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// 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.
#ifndef SRC_DAWN_NATIVE_D3D12_BINDGROUPD3D12_H_
#define SRC_DAWN_NATIVE_D3D12_BINDGROUPD3D12_H_
#include "dawn/common/MutexProtected.h"
#include "dawn/common/PlacementAllocated.h"
#include "dawn/common/ityp_span.h"
#include "dawn/common/ityp_stack_vec.h"
#include "dawn/native/BindGroup.h"
#include "dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
namespace dawn::native::d3d12 {
class Device;
class SamplerHeapCacheEntry;
class ShaderVisibleDescriptorAllocator;
class BindGroup final : public BindGroupBase, public PlacementAllocated {
public:
static ResultOrError<Ref<BindGroup>> Create(Device* device,
const BindGroupDescriptor* descriptor);
BindGroup(Device* device,
const BindGroupDescriptor* descriptor,
uint32_t viewSizeIncrement,
const CPUDescriptorHeapAllocation& viewAllocation);
// Returns true if the BindGroup was successfully populated.
bool PopulateViews(MutexProtected<ShaderVisibleDescriptorAllocator>& viewAllocator);
bool PopulateSamplers(Device* device,
MutexProtected<ShaderVisibleDescriptorAllocator>& samplerAllocator);
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseViewDescriptor() const;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseSamplerDescriptor() const;
void SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry);
using DynamicStorageBufferLengths = ityp::stack_vec<uint32_t, uint32_t, 4u>;
const DynamicStorageBufferLengths& GetDynamicStorageBufferLengths() const;
private:
~BindGroup() override;
void DestroyImpl() override;
Ref<SamplerHeapCacheEntry> mSamplerAllocationEntry;
GPUDescriptorHeapAllocation mGPUViewAllocation;
CPUDescriptorHeapAllocation mCPUViewAllocation;
DynamicStorageBufferLengths mDynamicStorageBufferLengths;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_BINDGROUPD3D12_H_