| // Copyright 2023 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. |
| |
| #include "dawn/native/d3d/DeviceD3D.h" |
| |
| #include <utility> |
| |
| #include "dawn/native/d3d/BackendD3D.h" |
| #include "dawn/native/d3d/ExternalImageDXGIImpl.h" |
| #include "dawn/native/d3d/Forward.h" |
| #include "dawn/native/d3d/PhysicalDeviceD3D.h" |
| #include "dawn/native/d3d/SharedFenceD3D.h" |
| |
| namespace dawn::native::d3d { |
| |
| Device::Device(AdapterBase* adapter, |
| const UnpackedPtr<DeviceDescriptor>& descriptor, |
| const TogglesState& deviceToggles, |
| Ref<DeviceBase::DeviceLostEvent>&& lostEvent) |
| : DeviceBase(adapter, descriptor, deviceToggles, std::move(lostEvent)) {} |
| |
| Device::~Device() { |
| Destroy(); |
| } |
| |
| void Device::DestroyImpl() { |
| // TODO(crbug.com/dawn/831): DestroyImpl is called from two places. |
| // - It may be called if the device is explicitly destroyed with APIDestroy. |
| // This case is NOT thread-safe and needs proper synchronization with other |
| // simultaneous uses of the device. |
| // - It may be called when the last ref to the device is dropped and the device |
| // is implicitly destroyed. This case is thread-safe because there are no |
| // other threads using the device since there are no other live refs. |
| while (!mExternalImageList.empty()) { |
| d3d::ExternalImageDXGIImpl* externalImage = mExternalImageList.head()->value(); |
| // ExternalImageDXGIImpl::DestroyInternal() calls RemoveFromList(). |
| externalImage->DestroyInternal(); |
| } |
| } |
| |
| ResultOrError<wgpu::TextureUsage> Device::GetSupportedSurfaceUsageImpl( |
| const Surface* surface) const { |
| wgpu::TextureUsage usages = wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopySrc | |
| wgpu::TextureUsage::CopyDst; |
| return usages; |
| } |
| |
| const PlatformFunctions* Device::GetFunctions() const { |
| return ToBackend(GetPhysicalDevice())->GetBackend()->GetFunctions(); |
| } |
| |
| ComPtr<IDXGIFactory4> Device::GetFactory() const { |
| return ToBackend(GetPhysicalDevice())->GetBackend()->GetFactory(); |
| } |
| |
| std::unique_ptr<ExternalImageDXGIImpl> Device::CreateExternalImageDXGIImpl( |
| const ExternalImageDescriptor* descriptor) { |
| std::unique_ptr<ExternalImageDXGIImpl> externalImage; |
| if (!ConsumedError(CreateExternalImageDXGIImplImpl(descriptor), &externalImage)) { |
| mExternalImageList.Append(externalImage.get()); |
| return externalImage; |
| } |
| return {}; |
| } |
| |
| } // namespace dawn::native::d3d |