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// Copyright 2023 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/d3d11/BufferD3D11.h"
#include <algorithm>
#include <utility>
#include <vector>
#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Math.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
namespace {
constexpr wgpu::BufferUsage kD3D11AllowedUniformBufferUsages =
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
// Resource usage Default Dynamic Immutable Staging
// ------------------------------------------------------------
// GPU-read Yes Yes Yes Yes[1]
// GPU-write Yes No No Yes[1]
// CPU-read No No No Yes[1]
// CPU-write No Yes No Yes[1]
// ------------------------------------------------------------
// [1] GPU read or write of a resource with the D3D11_USAGE_STAGING usage is restricted to copy
// operations. You use ID3D11DeviceContext::CopySubresourceRegion and
// ID3D11DeviceContext::CopyResource for these copy operations.
bool IsMappable(wgpu::BufferUsage usage) {
return usage & kMappableBufferUsages;
}
D3D11_USAGE D3D11BufferUsage(wgpu::BufferUsage usage) {
if (IsMappable(usage)) {
return D3D11_USAGE_STAGING;
} else {
return D3D11_USAGE_DEFAULT;
}
}
UINT D3D11BufferBindFlags(wgpu::BufferUsage usage) {
UINT bindFlags = 0;
if (usage & (wgpu::BufferUsage::Vertex)) {
bindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
if (usage & wgpu::BufferUsage::Index) {
bindFlags |= D3D11_BIND_INDEX_BUFFER;
}
if (usage & (wgpu::BufferUsage::Uniform)) {
bindFlags |= D3D11_BIND_CONSTANT_BUFFER;
}
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (usage & kReadOnlyStorageBuffer) {
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
constexpr wgpu::BufferUsage kCopyUsages =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
// If the buffer only has CopySrc and CopyDst usages are used as staging buffers for copy.
// Because D3D11 doesn't allow copying between buffer and texture, we will use compute shader
// to copy data between buffer and texture. So the buffer needs to be bound as unordered access
// view.
if (IsSubset(usage, kCopyUsages)) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
return bindFlags;
}
UINT D3D11CpuAccessFlags(wgpu::BufferUsage usage) {
UINT cpuAccessFlags = 0;
if (IsMappable(usage)) {
// D3D11 doesn't allow copying between buffer and texture.
// - For buffer to texture copy, we need to use a staging(mappable) texture, and memcpy the
// data from the staging buffer to the staging texture first. So D3D11_CPU_ACCESS_READ is
// needed for MapWrite usage.
// - For texture to buffer copy, we may need copy texture to a staging (mappable)
// texture, and then memcpy the data from the staging texture to the staging buffer. So
// D3D11_CPU_ACCESS_WRITE is needed to MapRead usage.
cpuAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
return cpuAccessFlags;
}
UINT D3D11BufferMiscFlags(wgpu::BufferUsage usage) {
UINT miscFlags = 0;
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
miscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
}
if (usage & wgpu::BufferUsage::Indirect) {
miscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
}
return miscFlags;
}
size_t D3D11BufferSizeAlignment(wgpu::BufferUsage usage) {
if (usage & wgpu::BufferUsage::Uniform) {
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1
// Each number of constants must be a multiple of 16 shader constants(sizeof(float) * 4 *
// 16).
return sizeof(float) * 4 * 16;
}
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
// Unordered access buffers must be 4-byte aligned.
return sizeof(uint32_t);
}
return 1;
}
} // namespace
// static
ResultOrError<Ref<Buffer>> Buffer::Create(Device* device, const BufferDescriptor* descriptor) {
Ref<Buffer> buffer = AcquireRef(new Buffer(device, descriptor));
DAWN_TRY(buffer->Initialize(descriptor->mappedAtCreation));
return buffer;
}
MaybeError Buffer::Initialize(bool mappedAtCreation) {
// TODO(dawn:1705): handle mappedAtCreation for NonzeroClearResourcesOnCreationForTesting
// Allocate at least 4 bytes so clamped accesses are always in bounds.
uint64_t size = std::max(GetSize(), uint64_t(4u));
// The validation layer requires:
// ByteWidth must be 12 or larger to be used with D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.
if (GetUsage() & wgpu::BufferUsage::Indirect) {
size = std::max(size, uint64_t(12u));
}
size_t alignment = D3D11BufferSizeAlignment(GetUsage());
// Check for overflow, bufferDescriptor.ByteWidth is a UINT.
