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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_COMMANDBUFFERD3D12_H_
#define DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
#include "common/Constants.h"
#include "dawn_native/CommandAllocator.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <array>
namespace dawn_native {
struct BeginRenderPassCmd;
} // namespace dawn_native
namespace dawn_native { namespace d3d12 {
class BindGroupStateTracker;
class Device;
class RenderPassDescriptorHeapTracker;
class RenderPipeline;
struct VertexBuffersInfo {
// startSlot and endSlot indicate the range of dirty vertex buffers.
// If there are multiple calls to SetVertexBuffers, the start and end
// represent the union of the dirty ranges (the union may have non-dirty
// data in the middle of the range).
const RenderPipeline* lastRenderPipeline = nullptr;
uint32_t startSlot = kMaxVertexBuffers;
uint32_t endSlot = 0;
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> d3d12BufferViews = {};
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(Device* device, CommandEncoderBase* encoder);
~CommandBuffer();
void RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList, uint32_t indexInSubmit);
private:
void FlushSetVertexBuffers(ComPtr<ID3D12GraphicsCommandList> commandList,
VertexBuffersInfo* vertexBuffersInfo,
const RenderPipeline* lastRenderPipeline);
void RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker);
void RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker,
RenderPassDescriptorHeapTracker* renderPassTracker,
BeginRenderPassCmd* renderPass);
CommandIterator mCommands;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_