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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_TEXTURED3D12_H_
#define DAWNNATIVE_D3D12_TEXTURED3D12_H_
#include "common/Serial.h"
#include "dawn_native/Texture.h"
#include "dawn_native/DawnNative.h"
#include "dawn_native/PassResourceUsage.h"
#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class CommandRecordingContext;
class Device;
DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format);
MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
const TextureDescriptor* descriptor);
MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor);
class Texture final : public TextureBase {
public:
static ResultOrError<Ref<TextureBase>> Create(Device* device,
const TextureDescriptor* descriptor);
static ResultOrError<Ref<TextureBase>> Create(Device* device,
const ExternalImageDescriptor* descriptor,
HANDLE sharedHandle,
uint64_t acquireMutexKey,
bool isSwapChainTexture);
Texture(Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D12Resource> d3d12Texture);
DXGI_FORMAT GetD3D12Format() const;
ID3D12Resource* GetD3D12Resource() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const;
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range);
void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext,
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
const PassTextureUsage& textureUsages);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage,
const SubresourceRange& range);
void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
D3D12_RESOURCE_STATES newState,
const SubresourceRange& range);
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage);
void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
D3D12_RESOURCE_STATES newState);
private:
Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
~Texture() override;
using TextureBase::TextureBase;
MaybeError InitializeAsInternalTexture();
MaybeError InitializeAsExternalTexture(const TextureDescriptor* descriptor,
HANDLE sharedHandle,
uint64_t acquireMutexKey,
bool isSwapChainTexture);
// Dawn API
void DestroyImpl() override;
MaybeError ClearTexture(CommandRecordingContext* commandContext,
const SubresourceRange& range,
TextureBase::ClearValue clearValue);
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
D3D12_RESOURCE_STATES newState,
const SubresourceRange& range);
void TransitionSingleOrAllSubresources(std::vector<D3D12_RESOURCE_BARRIER>* barriers,
uint32_t index,
D3D12_RESOURCE_STATES subresourceNewState,
const Serial pendingCommandSerial,
bool allSubresources);
void HandleTransitionSpecialCases(CommandRecordingContext* commandContext);
bool mSameLastUsagesAcrossSubresources = true;
struct StateAndDecay {
D3D12_RESOURCE_STATES lastState;
Serial lastDecaySerial;
bool isValidToDecay;
};
std::vector<StateAndDecay> mSubresourceStateAndDecay;
ResourceHeapAllocation mResourceAllocation;
bool mSwapChainTexture = false;
Serial mAcquireMutexKey = 0;
ComPtr<IDXGIKeyedMutex> mDxgiKeyedMutex;
};
class TextureView final : public TextureViewBase {
public:
TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
DXGI_FORMAT GetD3D12Format() const;
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor() const;
D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
private:
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_TEXTURED3D12_H_