if (size > std::numeric_limits<UINT>::max() - alignment) {
// Alignment would overlow.
return DAWN_OUT_OF_MEMORY_ERROR("Buffer allocation is too large");
}
mAllocatedSize = Align(size, alignment);
bool needsConstantBuffer = GetUsage() & wgpu::BufferUsage::Uniform;
bool onlyNeedsConstantBuffer =
needsConstantBuffer && IsSubset(GetUsage(), kD3D11AllowedUniformBufferUsages);
if (!onlyNeedsConstantBuffer) {
// Create mD3d11NonConstantBuffer
wgpu::BufferUsage nonUniformUsage = GetUsage() & ~wgpu::BufferUsage::Uniform;
D3D11_BUFFER_DESC bufferDescriptor;
bufferDescriptor.ByteWidth = mAllocatedSize;
bufferDescriptor.Usage = D3D11BufferUsage(nonUniformUsage);
bufferDescriptor.BindFlags = D3D11BufferBindFlags(nonUniformUsage);
bufferDescriptor.CPUAccessFlags = D3D11CpuAccessFlags(nonUniformUsage);
bufferDescriptor.MiscFlags = D3D11BufferMiscFlags(nonUniformUsage);
bufferDescriptor.StructureByteStride = 0;
DAWN_TRY(CheckOutOfMemoryHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateBuffer(&bufferDescriptor, nullptr, &mD3d11NonConstantBuffer),
"ID3D11Device::CreateBuffer"));
}
if (needsConstantBuffer) {
// Create mD3d11ConstantBuffer
D3D11_BUFFER_DESC bufferDescriptor;
bufferDescriptor.ByteWidth = mAllocatedSize;
bufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
bufferDescriptor.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDescriptor.CPUAccessFlags = 0;
bufferDescriptor.MiscFlags = 0;
bufferDescriptor.StructureByteStride = 0;
DAWN_TRY(CheckOutOfMemoryHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateBuffer(&bufferDescriptor, nullptr, &mD3d11ConstantBuffer),
"ID3D11Device::CreateBuffer"));
}
ASSERT(mD3d11NonConstantBuffer || mD3d11ConstantBuffer);
SetLabelImpl();
if (!mappedAtCreation) {
if (GetDevice()->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
DAWN_TRY(ClearInternal(ToBackend(GetDevice())->GetPendingCommandContext(), 1u));
}
// Initialize the padding bytes to zero.
if (GetDevice()->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
uint32_t paddingBytes = GetAllocatedSize() - GetSize();
if (paddingBytes > 0) {
uint32_t clearSize = paddingBytes;
uint64_t clearOffset = GetSize();
DAWN_TRY(ClearInternal(ToBackend(GetDevice())->GetPendingCommandContext(), 0,
clearOffset, clearSize));
}
}
}
return {};
}
Buffer::~Buffer() = default;
bool Buffer::IsCPUWritableAtCreation() const {
return IsMappable(GetUsage());
}
MaybeError Buffer::MapInternal() {
DAWN_ASSERT(IsMappable(GetUsage()));
DAWN_ASSERT(!mMappedData);
CommandRecordingContext* commandContext = ToBackend(GetDevice())->GetPendingCommandContext();
// Always map buffer with D3D11_MAP_READ_WRITE even for mapping wgpu::MapMode:Read, because we
// need write permission to initialize the buffer.
// TODO(dawn:1705): investigate the performance impact of mapping with D3D11_MAP_READ_WRITE.
D3D11_MAPPED_SUBRESOURCE mappedResource;
DAWN_TRY(CheckHRESULT(
commandContext->GetD3D11DeviceContext()->Map(mD3d11NonConstantBuffer.Get(),
/*Subresource=*/0, D3D11_MAP_READ_WRITE,
/*MapFlags=*/0, &mappedResource),
"ID3D11DeviceContext::Map"));
mMappedData = reinterpret_cast<uint8_t*>(mappedResource.pData);
return {};
}
void Buffer::UnmapInternal() {
DAWN_ASSERT(mMappedData);
CommandRecordingContext* commandContext = ToBackend(GetDevice())->GetPendingCommandContext();
commandContext->GetD3D11DeviceContext()->Unmap(mD3d11NonConstantBuffer.Get(),
/*Subresource=*/0);
mMappedData = nullptr;
}
MaybeError Buffer::MapAtCreationImpl() {
DAWN_ASSERT(IsMappable(GetUsage()));
return MapInternal();
}
MaybeError Buffer::MapAsyncImpl(wgpu::MapMode mode, size_t offset, size_t size) {
DAWN_ASSERT(mD3d11NonConstantBuffer);
// TODO(dawn:1705): make sure the map call is not blocked by the GPU operations.
