| // 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. |
| |
| #include "dawn/native/d3d12/QueueD3D12.h" |
| |
| #include "dawn/common/Math.h" |
| #include "dawn/native/CommandValidation.h" |
| #include "dawn/native/Commands.h" |
| #include "dawn/native/DynamicUploader.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/CommandBufferD3D12.h" |
| #include "dawn/native/d3d12/DeviceD3D12.h" |
| #include "dawn/native/d3d12/UtilsD3D12.h" |
| #include "dawn/platform/DawnPlatform.h" |
| #include "dawn/platform/tracing/TraceEvent.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| // static |
| Ref<Queue> Queue::Create(Device* device, const QueueDescriptor* descriptor) { |
| Ref<Queue> queue = AcquireRef(new Queue(device, descriptor)); |
| queue->Initialize(); |
| return queue; |
| } |
| |
| Queue::Queue(Device* device, const QueueDescriptor* descriptor) : QueueBase(device, descriptor) {} |
| |
| void Queue::Initialize() { |
| SetLabelImpl(); |
| } |
| |
| MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { |
| Device* device = ToBackend(GetDevice()); |
| |
| CommandRecordingContext* commandContext; |
| DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext()); |
| |
| TRACE_EVENT_BEGIN1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", |
| "serial", uint64_t(GetDevice()->GetPendingCommandSerial())); |
| for (uint32_t i = 0; i < commandCount; ++i) { |
| DAWN_TRY(ToBackend(commands[i])->RecordCommands(commandContext)); |
| } |
| TRACE_EVENT_END1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", |
| "serial", uint64_t(GetDevice()->GetPendingCommandSerial())); |
| |
| DAWN_TRY(device->ExecutePendingCommandContext()); |
| |
| DAWN_TRY(device->NextSerial()); |
| |
| return {}; |
| } |
| |
| bool Queue::HasPendingCommands() const { |
| return ToBackend(GetDevice())->HasPendingCommands(); |
| } |
| |
| ResultOrError<ExecutionSerial> Queue::CheckAndUpdateCompletedSerials() { |
| return ToBackend(GetDevice())->CheckAndUpdateCompletedSerials(); |
| } |
| |
| void Queue::ForceEventualFlushOfCommands() { |
| return ToBackend(GetDevice())->ForceEventualFlushOfCommands(); |
| } |
| |
| MaybeError Queue::WaitForIdleForDestruction() { |
| return ToBackend(GetDevice())->WaitForIdleForDestruction(); |
| } |
| |
| void Queue::SetLabelImpl() { |
| Device* device = ToBackend(GetDevice()); |
| // TODO(crbug.com/dawn/1344): When we start using multiple queues this needs to be adjusted |
| // so it doesn't always change the default queue's label. |
| SetDebugName(device, device->GetCommandQueue().Get(), "Dawn_Queue", GetLabel()); |
| } |
| |
| } // namespace dawn::native::d3d12 |