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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 SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_
#define SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_
#include <memory>
#include <vector>
#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; \
ASSERT(SUCCEEDED(succeeded)); \
} while (0)
// Definition of backend types
class Device final : public d3d::Device {
public:
static ResultOrError<Ref<Device>> Create(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles);
~Device() override;
MaybeError Initialize(const DeviceDescriptor* descriptor);
ResultOrError<Ref<CommandBufferBase>> CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
ID3D12Device* GetD3D12Device() const;
ComPtr<ID3D12CommandQueue> GetCommandQueue() const;
ID3D12SharingContract* GetSharingContract() const;
ComPtr<ID3D12CommandSignature> GetDispatchIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndexedIndirectSignature() const;
CommandAllocatorManager* GetCommandAllocatorManager() const;
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;
MaybeError NextSerial();
MaybeError WaitForSerial(ExecutionSerial serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
void ForceEventualFlushOfCommands() override;
MaybeError ExecutePendingCommandContext();
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);
ShaderVisibleDescriptorAllocator* GetViewShaderVisibleDescriptorAllocator() const;
ShaderVisibleDescriptorAllocator* GetSamplerShaderVisibleDescriptorAllocator() const;
// Returns nullptr when descriptor count is zero.
StagingDescriptorAllocator* GetViewStagingDescriptorAllocator(uint32_t descriptorCount) const;
StagingDescriptorAllocator* GetSamplerStagingDescriptorAllocator(
uint32_t descriptorCount) const;
SamplerHeapCache* GetSamplerHeapCache();
StagingDescriptorAllocator* GetRenderTargetViewAllocator() const;
StagingDescriptorAllocator* GetDepthStencilViewAllocator() const;
ResultOrError<Ref<d3d::Fence>> CreateFence(
const d3d::ExternalImageDXGIFenceDescriptor* descriptor) override;
ResultOrError<std::unique_ptr<d3d::ExternalImageDXGIImpl>> CreateExternalImageDXGIImplImpl(
const d3d::ExternalImageDescriptorDXGISharedHandle* descriptor) override;
Ref<TextureBase> CreateD3DExternalTexture(const TextureDescriptor* descriptor,
ComPtr<IUnknown> d3dTexture,
std::vector<Ref<d3d::Fence>> 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;
private:
using Base = d3d::Device;
Device(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles);
ResultOrError<Ref<BindGroupBase>> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<Ref<BindGroupLayoutBase>> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<Ref<PipelineLayoutBase>> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<Ref<QuerySetBase>> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<Ref<SamplerBase>> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<Ref<ShaderModuleBase>> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) override;
ResultOrError<Ref<SwapChainBase>> CreateSwapChainImpl(
Surface* surface,
SwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<Ref<TextureViewBase>> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Ref<ComputePipelineBase> CreateUninitializedComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
Ref<RenderPipelineBase> CreateUninitializedRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
void InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) override;
void InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) override;
void DestroyImpl() override;
MaybeError WaitForIdleForDestruction() override;
bool HasPendingCommands() const override;
MaybeError CheckDebugLayerAndGenerateErrors();
void AppendDebugLayerMessages(ErrorData* error) override;
MaybeError EnsureDXCIfRequired();
MaybeError CreateZeroBuffer();
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent = nullptr;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
ComPtr<ID3D12Device> mD3d12Device; // Device is owned by adapter and will not be outlived.
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12SharingContract> mD3d12SharingContract;
ComPtr<ID3D12CommandSignature> mDispatchIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndexedIndirectSignature;
CommandRecordingContext mPendingCommands;
SerialQueue<ExecutionSerial, ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
std::unique_ptr<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<StagingDescriptorAllocator>, kNumViewDescriptorAllocators + 1>
mViewAllocators;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxViewDescriptorsPerBindGroup].
std::array<std::unique_ptr<StagingDescriptorAllocator>, kNumSamplerDescriptorAllocators + 1>
mSamplerAllocators;
std::unique_ptr<StagingDescriptorAllocator> mRenderTargetViewAllocator;
std::unique_ptr<StagingDescriptorAllocator> mDepthStencilViewAllocator;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mViewShaderVisibleDescriptorAllocator;
std::unique_ptr<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_