DAWN_TRY(MapInternal());
CommandRecordingContext* commandContext = ToBackend(GetDevice())->GetPendingCommandContext();
DAWN_TRY(EnsureDataInitialized(commandContext));
return {};
}
void Buffer::UnmapImpl() {
DAWN_ASSERT(mD3d11NonConstantBuffer);
DAWN_ASSERT(mMappedData);
UnmapInternal();
}
void* Buffer::GetMappedPointer() {
// The frontend asks that the pointer returned is from the start of the resource
// irrespective of the offset passed in MapAsyncImpl, which is what mMappedData is.
return mMappedData;
}
void Buffer::DestroyImpl() {
BufferBase::DestroyImpl();
if (mMappedData) {
UnmapInternal();
}
mD3d11NonConstantBuffer = nullptr;
}
void Buffer::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), mD3d11NonConstantBuffer.Get(), "Dawn_Buffer", GetLabel());
SetDebugName(ToBackend(GetDevice()), mD3d11ConstantBuffer.Get(), "Dawn_ConstantBuffer",
GetLabel());
}
MaybeError Buffer::EnsureDataInitialized(CommandRecordingContext* commandContext) {
if (!NeedsInitialization()) {
return {};
}
DAWN_TRY(InitializeToZero(commandContext));
return {};
}
MaybeError Buffer::EnsureDataInitializedAsDestination(CommandRecordingContext* commandContext,
uint64_t offset,
uint64_t size) {
if (!NeedsInitialization()) {
return {};
}
if (IsFullBufferRange(offset, size)) {
SetIsDataInitialized();
return {};
}
DAWN_TRY(InitializeToZero(commandContext));
return {};
}
MaybeError Buffer::EnsureDataInitializedAsDestination(CommandRecordingContext* commandContext,
const CopyTextureToBufferCmd* copy) {
if (!NeedsInitialization()) {
return {};
}
if (IsFullBufferOverwrittenInTextureToBufferCopy(copy)) {
SetIsDataInitialized();
} else {
DAWN_TRY(InitializeToZero(commandContext));
}
return {};
}
MaybeError Buffer::InitializeToZero(CommandRecordingContext* commandContext) {
DAWN_ASSERT(NeedsInitialization());
DAWN_TRY(ClearInternal(commandContext, uint8_t(0u)));
SetIsDataInitialized();
GetDevice()->IncrementLazyClearCountForTesting();
return {};
}
void Buffer::MarkMutated() {
mConstantBufferIsUpdated = false;
}
void Buffer::EnsureConstantBufferIsUpdated(CommandRecordingContext* commandContext) {
if (mConstantBufferIsUpdated) {
return;
}
DAWN_ASSERT(mD3d11NonConstantBuffer);
DAWN_ASSERT(mD3d11ConstantBuffer);
commandContext->GetD3D11DeviceContext1()->CopyResource(mD3d11ConstantBuffer.Get(),
mD3d11NonConstantBuffer.Get());
mConstantBufferIsUpdated = true;
}
ResultOrError<ComPtr<ID3D11ShaderResourceView>> Buffer::CreateD3D11ShaderResourceView(
uint64_t offset,
uint64_t size) const {
DAWN_ASSERT(IsAligned(offset, 4u));
DAWN_ASSERT(IsAligned(size, 4u));
UINT firstElement = static_cast<UINT>(offset / 4);
UINT numElements = static_cast<UINT>(size / 4);
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
desc.BufferEx.FirstElement = firstElement;
desc.BufferEx.NumElements = numElements;
desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
ComPtr<ID3D11ShaderResourceView> srv;
DAWN_TRY(
CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device()
->CreateShaderResourceView(mD3d11NonConstantBuffer.Get(), &desc, &srv),
"ShaderResourceView creation"));
return srv;
}
ResultOrError<ComPtr<ID3D11UnorderedAccessView1>> Buffer::CreateD3D11UnorderedAccessView1(
uint64_t offset,
uint64_t size) const {
DAWN_ASSERT(IsAligned(offset, 4u));
DAWN_ASSERT(IsAligned(size, 4u));
UINT firstElement = static_cast<UINT>(offset / 4);
UINT numElements = static_cast<UINT>(size / 4);
D3D11_UNORDERED_ACCESS_VIEW_DESC1 desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = firstElement;
desc.Buffer.NumElements = numElements;
desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
ComPtr<ID3D11UnorderedAccessView1> uav;
DAWN_TRY(
CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device5()
->CreateUnorderedAccessView1(mD3d11NonConstantBuffer.Get(), &desc, &uav),
"UnorderedAccessView creation"));
return uav;
}
MaybeError Buffer::Clear(CommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset,
uint64_t size) {
DAWN_ASSERT(!mMappedData);
if (size == 0) {
return {};
}
// Map the buffer if it is possible, so EnsureDataInitializedAsDestination() and ClearInternal()
// can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(this));
// For non-staging buffers, we can use UpdateSubresource to write the data.
