| // 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. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_ |
| #define SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_ |
| |
| #include "dawn/common/MutexProtected.h" |
| #include "dawn/common/SerialMap.h" |
| #include "dawn/native/d3d/QueueD3D.h" |
| #include "dawn/native/d3d11/CommandRecordingContextD3D11.h" |
| #include "dawn/native/d3d11/Forward.h" |
| |
| namespace dawn::native::d3d11 { |
| |
| class Device; |
| class SharedFence; |
| |
| class Queue : public d3d::Queue { |
| public: |
| static ResultOrError<Ref<Queue>> Create(Device* device, const QueueDescriptor* descriptor); |
| |
| ScopedCommandRecordingContext GetScopedPendingCommandContext(SubmitMode submitMode); |
| ScopedSwapStateCommandRecordingContext GetScopedSwapStatePendingCommandContext( |
| SubmitMode submitMode); |
| MaybeError SubmitPendingCommands() override; |
| virtual MaybeError NextSerial() = 0; |
| |
| // Separated from creation because it creates resources, which is not valid before the |
| // DeviceBase is fully created. |
| MaybeError InitializePendingContext(); |
| |
| // Register the pending map buffer to be checked. |
| void TrackPendingMapBuffer(Ref<Buffer>&& buffer, ExecutionSerial readySerial); |
| |
| protected: |
| using d3d::Queue::Queue; |
| |
| ~Queue() override = default; |
| |
| MaybeError Initialize(bool isMonitored); |
| |
| MaybeError SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override; |
| MaybeError WriteBufferImpl(BufferBase* buffer, |
| uint64_t bufferOffset, |
| const void* data, |
| size_t size) override; |
| MaybeError WriteTextureImpl(const ImageCopyTexture& destination, |
| const void* data, |
| size_t dataSize, |
| const TextureDataLayout& dataLayout, |
| const Extent3D& writeSizePixel) override; |
| |
| void DestroyImpl() override; |
| bool HasPendingCommands() const override; |
| void ForceEventualFlushOfCommands() override; |
| MaybeError WaitForIdleForDestruction() override; |
| |
| ResultOrError<Ref<d3d::SharedFence>> GetOrCreateSharedFence() override; |
| |
| // Check all pending map buffers, and actually map the ready ones. |
| MaybeError CheckAndMapReadyBuffers(ExecutionSerial completedSerial); |
| |
| ComPtr<ID3D11Fence> mFence; |
| Ref<SharedFence> mSharedFence; |
| MutexProtected<CommandRecordingContext, CommandRecordingContextGuard> mPendingCommands; |
| std::atomic<bool> mPendingCommandsNeedSubmit = false; |
| SerialMap<ExecutionSerial, Ref<Buffer>> mPendingMapBuffers; |
| }; |
| |
| } // namespace dawn::native::d3d11 |
| |
| #endif // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_ |