| // Copyright 2017 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/d3d12/QueueD3D12.h" | |
| #include <utility> | |
| #include "dawn/common/Math.h" | |
| #include "dawn/native/CommandValidation.h" | |
| #include "dawn/native/Commands.h" | |
| #include "dawn/native/DynamicUploader.h" | |
| #include "dawn/native/d3d/D3DError.h" | |
| #include "dawn/native/d3d12/CommandBufferD3D12.h" | |
| #include "dawn/native/d3d12/DeviceD3D12.h" | |
| #include "dawn/native/d3d12/UtilsD3D12.h" | |
| #include "dawn/platform/DawnPlatform.h" | |
| #include "dawn/platform/tracing/TraceEvent.h" | |
| namespace dawn::native::d3d12 { | |
| // static | |
| Ref<Queue> Queue::Create(Device* device, const QueueDescriptor* descriptor) { | |
| Ref<Queue> queue = AcquireRef(new Queue(device, descriptor)); | |
| queue->Initialize(); | |
| return queue; | |
| } | |
| void Queue::Initialize() { | |
| SetLabelImpl(); | |
| } | |
| MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { | |
| Device* device = ToBackend(GetDevice()); | |
| CommandRecordingContext* commandContext; | |
| DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext()); | |
| TRACE_EVENT_BEGIN1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", | |
| "serial", uint64_t(GetDevice()->GetPendingCommandSerial())); | |
| for (uint32_t i = 0; i < commandCount; ++i) { | |
| DAWN_TRY(ToBackend(commands[i])->RecordCommands(commandContext)); | |
| } | |
| TRACE_EVENT_END1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", | |
| "serial", uint64_t(GetDevice()->GetPendingCommandSerial())); | |
| DAWN_TRY(device->ExecutePendingCommandContext()); | |
| DAWN_TRY(device->NextSerial()); | |
| return {}; | |
| } | |
| bool Queue::HasPendingCommands() const { | |
| return ToBackend(GetDevice())->HasPendingCommands(); | |
| } | |
| ResultOrError<ExecutionSerial> Queue::CheckAndUpdateCompletedSerials() { | |
| return ToBackend(GetDevice())->CheckAndUpdateCompletedSerials(); | |
| } | |
| void Queue::ForceEventualFlushOfCommands() { | |
| return ToBackend(GetDevice())->ForceEventualFlushOfCommands(); | |
| } | |
| MaybeError Queue::WaitForIdleForDestruction() { | |
| return ToBackend(GetDevice())->WaitForIdleForDestruction(); | |
| } | |
| void Queue::SetLabelImpl() { | |
| Device* device = ToBackend(GetDevice()); | |
| // TODO(crbug.com/dawn/1344): When we start using multiple queues this needs to be adjusted | |
| // so it doesn't always change the default queue's label. | |
| SetDebugName(device, device->GetCommandQueue().Get(), "Dawn_Queue", GetLabel()); | |
| } | |
| void Queue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) { | |
| ToBackend(GetDevice()) | |
| ->GetD3D12Fence() | |
| ->SetEventOnCompletion(static_cast<uint64_t>(serial), event); | |
| } | |
| } // namespace dawn::native::d3d12 |