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// 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_DEVICED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_DEVICED3D11_H_
#include <memory>
#include <vector>
#include "dawn/common/SerialQueue.h"
#include "dawn/native/d3d/DeviceD3D.h"
#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/DeviceInfoD3D11.h"
#include "dawn/native/d3d11/Forward.h"
namespace dawn::native::d3d11 {
// Definition of backend types
class Device final : public d3d::Device {
public:
static ResultOrError<Ref<Device>> Create(AdapterBase* adapter,
const UnpackedPtr<DeviceDescriptor>& descriptor,
const TogglesState& deviceToggles);
~Device() override;
MaybeError Initialize(const UnpackedPtr<DeviceDescriptor>& descriptor);
ID3D11Device* GetD3D11Device() const;
ID3D11Device5* GetD3D11Device5() const;
const DeviceInfo& GetDeviceInfo() const;
void ReferenceUntilUnused(ComPtr<IUnknown> object);
Ref<TextureBase> CreateD3DExternalTexture(const UnpackedPtr<TextureDescriptor>& descriptor,
ComPtr<IUnknown> d3dTexture,
std::vector<FenceAndSignalValue> waitFences,
bool isSwapChainTexture,
bool isInitialized) override;
ResultOrError<Ref<CommandBufferBase>> CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
MaybeError CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
MaybeError CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) override;
uint32_t GetOptimalBytesPerRowAlignment() const override;
uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
float GetTimestampPeriodInNS() const override;
bool MayRequireDuplicationOfIndirectParameters() const override;
uint64_t GetBufferCopyOffsetAlignmentForDepthStencil() const override;
bool IsResolveTextureBlitWithDrawSupported() const override;
void SetLabelImpl() override;
ResultOrError<FenceAndSignalValue> CreateFence(
const d3d::ExternalImageDXGIFenceDescriptor* descriptor) override;
ResultOrError<std::unique_ptr<d3d::ExternalImageDXGIImpl>> CreateExternalImageDXGIImplImpl(
const ExternalImageDescriptor* descriptor) override;
uint32_t GetUAVSlotCount() const;
ResultOrError<TextureViewBase*> GetOrCreateCachedImplicitPixelLocalStorageAttachment(
uint32_t width,
uint32_t height,
uint32_t implicitAttachmentIndex);
// Grab a staging buffer, the size of which is no less than 'size'.
// Note: We assume only 1 staging buffer is active, so the client should release it as soon as
// possbile once the buffer usage is done.
ResultOrError<Ref<BufferBase>> GetStagingBuffer(
const ScopedCommandRecordingContext* commandContext,
uint64_t size);
private:
using Base = d3d::Device;
using Base::Base;
ResultOrError<Ref<BindGroupBase>> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<Ref<BindGroupLayoutInternalBase>> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(
const UnpackedPtr<BufferDescriptor>& descriptor) override;
ResultOrError<Ref<PipelineLayoutBase>> CreatePipelineLayoutImpl(
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) override;
ResultOrError<Ref<QuerySetBase>> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<Ref<SamplerBase>> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<Ref<ShaderModuleBase>> CreateShaderModuleImpl(
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) override;
ResultOrError<Ref<SwapChainBase>> CreateSwapChainImpl(
Surface* surface,
SwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(
const UnpackedPtr<TextureDescriptor>& descriptor) override;
ResultOrError<Ref<TextureViewBase>> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Ref<ComputePipelineBase> CreateUninitializedComputePipelineImpl(
const UnpackedPtr<ComputePipelineDescriptor>& descriptor) override;
Ref<RenderPipelineBase> CreateUninitializedRenderPipelineImpl(
const UnpackedPtr<RenderPipelineDescriptor>& descriptor) override;
void InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) override;
void InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) override;
ResultOrError<Ref<SharedTextureMemoryBase>> ImportSharedTextureMemoryImpl(
const SharedTextureMemoryDescriptor* descriptor) override;
ResultOrError<Ref<SharedFenceBase>> ImportSharedFenceImpl(
const SharedFenceDescriptor* descriptor) override;
void DestroyImpl() override;
MaybeError CheckDebugLayerAndGenerateErrors();
void AppendDebugLayerMessages(ErrorData* error) override;
void AppendDeviceLostMessage(ErrorData* error) override;
ComPtr<ID3D11Device> mD3d11Device;
bool mIsDebugLayerEnabled = false;
ComPtr<ID3D11Device5> mD3d11Device5;
SerialQueue<ExecutionSerial, ComPtr<IUnknown>> mUsedComObjectRefs;
// TODO(dawn:1704): decide when to clear the cached implicit pixel local storage attachments.
std::array<Ref<TextureViewBase>, kMaxPLSSlots> mImplicitPixelLocalStorageAttachmentTextureViews;
// The cached staging buffer.
Ref<BufferBase> mStagingBuffer;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_DEVICED3D11_H_