1 // Copyright 2018 The Dawn Authors 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #include "dawn_native/d3d12/NativeSwapChainImplD3D12.h" 16 17 #include "common/Assert.h" 18 #include "dawn_native/d3d12/DeviceD3D12.h" 19 #include "dawn_native/d3d12/TextureD3D12.h" 20 21 namespace dawn_native { namespace d3d12 { 22 23 namespace { D3D12SwapChainBufferUsage(WGPUTextureUsage allowedUsages)24 DXGI_USAGE D3D12SwapChainBufferUsage(WGPUTextureUsage allowedUsages) { 25 DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE; 26 if (allowedUsages & WGPUTextureUsage_TextureBinding) { 27 usage |= DXGI_USAGE_SHADER_INPUT; 28 } 29 if (allowedUsages & WGPUTextureUsage_StorageBinding) { 30 usage |= DXGI_USAGE_UNORDERED_ACCESS; 31 } 32 if (allowedUsages & WGPUTextureUsage_RenderAttachment) { 33 usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT; 34 } 35 return usage; 36 } 37 38 static constexpr unsigned int kFrameCount = 3; 39 } // anonymous namespace 40 NativeSwapChainImpl(Device * device,HWND window)41 NativeSwapChainImpl::NativeSwapChainImpl(Device* device, HWND window) 42 : mWindow(window), mDevice(device), mInterval(1) { 43 } 44 ~NativeSwapChainImpl()45 NativeSwapChainImpl::~NativeSwapChainImpl() { 46 } 47 Init(DawnWSIContextD3D12 *)48 void NativeSwapChainImpl::Init(DawnWSIContextD3D12* /*context*/) { 49 } 50 Configure(WGPUTextureFormat format,WGPUTextureUsage usage,uint32_t width,uint32_t height)51 DawnSwapChainError NativeSwapChainImpl::Configure(WGPUTextureFormat format, 52 WGPUTextureUsage usage, 53 uint32_t width, 54 uint32_t height) { 55 ASSERT(width > 0); 56 ASSERT(height > 0); 57 ASSERT(format == static_cast<WGPUTextureFormat>(GetPreferredFormat())); 58 59 ComPtr<IDXGIFactory4> factory = mDevice->GetFactory(); 60 ComPtr<ID3D12CommandQueue> queue = mDevice->GetCommandQueue(); 61 62 mInterval = mDevice->IsToggleEnabled(Toggle::TurnOffVsync) == true ? 0 : 1; 63 64 // Create the D3D12 swapchain, assuming only two buffers for now 65 DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; 66 swapChainDesc.Width = width; 67 swapChainDesc.Height = height; 68 swapChainDesc.Format = D3D12TextureFormat(GetPreferredFormat()); 69 swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(usage); 70 swapChainDesc.BufferCount = kFrameCount; 71 swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; 72 swapChainDesc.SampleDesc.Count = 1; 73 swapChainDesc.SampleDesc.Quality = 0; 74 75 ComPtr<IDXGISwapChain1> swapChain1; 76 ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(queue.Get(), mWindow, &swapChainDesc, 77 nullptr, nullptr, &swapChain1)); 78 79 ASSERT_SUCCESS(swapChain1.As(&mSwapChain)); 80 81 // Gather the resources that will be used to present to the swapchain 82 mBuffers.resize(kFrameCount); 83 for (uint32_t i = 0; i < kFrameCount; ++i) { 84 ASSERT_SUCCESS(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i]))); 85 } 86 87 // Set the initial serial of buffers to 0 so that we don't wait on them when they are first 88 // used 89 mBufferSerials.resize(kFrameCount, ExecutionSerial(0)); 90 91 return DAWN_SWAP_CHAIN_NO_ERROR; 92 } 93 GetNextTexture(DawnSwapChainNextTexture * nextTexture)94 DawnSwapChainError NativeSwapChainImpl::GetNextTexture(DawnSwapChainNextTexture* nextTexture) { 95 mCurrentBuffer = mSwapChain->GetCurrentBackBufferIndex(); 96 nextTexture->texture.ptr = mBuffers[mCurrentBuffer].Get(); 97 98 // TODO(crbug.com/dawn/269) Currently we force the CPU to wait for the GPU to be finished 99 // with the buffer. Ideally the synchronization should be all done on the GPU. 100 ASSERT(mDevice->WaitForSerial(mBufferSerials[mCurrentBuffer]).IsSuccess()); 101 102 return DAWN_SWAP_CHAIN_NO_ERROR; 103 } 104 Present()105 DawnSwapChainError NativeSwapChainImpl::Present() { 106 // This assumes the texture has already been transition to the PRESENT state. 107 108 ASSERT_SUCCESS(mSwapChain->Present(mInterval, 0)); 109 // TODO(crbug.com/dawn/833): Make the serial ticking implicit. 110 ASSERT(mDevice->NextSerial().IsSuccess()); 111 112 mBufferSerials[mCurrentBuffer] = mDevice->GetPendingCommandSerial(); 113 return DAWN_SWAP_CHAIN_NO_ERROR; 114 } 115 GetPreferredFormat() const116 wgpu::TextureFormat NativeSwapChainImpl::GetPreferredFormat() const { 117 return wgpu::TextureFormat::RGBA8Unorm; 118 } 119 120 }} // namespace dawn_native::d3d12 121