DAWN_TRY(EnsureDataInitializedAsDestination(commandContext, offset, size));
return ClearInternal(commandContext, clearValue, offset, size);
}
MaybeError Buffer::ClearInternal(CommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset,
uint64_t size) {
if (size <= 0) {
DAWN_ASSERT(offset == 0);
size = GetAllocatedSize();
}
if (mMappedData) {
memset(mMappedData + offset, clearValue, size);
// The WebGPU uniform buffer is not mappable.
ASSERT(!mD3d11ConstantBuffer);
return {};
}
// TODO(dawn:1705): use a reusable zero staging buffer to clear the buffer to avoid this CPU to
// GPU copy.
std::vector<uint8_t> clearData(size, clearValue);
return WriteInternal(commandContext, offset, clearData.data(), size);
}
MaybeError Buffer::Write(CommandRecordingContext* commandContext,
uint64_t offset,
const void* data,
size_t size) {
DAWN_ASSERT(size != 0);
MarkUsedInPendingCommands();
// Map the buffer if it is possible, so EnsureDataInitializedAsDestination() and WriteInternal()
// can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(this));
// For non-staging buffers, we can use UpdateSubresource to write the data.
DAWN_TRY(EnsureDataInitializedAsDestination(commandContext, offset, size));
return WriteInternal(commandContext, offset, data, size);
}
MaybeError Buffer::WriteInternal(CommandRecordingContext* commandContext,
uint64_t offset,
const void* data,
size_t size) {
if (size == 0) {
return {};
}
// Map the buffer if it is possible, so WriteInternal() can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(this));
if (scopedMap.GetMappedData()) {
memcpy(scopedMap.GetMappedData() + offset, data, size);
// The WebGPU uniform buffer is not mappable.
ASSERT(!mD3d11ConstantBuffer);
return {};
}
// UpdateSubresource can only be used to update non-mappable buffers.
DAWN_ASSERT(!IsMappable(GetUsage()));
ID3D11DeviceContext1* d3d11DeviceContext1 = commandContext->GetD3D11DeviceContext1();
if (mD3d11NonConstantBuffer) {
D3D11_BOX box;
box.left = offset;
box.right = offset + size;
box.top = 0;
box.bottom = 1;
box.front = 0;
box.back = 1;
d3d11DeviceContext1->UpdateSubresource(mD3d11NonConstantBuffer.Get(), /*DstSubresource=*/0,
&box, data,
/*SrcRowPitch=*/0,
/*SrcDepthPitch*/ 0);
if (!mD3d11ConstantBuffer) {
return {};
}
// if mConstantBufferIsUpdated is false, the content of mD3d11ConstantBuffer will be
// updated by EnsureConstantBufferIsUpdated() when the constant buffer is about to be used.
if (!mConstantBufferIsUpdated) {
return {};
}
// Copy the modified part of the mD3d11NonConstantBuffer to mD3d11ConstantBuffer.
