| // Copyright 2019 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/CommandRecordingContext.h" |
| #include "dawn_native/d3d12/CommandAllocatorManager.h" |
| #include "dawn_native/d3d12/D3D12Error.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/HeapD3D12.h" |
| #include "dawn_native/d3d12/ResidencyManagerD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| void CommandRecordingContext::AddToSharedTextureList(Texture* texture) { |
| ASSERT(IsOpen()); |
| mSharedTextures.insert(texture); |
| } |
| |
| MaybeError CommandRecordingContext::Open(ID3D12Device* d3d12Device, |
| CommandAllocatorManager* commandAllocationManager) { |
| ASSERT(!IsOpen()); |
| ID3D12CommandAllocator* commandAllocator; |
| DAWN_TRY_ASSIGN(commandAllocator, commandAllocationManager->ReserveCommandAllocator()); |
| if (mD3d12CommandList != nullptr) { |
| MaybeError error = CheckHRESULT(mD3d12CommandList->Reset(commandAllocator, nullptr), |
| "D3D12 resetting command list"); |
| if (error.IsError()) { |
| mD3d12CommandList.Reset(); |
| DAWN_TRY(std::move(error)); |
| } |
| } else { |
| ComPtr<ID3D12GraphicsCommandList> d3d12GraphicsCommandList; |
| DAWN_TRY(CheckHRESULT( |
| d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, |
| nullptr, IID_PPV_ARGS(&d3d12GraphicsCommandList)), |
| "D3D12 creating direct command list")); |
| mD3d12CommandList = std::move(d3d12GraphicsCommandList); |
| // Store a cast to ID3D12GraphicsCommandList4. This is required to use the D3D12 render |
| // pass APIs introduced in Windows build 1809. |
| mD3d12CommandList.As(&mD3d12CommandList4); |
| } |
| |
| mIsOpen = true; |
| |
| return {}; |
| } |
| |
| MaybeError CommandRecordingContext::ExecuteCommandList(Device* device) { |
| if (IsOpen()) { |
| // Shared textures must be transitioned to common state after the last usage in order |
| // for them to be used by other APIs like D3D11. We ensure this by transitioning to the |
| // common state right before command list submission. TransitionUsageNow itself ensures |
| // no unnecessary transitions happen if the resources is already in the common state. |
| for (Texture* texture : mSharedTextures) { |
| texture->TrackAllUsageAndTransitionNow(this, D3D12_RESOURCE_STATE_COMMON); |
| } |
| |
| MaybeError error = |
| CheckHRESULT(mD3d12CommandList->Close(), "D3D12 closing pending command list"); |
| if (error.IsError()) { |
| Release(); |
| DAWN_TRY(std::move(error)); |
| } |
| DAWN_TRY(device->GetResidencyManager()->EnsureHeapsAreResident( |
| mHeapsPendingUsage.data(), mHeapsPendingUsage.size())); |
| |
| ID3D12CommandList* d3d12CommandList = GetCommandList(); |
| device->GetCommandQueue()->ExecuteCommandLists(1, &d3d12CommandList); |
| |
| mIsOpen = false; |
| mSharedTextures.clear(); |
| mHeapsPendingUsage.clear(); |
| } |
| return {}; |
| } |
| |
| void CommandRecordingContext::TrackHeapUsage(Heap* heap, ExecutionSerial serial) { |
| // Before tracking the heap, check the last serial it was recorded on to ensure we aren't |
| // tracking it more than once. |
| if (heap->GetLastUsage() < serial) { |
| heap->SetLastUsage(serial); |
| mHeapsPendingUsage.push_back(heap); |
| } |
| } |
| |
| ID3D12GraphicsCommandList* CommandRecordingContext::GetCommandList() const { |
| ASSERT(mD3d12CommandList != nullptr); |
| ASSERT(IsOpen()); |
| return mD3d12CommandList.Get(); |
| } |
| |
| // This function will fail on Windows versions prior to 1809. Support must be queried through |
| // the device before calling. |
| ID3D12GraphicsCommandList4* CommandRecordingContext::GetCommandList4() const { |
| ASSERT(IsOpen()); |
| ASSERT(mD3d12CommandList != nullptr); |
| return mD3d12CommandList4.Get(); |
| } |
| |
| void CommandRecordingContext::Release() { |
| mD3d12CommandList.Reset(); |
| mD3d12CommandList4.Reset(); |
| mIsOpen = false; |
| mSharedTextures.clear(); |
| mHeapsPendingUsage.clear(); |
| mTempBuffers.clear(); |
| } |
| |
| bool CommandRecordingContext::IsOpen() const { |
| return mIsOpen; |
| } |
| |
| void CommandRecordingContext::AddToTempBuffers(Ref<Buffer> tempBuffer) { |
| mTempBuffers.emplace_back(tempBuffer); |
| } |
| |
| }} // namespace dawn_native::d3d12 |