| // 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_TEXTURED3D12_H_ |
| #define SRC_DAWN_NATIVE_D3D12_TEXTURED3D12_H_ |
| |
| #include <optional> |
| #include <vector> |
| |
| #include "dawn/native/Error.h" |
| #include "dawn/native/d3d/TextureD3D.h" |
| |
| #include "dawn/native/DawnNative.h" |
| #include "dawn/native/IntegerTypes.h" |
| #include "dawn/native/PassResourceUsage.h" |
| #include "dawn/native/d3d12/FenceD3D12.h" |
| #include "dawn/native/d3d12/IntegerTypes.h" |
| #include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h" |
| #include "dawn/native/d3d12/d3d12_platform.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| class SharedTextureMemory; |
| class CommandRecordingContext; |
| class Device; |
| |
| MaybeError ValidateTextureCanBeWrapped(ID3D12Resource* d3d12Resource, |
| const UnpackedPtr<TextureDescriptor>& descriptor); |
| MaybeError ValidateVideoTextureCanBeShared(Device* device, DXGI_FORMAT textureFormat); |
| |
| class Texture final : public d3d::Texture { |
| public: |
| static ResultOrError<Ref<Texture>> Create(Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor); |
| static ResultOrError<Ref<Texture>> CreateExternalImage( |
| Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor, |
| ComPtr<IUnknown> d3dTexture, |
| std::vector<Ref<d3d::Fence>> waitFences, |
| bool isSwapChainTexture, |
| bool isInitialized); |
| static ResultOrError<Ref<Texture>> Create(Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor, |
| ComPtr<ID3D12Resource> d3d12Texture); |
| static ResultOrError<Ref<Texture>> CreateFromSharedTextureMemory( |
| SharedTextureMemory* memory, |
| const UnpackedPtr<TextureDescriptor>& descriptor); |
| |
| // For external textures, returns the Device internal fence's value associated with the last |
| // ExecuteCommandLists that used this texture. If nullopt is returned, the texture wasn't used. |
| ResultOrError<ExecutionSerial> EndAccess() override; |
| |
| DXGI_FORMAT GetD3D12Format() const; |
| ID3D12Resource* GetD3D12Resource() const; |
| DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const; |
| D3D12_RESOURCE_FLAGS GetD3D12ResourceFlags() const; |
| |
| D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(const Format& format, |
| uint32_t mipLevel, |
| uint32_t baseSlice, |
| uint32_t sliceCount) const; |
| D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel, |
| uint32_t baseArrayLayer, |
| uint32_t layerCount, |
| Aspect aspects, |
| bool depthReadOnly, |
| bool stencilReadOnly) const; |
| |
| MaybeError EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext, |
| const SubresourceRange& range); |
| |
| MaybeError SynchronizeImportedTextureBeforeUse(); |
| MaybeError SynchronizeImportedTextureAfterUse(); |
| |
| void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext, |
| std::vector<D3D12_RESOURCE_BARRIER>* barrier, |
| const TextureSubresourceSyncInfo& textureSyncInfos); |
| void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext, |
| std::vector<D3D12_RESOURCE_BARRIER>* barrier, |
| wgpu::TextureUsage usage, |
| const SubresourceRange& range); |
| void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext, |
| wgpu::TextureUsage usage, |
| const SubresourceRange& range); |
| void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext, |
| D3D12_RESOURCE_STATES newState, |
| const SubresourceRange& range); |
| // Reset the D3D12_RESOURCE_STATES and decay tracking to indicate that |
| // all subresources are now in the COMMON state. |
| void ResetSubresourceStateAndDecayToCommon(); |
| |
| private: |
| using Base = d3d::Texture; |
| |
| Texture(Device* device, const UnpackedPtr<TextureDescriptor>& descriptor); |
| ~Texture() override; |
| |
| MaybeError InitializeAsInternalTexture(); |
| MaybeError InitializeAsExternalTexture(ComPtr<IUnknown> d3dTexture, |
| std::vector<Ref<d3d::Fence>> waitFences, |
| bool isSwapChainTexture); |
| MaybeError InitializeAsSwapChainTexture(ComPtr<ID3D12Resource> d3d12Texture); |
| |
| void SetLabelHelper(const char* prefix); |
| |
| // Dawn API |
| void SetLabelImpl() override; |
| void DestroyImpl() override; |
| |
| MaybeError ClearTexture(CommandRecordingContext* commandContext, |
| const SubresourceRange& range, |
| TextureBase::ClearValue clearValue); |
| |
| // Barriers implementation details. |
| struct StateAndDecay { |
| D3D12_RESOURCE_STATES lastState; |
| ExecutionSerial lastDecaySerial; |
| bool isValidToDecay; |
| |
| bool operator==(const StateAndDecay& other) const; |
| }; |
| |
| SubresourceStorage<StateAndDecay> InitialSubresourceStateAndDecay() const; |
| |
| void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext, |
| std::vector<D3D12_RESOURCE_BARRIER>* barrier, |
| D3D12_RESOURCE_STATES newState, |
| const SubresourceRange& range); |
| void TransitionSubresourceRange(std::vector<D3D12_RESOURCE_BARRIER>* barriers, |
| const SubresourceRange& range, |
| StateAndDecay* state, |
| D3D12_RESOURCE_STATES subresourceNewState, |
| ExecutionSerial pendingCommandSerial) const; |
| void HandleTransitionSpecialCases(CommandRecordingContext* commandContext); |
| |
| D3D12_RESOURCE_FLAGS mD3D12ResourceFlags; |
| ResourceHeapAllocation mResourceAllocation; |
| |
| // TODO(dawn:1460): Encapsulate imported image fields e.g. std::unique_ptr<ExternalImportInfo>. |
| std::vector<Ref<d3d::Fence>> mWaitFences; |
| std::optional<ExecutionSerial> mSignalFenceValue; |
| bool mSwapChainTexture = false; |
| |
| SubresourceStorage<StateAndDecay> mSubresourceStateAndDecay; |
| }; |
| |
| class TextureView final : public TextureViewBase { |
| public: |
| static Ref<TextureView> Create(TextureBase* texture, const TextureViewDescriptor* descriptor); |
| |
| DXGI_FORMAT GetD3D12Format() const; |
| |
| const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const; |
| D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t depthSlice = 0u) const; |
| D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(bool depthReadOnly, bool stencilReadOnly) const; |
| D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const; |
| |
| private: |
| TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor); |
| |
| D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc; |
| }; |
| } // namespace dawn::native::d3d12 |
| |
| #endif // SRC_DAWN_NATIVE_D3D12_TEXTURED3D12_H_ |