| // Copyright 2023 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/d3d11/QueueD3D11.h" | |
| #include "dawn/native/d3d11/BufferD3D11.h" | |
| #include "dawn/native/d3d11/CommandBufferD3D11.h" | |
| #include "dawn/native/d3d11/DeviceD3D11.h" | |
| #include "dawn/native/d3d11/TextureD3D11.h" | |
| #include "dawn/platform/DawnPlatform.h" | |
| #include "dawn/platform/tracing/TraceEvent.h" | |
| namespace dawn::native::d3d11 { | |
| Ref<Queue> Queue::Create(Device* device, const QueueDescriptor* descriptor) { | |
| return AcquireRef(new Queue(device, descriptor)); | |
| } | |
| MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { | |
| Device* device = ToBackend(GetDevice()); | |
| // CommandBuffer::Execute() will modify the state of the global immediate device context, it may | |
| // affect following usage of it. | |
| // TODO(dawn:1770): figure how if we need to track and restore the state of the immediate device | |
| // context. | |
| TRACE_EVENT_BEGIN0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute"); | |
| { | |
| auto commandContext = | |
| device->GetScopedSwapStatePendingCommandContext(Device::SubmitMode::Normal); | |
| for (uint32_t i = 0; i < commandCount; ++i) { | |
| DAWN_TRY(ToBackend(commands[i])->Execute(&commandContext)); | |
| } | |
| DAWN_TRY(device->ExecutePendingCommandContext()); | |
| } | |
| TRACE_EVENT_END0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute"); | |
| DAWN_TRY(device->NextSerial()); | |
| return {}; | |
| } | |
| MaybeError Queue::WriteBufferImpl(BufferBase* buffer, | |
| uint64_t bufferOffset, | |
| const void* data, | |
| size_t size) { | |
| if (size == 0) { | |
| // skip the empty write | |
| return {}; | |
| } | |
| Device* device = ToBackend(GetDevice()); | |
| auto commandContext = device->GetScopedPendingCommandContext(Device::SubmitMode::Normal); | |
| return ToBackend(buffer)->Write(&commandContext, bufferOffset, data, size); | |
| } | |
| MaybeError Queue::WriteTextureImpl(const ImageCopyTexture& destination, | |
| const void* data, | |
| const TextureDataLayout& dataLayout, | |
| const Extent3D& writeSizePixel) { | |
| if (writeSizePixel.width == 0 || writeSizePixel.height == 0 || | |
| writeSizePixel.depthOrArrayLayers == 0) { | |
| return {}; | |
| } | |
| Device* device = ToBackend(GetDevice()); | |
| auto commandContext = device->GetScopedPendingCommandContext(Device::SubmitMode::Normal); | |
| TextureCopy textureCopy; | |
| textureCopy.texture = destination.texture; | |
| textureCopy.mipLevel = destination.mipLevel; | |
| textureCopy.origin = destination.origin; | |
| textureCopy.aspect = SelectFormatAspects(destination.texture->GetFormat(), destination.aspect); | |
| SubresourceRange subresources = GetSubresourcesAffectedByCopy(textureCopy, writeSizePixel); | |
| Texture* texture = ToBackend(destination.texture); | |
| return texture->Write(&commandContext, subresources, destination.origin, writeSizePixel, | |
| static_cast<const uint8_t*>(data) + dataLayout.offset, | |
| dataLayout.bytesPerRow, dataLayout.rowsPerImage); | |
| } | |
| 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(); | |
| } | |
| } // namespace dawn::native::d3d11 |