d3d11DeviceContext1->CopySubresourceRegion(
mD3d11ConstantBuffer.Get(), /*DstSubresource=*/0, /*DstX=*/offset,
/*DstY=*/0,
/*DstZ=*/0, mD3d11NonConstantBuffer.Get(), /*SrcSubresource=*/0, &box);
return {};
}
ASSERT(mD3d11ConstantBuffer);
// If the mD3d11NonConstantBuffer is null, we have to create a staging buffer for transfer the
// data to mD3d11ConstantBuffer, since UpdateSubresource() has many restrictions. For example,
// the size of the data has to be a multiple of 16, etc
BufferDescriptor descriptor;
descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc;
descriptor.size = Align(size, D3D11BufferSizeAlignment(descriptor.usage));
descriptor.mappedAtCreation = false;
descriptor.label = "DawnWriteStagingBuffer";
Ref<BufferBase> stagingBuffer;
DAWN_TRY_ASSIGN(stagingBuffer, GetDevice()->CreateBuffer(&descriptor));
DAWN_TRY(ToBackend(stagingBuffer)->WriteInternal(commandContext, 0, data, size));
return Buffer::CopyInternal(commandContext, ToBackend(stagingBuffer.Get()), /*sourceOffset=*/0,
/*size=*/size, this, offset);
}
// static
MaybeError Buffer::Copy(CommandRecordingContext* commandContext,
Buffer* source,
uint64_t sourceOffset,
size_t size,
Buffer* destination,
uint64_t destinationOffset) {
DAWN_ASSERT(size != 0);
DAWN_TRY(source->EnsureDataInitialized(commandContext));
DAWN_TRY(
destination->EnsureDataInitializedAsDestination(commandContext, destinationOffset, size));
return CopyInternal(commandContext, source, sourceOffset, size, destination, destinationOffset);
}
// static
MaybeError Buffer::CopyInternal(CommandRecordingContext* commandContext,
Buffer* source,
uint64_t sourceOffset,
size_t size,
Buffer* destination,
uint64_t destinationOffset) {
D3D11_BOX srcBox;
srcBox.left = sourceOffset;
srcBox.right = sourceOffset + size;
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
ID3D11Buffer* d3d11SourceBuffer = source->mD3d11NonConstantBuffer
? source->mD3d11NonConstantBuffer.Get()
: source->mD3d11ConstantBuffer.Get();
ASSERT(d3d11SourceBuffer);
if (destination->mD3d11NonConstantBuffer) {
commandContext->GetD3D11DeviceContext()->CopySubresourceRegion(
destination->mD3d11NonConstantBuffer.Get(), /*DstSubresource=*/0,
/*DstX=*/destinationOffset,
/*DstY=*/0,
/*DstZ=*/0, d3d11SourceBuffer, /*SrcSubresource=*/0, &srcBox);
}
// if mConstantBufferIsUpdated is false, the content of mD3d11ConstantBuffer will be
// updated by EnsureConstantBufferIsUpdated() when the constant buffer is about to be used.
if (!destination->mConstantBufferIsUpdated) {
return {};
}
if (destination->mD3d11ConstantBuffer) {
commandContext->GetD3D11DeviceContext()->CopySubresourceRegion(
destination->mD3d11ConstantBuffer.Get(), /*DstSubresource=*/0,
/*DstX=*/destinationOffset,
/*DstY=*/0,
/*DstZ=*/0, d3d11SourceBuffer, /*SrcSubresource=*/0, &srcBox);
}
return {};
}
ResultOrError<Buffer::ScopedMap> Buffer::ScopedMap::Create(Buffer* buffer) {
if (!IsMappable(buffer->GetUsage())) {
return ScopedMap(nullptr, /*needsUnmap=*/false);
}
if (buffer->mMappedData) {
return ScopedMap(buffer, /*needsUnmap=*/false);
}
DAWN_TRY(buffer->MapInternal());
return ScopedMap(buffer, /*needsUnmap=*/true);
}
Buffer::ScopedMap::ScopedMap() = default;
Buffer::ScopedMap::ScopedMap(Buffer* buffer, bool needsUnmap)
: mBuffer(buffer), mNeedsUnmap(needsUnmap) {}
Buffer::ScopedMap::~ScopedMap() {
Reset();
}
Buffer::ScopedMap::ScopedMap(Buffer::ScopedMap&& other) {
this->operator=(std::move(other));
}
Buffer::ScopedMap& Buffer::ScopedMap::operator=(Buffer::ScopedMap&& other) {
Reset();
mBuffer = other.mBuffer;
mNeedsUnmap = other.mNeedsUnmap;
other.mBuffer = nullptr;
other.mNeedsUnmap = false;
return *this;
}
void Buffer::ScopedMap::Reset() {
if (mNeedsUnmap) {
mBuffer->UnmapInternal();
}
mBuffer = nullptr;
mNeedsUnmap = false;
}
uint8_t* Buffer::ScopedMap::GetMappedData() const {
return mBuffer ? mBuffer->mMappedData : nullptr;
}
} // namespace dawn::native::d3d11