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// 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.
#ifndef DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
#define DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
#include "dawn_native/Error.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <set>
namespace dawn_native { namespace d3d12 {
class CommandAllocatorManager;
class Device;
class Heap;
class Texture;
class CommandRecordingContext {
public:
void AddToSharedTextureList(Texture* texture);
MaybeError Open(ID3D12Device* d3d12Device,
CommandAllocatorManager* commandAllocationManager);
ID3D12GraphicsCommandList* GetCommandList() const;
ID3D12GraphicsCommandList4* GetCommandList4() const;
void Release();
bool IsOpen() const;
MaybeError ExecuteCommandList(Device* device);
void TrackHeapUsage(Heap* heap, ExecutionSerial serial);
void AddToTempBuffers(Ref<Buffer> tempBuffer);
private:
ComPtr<ID3D12GraphicsCommandList> mD3d12CommandList;
ComPtr<ID3D12GraphicsCommandList4> mD3d12CommandList4;
bool mIsOpen = false;
std::set<Texture*> mSharedTextures;
std::vector<Heap*> mHeapsPendingUsage;
std::vector<Ref<Buffer>> mTempBuffers;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_