blob: fae81cddd50bea022f02983edc87e02b2695a459 [file] [edit]
// 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