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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_DEVICED3D12_H_
#define SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_
#include <memory>
#include <vector>
#include "dawn/common/MutexProtected.h"
#include "dawn/common/SerialQueue.h"
#include "dawn/native/d3d/DeviceD3D.h"
#include "dawn/native/d3d12/CommandRecordingContext.h"
#include "dawn/native/d3d12/D3D12Info.h"
#include "dawn/native/d3d12/Forward.h"
#include "dawn/native/d3d12/TextureD3D12.h"
namespace dawn::native::d3d {
class ExternalImageDXGIImpl;
} // namespace dawn::native::d3d
namespace dawn::native::d3d12 {
class CommandAllocatorManager;
class PlatformFunctions;
class ResidencyManager;
class ResourceAllocatorManager;
class SamplerHeapCache;
class ShaderVisibleDescriptorAllocator;
class StagingDescriptorAllocator;
#define ASSERT_SUCCESS(hr) \
do { \
HRESULT succeeded = hr; \
DAWN_ASSERT(SUCCEEDED(succeeded)); \
} while (0)
// Definition of backend types
class Device final : public d3d::Device {
public:
static ResultOrError<Ref<Device>> Create(AdapterBase* adapter,
const UnpackedPtr<DeviceDescriptor>& descriptor,
const TogglesState& deviceToggles);
~Device() override;
MaybeError Initialize(const UnpackedPtr<DeviceDescriptor>& descriptor);
ResultOrError<Ref<CommandBufferBase>> CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
ID3D12Device* GetD3D12Device() const;
ComPtr<ID3D12CommandSignature> GetDispatchIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndexedIndirectSignature() const;
MutexProtected<ResidencyManager>& GetResidencyManager() const;
const PlatformFunctions* GetFunctions() const;
ResultOrError<CommandRecordingContext*> GetPendingCommandContext(
Device::SubmitMode submitMode = Device::SubmitMode::Normal);
MaybeError ClearBufferToZero(CommandRecordingContext* commandContext,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size);
const D3D12DeviceInfo& GetDeviceInfo() const;
void ReferenceUntilUnused(ComPtr<IUnknown> object);
MaybeError CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
void CopyFromStagingToBufferHelper(CommandRecordingContext* commandContext,
BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size);
MaybeError CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) override;
ResultOrError<ResourceHeapAllocation> AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage,
uint32_t formatBytesPerBlock,
bool forceAllocateAsCommittedResource = false);
void DeallocateMemory(ResourceHeapAllocation& allocation);
MutexProtected<ShaderVisibleDescriptorAllocator>& GetViewShaderVisibleDescriptorAllocator()
const;
MutexProtected<ShaderVisibleDescriptorAllocator>& GetSamplerShaderVisibleDescriptorAllocator()
const;
// Returns nullptr when descriptor count is zero.
MutexProtected<StagingDescriptorAllocator>* GetViewStagingDescriptorAllocator(
uint32_t descriptorCount) const;
MutexProtected<StagingDescriptorAllocator>* GetSamplerStagingDescriptorAllocator(
uint32_t descriptorCount) const;
SamplerHeapCache* GetSamplerHeapCache();
MutexProtected<StagingDescriptorAllocator>& GetRenderTargetViewAllocator() const;
MutexProtected<StagingDescriptorAllocator>& GetDepthStencilViewAllocator() const;
ResultOrError<FenceAndSignalValue> CreateFence(
const d3d::ExternalImageDXGIFenceDescriptor* descriptor) override;
ResultOrError<std::unique_ptr<d3d::ExternalImageDXGIImpl>> CreateExternalImageDXGIImplImpl(
const ExternalImageDescriptor* descriptor) override;
Ref<TextureBase> CreateD3DExternalTexture(const UnpackedPtr<TextureDescriptor>& descriptor,
ComPtr<IUnknown> d3dTexture,
std::vector<FenceAndSignalValue> waitFences,
bool isSwapChainTexture,
bool isInitialized) override;
uint32_t GetOptimalBytesPerRowAlignment() const override;
uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
float GetTimestampPeriodInNS() const override;
bool ShouldDuplicateNumWorkgroupsForDispatchIndirect(
ComputePipelineBase* computePipeline) const override;
bool MayRequireDuplicationOfIndirectParameters() const override;
bool ShouldDuplicateParametersForDrawIndirect(
const RenderPipelineBase* renderPipelineBase) const override;
uint64_t GetBufferCopyOffsetAlignmentForDepthStencil() const override;
// Dawn APIs
void SetLabelImpl() override;
