blob: bb711f41ca477b99849e8cb6b9e2243b1613158a [file] [log] [blame]
// Copyright 2018 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.
#include "dawn_native/d3d12/StagingBufferD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
namespace dawn_native { namespace d3d12 {
StagingBuffer::StagingBuffer(size_t size, Device* device)
: StagingBufferBase(size), mDevice(device) {
}
MaybeError StagingBuffer::Initialize() {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDescriptor.Alignment = 0;
resourceDescriptor.Width = GetSize();
resourceDescriptor.Height = 1;
resourceDescriptor.DepthOrArraySize = 1;
resourceDescriptor.MipLevels = 1;
resourceDescriptor.Format = DXGI_FORMAT_UNKNOWN;
resourceDescriptor.SampleDesc.Count = 1;
resourceDescriptor.SampleDesc.Quality = 0;
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE;
mUploadHeap = mDevice->GetResourceAllocator()->Allocate(
D3D12_HEAP_TYPE_UPLOAD, resourceDescriptor, D3D12_RESOURCE_STATE_GENERIC_READ);
// TODO(b-brber): Record the GPU pointer for generic non-upload usage.
if (FAILED(mUploadHeap->Map(0, nullptr, &mMappedPointer))) {
return DAWN_CONTEXT_LOST_ERROR("Unable to map staging buffer.");
}
return {};
}
StagingBuffer::~StagingBuffer() {
// Invalidate the CPU virtual address & flush cache (if needed).
mUploadHeap->Unmap(0, nullptr);
mMappedPointer = nullptr;
mDevice->GetResourceAllocator()->Release(mUploadHeap);
}
ID3D12Resource* StagingBuffer::GetResource() const {
return mUploadHeap.Get();
}
}} // namespace dawn_native::d3d12