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// Copyright 2017 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.
#ifndef DAWNNATIVE_D3D12_DEVICED3D12_H_
#define DAWNNATIVE_D3D12_DEVICED3D12_H_
#include "dawn_native/dawn_platform.h"
#include "common/SerialQueue.h"
#include "dawn_native/Device.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <memory>
namespace dawn_native { namespace d3d12 {
class CommandAllocatorManager;
class DescriptorHeapAllocator;
class MapRequestTracker;
class PlatformFunctions;
class ResourceAllocator;
class ResourceUploader;
void ASSERT_SUCCESS(HRESULT hr);
// Definition of backend types
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
RenderPassDescriptorBase* CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
void TickImpl() override;
const dawn_native::PCIInfo& GetPCIInfo() const override;
ComPtr<IDXGIFactory4> GetFactory();
ComPtr<ID3D12Device> GetD3D12Device();
ComPtr<ID3D12CommandQueue> GetCommandQueue();
DescriptorHeapAllocator* GetDescriptorHeapAllocator();
MapRequestTracker* GetMapRequestTracker() const;
const PlatformFunctions* GetFunctions();
ResourceAllocator* GetResourceAllocator();
ResourceUploader* GetResourceUploader();
void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
uint64_t GetSerial() const;
void NextSerial();
void WaitForSerial(uint64_t serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
private:
ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<QueueBase*> CreateQueueImpl() override;
ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) override;
ResultOrError<TextureBase*> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<TextureViewBase*> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
void CollectPCIInfo();
// Keep mFunctions as the first member so that in the destructor it is freed. Otherwise the
// D3D12 DLLs are unloaded before we are done using it.
std::unique_ptr<PlatformFunctions> mFunctions;
uint64_t mSerial = 0;
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent;
ComPtr<IDXGIFactory4> mFactory;
ComPtr<IDXGIAdapter1> mHardwareAdapter;
ComPtr<ID3D12Device> mD3d12Device;
ComPtr<ID3D12CommandQueue> mCommandQueue;
struct PendingCommandList {
ComPtr<ID3D12GraphicsCommandList> commandList;
bool open = false;
} mPendingCommands;
SerialQueue<ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
std::unique_ptr<MapRequestTracker> mMapRequestTracker;
std::unique_ptr<ResourceAllocator> mResourceAllocator;
std::unique_ptr<ResourceUploader> mResourceUploader;
dawn_native::PCIInfo mPCIInfo;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_DEVICED3D12_H_