| // 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 |
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ |
| #define SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ |
| |
| #include "dawn/common/NonCopyable.h" |
| #include "dawn/common/Ref.h" |
| #include "dawn/native/Error.h" |
| #include "dawn/native/d3d/d3d_platform.h" |
| |
| namespace dawn::native::d3d11 { |
| class CommandAllocatorManager; |
| class Buffer; |
| class Device; |
| |
| class CommandRecordingContext { |
| public: |
| MaybeError Initialize(Device* device); |
| void Release(); |
| MaybeError ExecuteCommandList(); |
| |
| bool IsOpen() const { return mIsOpen; } |
| bool NeedsSubmit() const { return mNeedsSubmit; } |
| void SetNeedsSubmit() { mNeedsSubmit = true; } |
| |
| private: |
| friend class ScopedCommandRecordingContext; |
| friend class ScopedSwapStateCommandRecordingContext; |
| |
| bool mScopedAccessed = false; |
| bool mIsOpen = false; |
| bool mNeedsSubmit = false; |
| ComPtr<ID3D11Device> mD3D11Device; |
| ComPtr<ID3DDeviceContextState> mD3D11DeviceContextState; |
| ComPtr<ID3D11DeviceContext4> mD3D11DeviceContext4; |
| ComPtr<ID3D11Multithread> mD3D11Multithread; |
| ComPtr<ID3DUserDefinedAnnotation> mD3DUserDefinedAnnotation; |
| |
| // The maximum number of builtin elements is 4 (vec4). It must be multiple of 4. |
| static constexpr size_t kMaxNumBuiltinElements = 4; |
| // The uniform buffer for built-in variables. |
| Ref<Buffer> mUniformBuffer; |
| std::array<uint32_t, kMaxNumBuiltinElements> mUniformBufferData; |
| bool mUniformBufferDirty = true; |
| |
| Ref<Device> mDevice; |
| }; |
| |
| // For using ID3D11DeviceContext methods which don't change device context state. |
| class ScopedCommandRecordingContext : NonMovable { |
| public: |
| explicit ScopedCommandRecordingContext(CommandRecordingContext* commandContext); |
| ~ScopedCommandRecordingContext(); |
| |
| Device* GetDevice() const; |
| |
| // Wrapper method which don't depend on context state. |
| void UpdateSubresource(ID3D11Resource* pDstResource, |
| UINT DstSubresource, |
| const D3D11_BOX* pDstBox, |
| const void* pSrcData, |
| UINT SrcRowPitch, |
| UINT SrcDepthPitch) const; |
| void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) const; |
| void CopySubresourceRegion(ID3D11Resource* pDstResource, |
| UINT DstSubresource, |
| UINT DstX, |
| UINT DstY, |
| UINT DstZ, |
| ID3D11Resource* pSrcResource, |
| UINT SrcSubresource, |
| const D3D11_BOX* pSrcBox) const; |
| void ClearRenderTargetView(ID3D11RenderTargetView* pRenderTargetView, |
| const FLOAT ColorRGBA[4]) const; |
| void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView, |
| UINT ClearFlags, |
| FLOAT Depth, |
| UINT8 Stencil) const; |
| HRESULT Map(ID3D11Resource* pResource, |
| UINT Subresource, |
| D3D11_MAP MapType, |
| UINT MapFlags, |
| D3D11_MAPPED_SUBRESOURCE* pMappedResource) const; |
| void Unmap(ID3D11Resource* pResource, UINT Subresource) const; |
| HRESULT Signal(ID3D11Fence* pFence, UINT64 Value) const; |
| HRESULT Wait(ID3D11Fence* pFence, UINT64 Value) const; |
| |
| // Write the built-in variable value to the uniform buffer. |
| void WriteUniformBuffer(uint32_t offset, uint32_t element) const; |
| MaybeError FlushUniformBuffer() const; |
| |
| protected: |
| CommandRecordingContext* const mCommandContext; |
| ComPtr<ID3D11Multithread> mD3D11Multithread; |
| }; |
| |
| // For using ID3D11DeviceContext directly. It swaps and resets ID3DDeviceContextState of |
| // ID3D11DeviceContext for a scope. It is needed for sharing ID3D11Device between dawn and ANGLE. |
| class ScopedSwapStateCommandRecordingContext : public ScopedCommandRecordingContext { |
| public: |
| explicit ScopedSwapStateCommandRecordingContext(CommandRecordingContext* commandContext); |
| ~ScopedSwapStateCommandRecordingContext(); |
| |
| ID3D11Device* GetD3D11Device() const; |
| ID3D11DeviceContext4* GetD3D11DeviceContext4() const; |
| ID3DUserDefinedAnnotation* GetD3DUserDefinedAnnotation() const; |
| Buffer* GetUniformBuffer() const; |
| |
| private: |
| const bool mSwapContextState; |
| ComPtr<ID3DDeviceContextState> mPreviousState; |
| }; |
| |
| } // namespace dawn::native::d3d11 |
| |
| #endif // SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_ |