| // Copyright 2018 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/NativeSwapChainImplD3D12.h" |
| |
| #include "common/Assert.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/TextureD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| namespace { |
| DXGI_USAGE D3D12SwapChainBufferUsage(WGPUTextureUsage allowedUsages) { |
| DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE; |
| if (allowedUsages & WGPUTextureUsage_TextureBinding) { |
| usage |= DXGI_USAGE_SHADER_INPUT; |
| } |
| if (allowedUsages & WGPUTextureUsage_StorageBinding) { |
| usage |= DXGI_USAGE_UNORDERED_ACCESS; |
| } |
| if (allowedUsages & WGPUTextureUsage_RenderAttachment) { |
| usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| } |
| return usage; |
| } |
| |
| static constexpr unsigned int kFrameCount = 3; |
| } // anonymous namespace |
| |
| NativeSwapChainImpl::NativeSwapChainImpl(Device* device, HWND window) |
| : mWindow(window), mDevice(device), mInterval(1) { |
| } |
| |
| NativeSwapChainImpl::~NativeSwapChainImpl() { |
| } |
| |
| void NativeSwapChainImpl::Init(DawnWSIContextD3D12* /*context*/) { |
| } |
| |
| DawnSwapChainError NativeSwapChainImpl::Configure(WGPUTextureFormat format, |
| WGPUTextureUsage usage, |
| uint32_t width, |
| uint32_t height) { |
| ASSERT(width > 0); |
| ASSERT(height > 0); |
| ASSERT(format == static_cast<WGPUTextureFormat>(GetPreferredFormat())); |
| |
| ComPtr<IDXGIFactory4> factory = mDevice->GetFactory(); |
| ComPtr<ID3D12CommandQueue> queue = mDevice->GetCommandQueue(); |
| |
| mInterval = mDevice->IsToggleEnabled(Toggle::TurnOffVsync) == true ? 0 : 1; |
| |
| // Create the D3D12 swapchain, assuming only two buffers for now |
| DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; |
| swapChainDesc.Width = width; |
| swapChainDesc.Height = height; |
| swapChainDesc.Format = D3D12TextureFormat(GetPreferredFormat()); |
| swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(usage); |
| swapChainDesc.BufferCount = kFrameCount; |
| swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
| swapChainDesc.SampleDesc.Count = 1; |
| swapChainDesc.SampleDesc.Quality = 0; |
| |
| ComPtr<IDXGISwapChain1> swapChain1; |
| ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(queue.Get(), mWindow, &swapChainDesc, |
| nullptr, nullptr, &swapChain1)); |
| |
| ASSERT_SUCCESS(swapChain1.As(&mSwapChain)); |
| |
| // Gather the resources that will be used to present to the swapchain |
| mBuffers.resize(kFrameCount); |
| for (uint32_t i = 0; i < kFrameCount; ++i) { |
| ASSERT_SUCCESS(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i]))); |
| } |
| |
| // Set the initial serial of buffers to 0 so that we don't wait on them when they are first |
| // used |
| mBufferSerials.resize(kFrameCount, ExecutionSerial(0)); |
| |
| return DAWN_SWAP_CHAIN_NO_ERROR; |
| } |
| |
| DawnSwapChainError NativeSwapChainImpl::GetNextTexture(DawnSwapChainNextTexture* nextTexture) { |
| mCurrentBuffer = mSwapChain->GetCurrentBackBufferIndex(); |
| nextTexture->texture.ptr = mBuffers[mCurrentBuffer].Get(); |
| |
| // TODO(crbug.com/dawn/269) Currently we force the CPU to wait for the GPU to be finished |
| // with the buffer. Ideally the synchronization should be all done on the GPU. |
| ASSERT(mDevice->WaitForSerial(mBufferSerials[mCurrentBuffer]).IsSuccess()); |
| |
| return DAWN_SWAP_CHAIN_NO_ERROR; |
| } |
| |
| DawnSwapChainError NativeSwapChainImpl::Present() { |
| // This assumes the texture has already been transition to the PRESENT state. |
| |
| ASSERT_SUCCESS(mSwapChain->Present(mInterval, 0)); |
| // TODO(crbug.com/dawn/833): Make the serial ticking implicit. |
| ASSERT(mDevice->NextSerial().IsSuccess()); |
| |
| mBufferSerials[mCurrentBuffer] = mDevice->GetPendingCommandSerial(); |
| return DAWN_SWAP_CHAIN_NO_ERROR; |
| } |
| |
| wgpu::TextureFormat NativeSwapChainImpl::GetPreferredFormat() const { |
| return wgpu::TextureFormat::RGBA8Unorm; |
| } |
| |
| } // namespace dawn::native::d3d12 |