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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 SRC_DAWN_NATIVE_D3D12_TEXTURED3D12_H_
#define SRC_DAWN_NATIVE_D3D12_TEXTURED3D12_H_
#include <vector>
#include "dawn/native/Texture.h"
#include "dawn/native/DawnNative.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/PassResourceUsage.h"
#include "dawn/native/d3d12/IntegerTypes.h"
#include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h"
#include "dawn/native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d12 {
class CommandRecordingContext;
class Device;
class D3D11on12ResourceCacheEntry;
DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format);
MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
const TextureDescriptor* descriptor);
MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor);
MaybeError ValidateD3D12VideoTextureCanBeShared(Device* device, DXGI_FORMAT textureFormat);
class Texture final : public TextureBase {
public:
static ResultOrError<Ref<Texture>> Create(Device* device, const TextureDescriptor* descriptor);
static ResultOrError<Ref<Texture>> CreateExternalImage(
Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D12Resource> d3d12Texture,
ComPtr<ID3D12Fence> d3d12Fence,
Ref<D3D11on12ResourceCacheEntry> d3d11on12Resource,
uint64_t fenceWaitValue,
uint64_t fenceSignalValue,
bool isSwapChainTexture,
bool isInitialized);
static ResultOrError<Ref<Texture>> Create(Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D12Resource> d3d12Texture);
DXGI_FORMAT GetD3D12Format() const;
ID3D12Resource* GetD3D12Resource() const;
DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const;
D3D12_RESOURCE_FLAGS GetD3D12ResourceFlags() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(const Format& format,
uint32_t mipLevel,
uint32_t baseSlice,
uint32_t sliceCount) const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount,
Aspect aspects,
bool depthReadOnly,
bool stencilReadOnly) const;
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range);
MaybeError SynchronizeImportedTextureBeforeUse();
void SynchronizeImportedTextureAfterUse();
void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext,
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
const TextureSubresourceUsage& textureUsages);
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
wgpu::TextureUsage usage,
const SubresourceRange& range);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage,
const SubresourceRange& range);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
D3D12_RESOURCE_STATES newState,
const SubresourceRange& range);
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage);
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
D3D12_RESOURCE_STATES newState);
private:
Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
~Texture() override;
using TextureBase::TextureBase;
MaybeError InitializeAsInternalTexture();
MaybeError InitializeAsExternalTexture(ComPtr<ID3D12Resource> d3d12Texture,
ComPtr<ID3D12Fence> d3d12Fence,
Ref<D3D11on12ResourceCacheEntry> d3d11on12Resource,
uint64_t fenceWaitValue,
uint64_t fenceSignalValue,
bool isSwapChainTexture);
MaybeError InitializeAsSwapChainTexture(ComPtr<ID3D12Resource> d3d12Texture);
void SetLabelHelper(const char* prefix);
// Dawn API
void SetLabelImpl() override;
void DestroyImpl() override;
MaybeError ClearTexture(CommandRecordingContext* commandContext,
const SubresourceRange& range,
TextureBase::ClearValue clearValue);
// Barriers implementation details.
struct StateAndDecay {
D3D12_RESOURCE_STATES lastState;
ExecutionSerial lastDecaySerial;
bool isValidToDecay;
bool operator==(const StateAndDecay& other) const;
};
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
D3D12_RESOURCE_STATES newState,
const SubresourceRange& range);
void TransitionSubresourceRange(std::vector<D3D12_RESOURCE_BARRIER>* barriers,
const SubresourceRange& range,
StateAndDecay* state,
D3D12_RESOURCE_STATES subresourceNewState,
ExecutionSerial pendingCommandSerial) const;
void HandleTransitionSpecialCases(CommandRecordingContext* commandContext);
D3D12_RESOURCE_FLAGS mD3D12ResourceFlags;
ResourceHeapAllocation mResourceAllocation;
// TODO(dawn:1460): Encapsulate imported image fields e.g. std::unique_ptr<ExternalImportInfo>.
ComPtr<ID3D12Fence> mD3D12Fence;
Ref<D3D11on12ResourceCacheEntry> mD3D11on12Resource;
uint64_t mFenceWaitValue = 0;
uint64_t mFenceSignalValue = 0;
bool mSwapChainTexture = false;
SubresourceStorage<StateAndDecay> mSubresourceStateAndDecay;
};
class TextureView final : public TextureViewBase {
public:
static Ref<TextureView> Create(TextureBase* texture, const TextureViewDescriptor* descriptor);
DXGI_FORMAT GetD3D12Format() const;
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(bool depthReadOnly, bool stencilReadOnly) const;
D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
private:
TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_TEXTURED3D12_H_