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// 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.
#ifndef SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_
#define SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_
#include "absl/container/flat_hash_set.h"
#include "dawn/common/MutexProtected.h"
#include "dawn/common/NonCopyable.h"
#include "dawn/common/Ref.h"
#include "dawn/native/Error.h"
#include "dawn/native/d3d/KeyedMutex.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class CommandAllocatorManager;
class Buffer;
class Device;
class CommandRecordingContext;
template <typename Ctx, typename Traits>
class CommandRecordingContextGuard;
// CommandRecordingContext::Guard is an implementation of Guard that uses two locks.
// It uses its own lock to synchronize access within Dawn.
// It also acquires a D3D11 lock if multithread protected mode is enabled.
// When enabled, it synchronizes access to the D3D11 context external to Dawn.
template <typename Ctx, typename Traits>
class CommandRecordingContextGuard : public ::dawn::detail::Guard<Ctx, Traits> {
public:
using Base = ::dawn::detail::Guard<Ctx, Traits>;
CommandRecordingContextGuard(CommandRecordingContextGuard&& rhs) = default;
CommandRecordingContextGuard(Ctx* ctx, typename Traits::MutexType& mutex) : Base(ctx, mutex) {
if (this->Get() && this->Get()->mD3D11Multithread) {
this->Get()->mD3D11Multithread->Enter();
}
}
~CommandRecordingContextGuard() {
if (this->Get() && this->Get()->mD3D11Multithread) {
this->Get()->mD3D11Multithread->Leave();
}
}
CommandRecordingContextGuard(const CommandRecordingContextGuard& other) = delete;
CommandRecordingContextGuard& operator=(const CommandRecordingContextGuard& other) = delete;
CommandRecordingContextGuard& operator=(CommandRecordingContextGuard&& other) = delete;
};
class CommandRecordingContext {
public:
using Guard =
CommandRecordingContextGuard<CommandRecordingContext,
::dawn::detail::MutexProtectedTraits<CommandRecordingContext>>;
MaybeError Initialize(Device* device);
void Destroy();
static ResultOrError<Ref<BufferBase>> CreateInternalUniformBuffer(DeviceBase* device);
void SetInternalUniformBuffer(Ref<BufferBase> uniformBuffer);
void ReleaseKeyedMutexes();
bool AcquireNeedsFence();
private:
template <typename Ctx, typename Traits>
friend class CommandRecordingContextGuard;
friend class ScopedCommandRecordingContext;
friend class ScopedSwapStateCommandRecordingContext;
bool mIsOpen = false;
ComPtr<ID3D11Device> mD3D11Device;
ComPtr<ID3DDeviceContextState> mD3D11DeviceContextState;
ComPtr<ID3D11DeviceContext4> mD3D11DeviceContext4;
ComPtr<ID3D11Multithread> mD3D11Multithread;
ComPtr<ID3DUserDefinedAnnotation> mD3DUserDefinedAnnotation;
// The maximum number of builtin elements is 4 (vec4). It must be multiple of 4.
static constexpr size_t kMaxNumBuiltinElements = 4;
// The uniform buffer for built-in variables.
Ref<Buffer> mUniformBuffer;
std::array<uint32_t, kMaxNumBuiltinElements> mUniformBufferData;
bool mUniformBufferDirty = true;
absl::flat_hash_set<Ref<d3d::KeyedMutex>> mAcquiredKeyedMutexes;
bool mNeedsFence = false;
Ref<Device> mDevice;
};
// For using ID3D11DeviceContext methods which don't change device context state.
class ScopedCommandRecordingContext : public CommandRecordingContext::Guard {
public:
explicit ScopedCommandRecordingContext(CommandRecordingContext::Guard&& guard);
Device* GetDevice() const;
// Wrapper method which don't depend on context state.
void UpdateSubresource1(ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags) const;
void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) const;
void CopySubresourceRegion(ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) const;
void ClearRenderTargetView(ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) const;
void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) const;
HRESULT Map(ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) const;
void Unmap(ID3D11Resource* pResource, UINT Subresource) const;
HRESULT Signal(ID3D11Fence* pFence, UINT64 Value) const;
HRESULT Wait(ID3D11Fence* pFence, UINT64 Value) const;
void Flush1(D3D11_CONTEXT_TYPE ContextType, HANDLE hEvent) const;
// Write the built-in variable value to the uniform buffer.
void WriteUniformBuffer(uint32_t offset, uint32_t element) const;
MaybeError FlushUniformBuffer() const;
MaybeError AcquireKeyedMutex(Ref<d3d::KeyedMutex> keyedMutex) const;
void SetNeedsFence() const;
};
// For using ID3D11DeviceContext directly. It swaps and resets ID3DDeviceContextState of
// ID3D11DeviceContext for a scope. It is needed for sharing ID3D11Device between dawn and ANGLE.
class ScopedSwapStateCommandRecordingContext : public ScopedCommandRecordingContext {
public:
explicit ScopedSwapStateCommandRecordingContext(CommandRecordingContext::Guard&& guard);
~ScopedSwapStateCommandRecordingContext();
ID3D11Device* GetD3D11Device() const;
ID3D11DeviceContext4* GetD3D11DeviceContext4() const;
ID3DUserDefinedAnnotation* GetD3DUserDefinedAnnotation() const;
Buffer* GetUniformBuffer() const;
private:
const bool mSwapContextState;
ComPtr<ID3DDeviceContextState> mPreviousState;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_COMMANDRECORDINGCONTEXT_D3D11_H_