D12Device() { |
| return d3d12Device; |
| } |
| |
| ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() { |
| return commandQueue; |
| } |
| |
| DescriptorHeapAllocator* Device::GetDescriptorHeapAllocator() { |
| return descriptorHeapAllocator; |
| } |
| |
| MapReadRequestTracker* Device::GetMapReadRequestTracker() const { |
| return mapReadRequestTracker; |
| } |
| |
| ResourceAllocator* Device::GetResourceAllocator() { |
| return resourceAllocator; |
| } |
| |
| ResourceUploader* Device::GetResourceUploader() { |
| return resourceUploader; |
| } |
| |
| void Device::OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList) { |
| ComPtr<ID3D12GraphicsCommandList> &cmdList = *commandList; |
| if (!cmdList) { |
| ASSERT_SUCCESS(d3d12Device->CreateCommandList( |
| 0, |
| D3D12_COMMAND_LIST_TYPE_DIRECT, |
| commandAllocatorManager->ReserveCommandAllocator().Get(), |
| nullptr, |
| IID_PPV_ARGS(&cmdList) |
| )); |
| } else { |
| ASSERT_SUCCESS(cmdList->Reset(commandAllocatorManager->ReserveCommandAllocator().Get(), nullptr)); |
| } |
| } |
| |
| ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() { |
| // Callers of GetPendingCommandList do so to record commands. Only reserve a command allocator when it is needed so we don't submit empty command lists |
| if (!pendingCommands.open) { |
| OpenCommandList(&pendingCommands.commandList); |
| pendingCommands.open = true; |
| } |
| return pendingCommands.commandList; |
| } |
| |
| ComPtr<ID3D12Resource> Device::GetCurrentTexture() { |
| return nextTexture; |
| } |
| |
| void Device::SetNextTexture(ComPtr<ID3D12Resource> resource) { |
| nextTexture = resource; |
| } |
| |
| |
| void Device::TickImpl() { |
| // Perform cleanup operations to free unused objects |
| const uint64_t lastCompletedSerial = fence->GetCompletedValue(); |
| resourceAllocator->Tick(lastCompletedSerial); |
| commandAllocatorManager->Tick(lastCompletedSerial); |
| descriptorHeapAllocator->Tick(lastCompletedSerial); |
| mapReadRequestTracker->Tick(lastCompletedSerial); |
| ExecuteCommandLists({}); |
| NextSerial(); |
| } |
| |
| uint64_t Device::GetSerial() const { |
| return serial; |
| } |
| |
| void Device::NextSerial() { |
| ASSERT_SUCCESS(commandQueue->Signal(fence.Get(), serial++)); |
| } |
| |
| void Device::WaitForSerial(uint64_t serial) { |
| const uint64_t lastCompletedSerial = fence->GetCompletedValue(); |
| if (lastCompletedSerial < serial) { |
| ASSERT_SUCCESS(fence->SetEventOnCompletion(serial, fenceEvent)); |
| WaitForSingleObject(fenceEvent, INFINITE); |
| } |
| } |
| |
| void Device::ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists) { |
| // If there are pending commands, prepend them to ExecuteCommandLists |
| if (pendingCommands.open) { |
| std::vector<ID3D12CommandList*> lists(commandLists.size() + 1); |
| pendingCommands.commandList->Close(); |
| pendingCommands.open = false; |
| lists[0] = pendingCommands.commandList.Get(); |
| std::copy(commandLists.begin(), commandLists.end(), lists.begin() + 1); |
| commandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size() + 1), lists.data()); |
| } else { |
| std::vector<ID3D12CommandList*> lists(commandLists); |
| commandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size()), lists.data()); |
| } |
| } |
| |
| BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) { |
| return new BindGroup(this, builder); |
| } |
| BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) { |
| return new BindGroupLayout(this, builder); |
| } |
| BufferBase* Device::CreateBuffer(BufferBuilder* builder) { |
| return new Buffer(this, builder); |
| } |
| BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) { |
| return new BufferView(builder); |
| } |
| CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) { |
| return new CommandBuffer(this, builder); |
| } |
| ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) { |
| return new ComputePipeline(builder); |
| } |
| DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) { |
| return new DepthStencilState(this, builder); |
| } |
| FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) { |
| return new Framebuffer(this, builder); |
| } |
| InputStateBase* Device::CreateInputState(InputStateBuilder* builder) { |
| return new InputState(this, builder); |
| } |
| PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) { |
| return new PipelineLayout(this, builder); |
| } |
| QueueBase* Device::CreateQueue(QueueBuilder* builder) { |
| return new Queue(this, builder); |
| } |
| RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) { |
| return new RenderPass(this, builder); |
| } |
| RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) { |
| return new RenderPipeline(builder); |
| } |
| SamplerBase* Device::CreateSampler(SamplerBuilder* builder) { |
| return new Sampler(builder); |
| } |
| ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) { |
| return new ShaderModule(this, builder); |
| } |
| SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) { |
| return new SwapChain(builder); |
| } |
| TextureBase* Device::CreateTexture(TextureBuilder* builder) { |
| return new Texture(builder); |
| } |
| TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) { |
| return new TextureView(builder); |
| } |
| |
| // DepthStencilState |
| |
| DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder) |
| : DepthStencilStateBase(builder), device(device) { |
| } |
| |
| // RenderPass |
| |
| RenderPass::RenderPass(Device* device, RenderPassBuilder* builder) |
| : RenderPassBase(builder), device(device) { |
| } |
| |
| } |
| } |