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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.
#include "dawn/native/d3d12/SwapChainD3D12.h"
#include <windows.ui.xaml.media.dxinterop.h>
#include <utility>
#include "dawn/native/Surface.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d/UtilsD3D.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/TextureD3D12.h"
namespace dawn::native::d3d12 {
// static
ResultOrError<Ref<SwapChain>> SwapChain::Create(Device* device,
Surface* surface,
SwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
Ref<SwapChain> swapchain = AcquireRef(new SwapChain(device, surface, descriptor));
DAWN_TRY(swapchain->Initialize(previousSwapChain));
return swapchain;
}
SwapChain::~SwapChain() = default;
IUnknown* SwapChain::GetD3DDeviceForCreatingSwapChain() {
return ToBackend(GetDevice())->GetCommandQueue().Get();
}
void SwapChain::ReuseBuffers(SwapChainBase* previousSwapChain) {
SwapChain* previousD3DSwapChain = ToBackend(previousSwapChain);
mBuffers = std::move(previousD3DSwapChain->mBuffers);
mBufferLastUsedSerials = std::move(previousD3DSwapChain->mBufferLastUsedSerials);
}
MaybeError SwapChain::CollectSwapChainBuffers() {
ASSERT(GetDXGISwapChain() != nullptr);
ASSERT(mBuffers.empty());
IDXGISwapChain3* dxgiSwapChain = GetDXGISwapChain();
const auto& config = GetConfig();
mBuffers.resize(config.bufferCount);
for (uint32_t i = 0; i < config.bufferCount; i++) {
DAWN_TRY(CheckHRESULT(dxgiSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i])),
"Getting IDXGISwapChain buffer"));
}
// Pretend all the buffers were last used at the beginning of time.
mBufferLastUsedSerials.resize(config.bufferCount, ExecutionSerial(0));
return {};
}
MaybeError SwapChain::PresentImpl() {
Device* device = ToBackend(GetDevice());
// Transition the texture to the present state as required by IDXGISwapChain1::Present()
// TODO(crbug.com/dawn/269): Remove the need for this by eagerly transitioning the
// presentable texture to present at the end of submits that use them.
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
mApiTexture->TrackUsageAndTransitionNow(commandContext, kPresentTextureUsage,
mApiTexture->GetAllSubresources());
DAWN_TRY(device->ExecutePendingCommandContext());
DAWN_TRY(PresentDXGISwapChain());
// Record that "new" is the last time the buffer has been used.
DAWN_TRY(device->NextSerial());
mBufferLastUsedSerials[mCurrentBuffer] = device->GetPendingCommandSerial();
mApiTexture->APIDestroy();
mApiTexture = nullptr;
return {};
}
ResultOrError<Ref<TextureBase>> SwapChain::GetCurrentTextureImpl() {
Device* device = ToBackend(GetDevice());
// Synchronously wait until previous operations on the next swapchain buffer are finished.
// This is the logic that performs frame pacing.
// TODO(crbug.com/dawn/269): Consider whether this should be lifted for Mailbox so that
// there is not frame pacing.
mCurrentBuffer = GetDXGISwapChain()->GetCurrentBackBufferIndex();
DAWN_TRY(device->WaitForSerial(mBufferLastUsedSerials[mCurrentBuffer]));
// Create the API side objects for this use of the swapchain's buffer.
TextureDescriptor descriptor = GetSwapChainBaseTextureDescriptor(this);
DAWN_TRY_ASSIGN(mApiTexture,
Texture::Create(ToBackend(GetDevice()), &descriptor, mBuffers[mCurrentBuffer]));
return mApiTexture;
}
MaybeError SwapChain::DetachAndWaitForDeallocation() {
DetachFromSurface();
// DetachFromSurface calls Texture->Destroy that enqueues the D3D12 resource in a
// SerialQueue with the current "pending serial" so that we don't destroy the texture
// before it is finished being used. Flush the commands and wait for that serial to be
// passed, then Tick the device to make sure the reference to the D3D12 texture is removed.
Device* device = ToBackend(GetDevice());
DAWN_TRY(device->NextSerial());
DAWN_TRY(device->WaitForSerial(device->GetLastSubmittedCommandSerial()));
return device->TickImpl();
}
void SwapChain::DetachFromSurfaceImpl() {
if (mApiTexture != nullptr) {
mApiTexture->APIDestroy();
mApiTexture = nullptr;
}
mBuffers.clear();
ReleaseDXGISwapChain();
}
} // namespace dawn::native::d3d12