// Those DXC methods are needed by d3d12::ShaderModule
ComPtr<IDxcLibrary> GetDxcLibrary() const;
ComPtr<IDxcCompiler3> GetDxcCompiler() const;
private:
using Base = d3d::Device;
Device(AdapterBase* adapter,
const UnpackedPtr<DeviceDescriptor>& descriptor,
const TogglesState& deviceToggles);
ResultOrError<Ref<BindGroupBase>> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<Ref<BindGroupLayoutInternalBase>> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(
const UnpackedPtr<BufferDescriptor>& descriptor) override;
ResultOrError<Ref<PipelineLayoutBase>> CreatePipelineLayoutImpl(
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) override;
ResultOrError<Ref<QuerySetBase>> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<Ref<SamplerBase>> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<Ref<ShaderModuleBase>> CreateShaderModuleImpl(
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) override;
ResultOrError<Ref<SwapChainBase>> CreateSwapChainImpl(
Surface* surface,
SwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(
const UnpackedPtr<TextureDescriptor>& descriptor) override;
ResultOrError<Ref<TextureViewBase>> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Ref<ComputePipelineBase> CreateUninitializedComputePipelineImpl(
const UnpackedPtr<ComputePipelineDescriptor>& descriptor) override;
Ref<RenderPipelineBase> CreateUninitializedRenderPipelineImpl(
const UnpackedPtr<RenderPipelineDescriptor>& descriptor) override;
void InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) override;
void InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) override;
ResultOrError<Ref<SharedTextureMemoryBase>> ImportSharedTextureMemoryImpl(
const SharedTextureMemoryDescriptor* descriptor) override;
ResultOrError<Ref<SharedFenceBase>> ImportSharedFenceImpl(
const SharedFenceDescriptor* descriptor) override;
void DestroyImpl() override;
MaybeError CheckDebugLayerAndGenerateErrors();
void AppendDebugLayerMessages(ErrorData* error) override;
void AppendDeviceLostMessage(ErrorData* error) override;
MaybeError EnsureDXCIfRequired();
MaybeError CreateZeroBuffer();
ComPtr<ID3D12Device> mD3d12Device; // Device is owned by adapter and will not be outlived.
ComPtr<ID3D12CommandSignature> mDispatchIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndexedIndirectSignature;
MutexProtected<SerialQueue<ExecutionSerial, ComPtr<IUnknown>>> mUsedComObjectRefs;
std::unique_ptr<MutexProtected<ResourceAllocatorManager>> mResourceAllocatorManager;
std::unique_ptr<MutexProtected<ResidencyManager>> mResidencyManager;
static constexpr uint32_t kMaxSamplerDescriptorsPerBindGroup = 3 * kMaxSamplersPerShaderStage;
static constexpr uint32_t kMaxViewDescriptorsPerBindGroup =
kMaxBindingsPerPipelineLayout - kMaxSamplerDescriptorsPerBindGroup;
static constexpr uint32_t kNumSamplerDescriptorAllocators =
ConstexprLog2Ceil(kMaxSamplerDescriptorsPerBindGroup) + 1;
static constexpr uint32_t kNumViewDescriptorAllocators =
ConstexprLog2Ceil(kMaxViewDescriptorsPerBindGroup) + 1;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxSamplerDescriptorsPerBindGroup].
std::array<std::unique_ptr<MutexProtected<StagingDescriptorAllocator>>,
kNumViewDescriptorAllocators + 1>
mViewAllocators;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxViewDescriptorsPerBindGroup].
std::array<std::unique_ptr<MutexProtected<StagingDescriptorAllocator>>,
kNumSamplerDescriptorAllocators + 1>
mSamplerAllocators;
std::unique_ptr<MutexProtected<StagingDescriptorAllocator>> mRenderTargetViewAllocator;
std::unique_ptr<MutexProtected<StagingDescriptorAllocator>> mDepthStencilViewAllocator;
std::unique_ptr<MutexProtected<ShaderVisibleDescriptorAllocator>>
mViewShaderVisibleDescriptorAllocator;
std::unique_ptr<MutexProtected<ShaderVisibleDescriptorAllocator>>
mSamplerShaderVisibleDescriptorAllocator;
// Sampler cache needs to be destroyed before the CPU sampler allocator to ensure the final
// release is called.
std::unique_ptr<SamplerHeapCache> mSamplerHeapCache;
// A buffer filled with zeros that is used to copy into other buffers when they need to be
// cleared.
Ref<Buffer> mZeroBuffer;
// The number of nanoseconds required for a timestamp query to be incremented by 1
float mTimestampPeriod = 1.0f;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_