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1 // Copyright 2017 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 #ifndef DAWNNATIVE_D3D12_TEXTURED3D12_H_
16 #define DAWNNATIVE_D3D12_TEXTURED3D12_H_
17 
18 #include "dawn_native/Texture.h"
19 
20 #include "dawn_native/DawnNative.h"
21 #include "dawn_native/IntegerTypes.h"
22 #include "dawn_native/PassResourceUsage.h"
23 #include "dawn_native/d3d12/IntegerTypes.h"
24 #include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
25 #include "dawn_native/d3d12/d3d12_platform.h"
26 
27 namespace dawn_native { namespace d3d12 {
28 
29     class CommandRecordingContext;
30     class Device;
31     class D3D11on12ResourceCacheEntry;
32 
33     DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format);
34     MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
35                                                 const TextureDescriptor* descriptor);
36     MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor);
37     MaybeError ValidateD3D12VideoTextureCanBeShared(Device* device, DXGI_FORMAT textureFormat);
38 
39     class Texture final : public TextureBase {
40       public:
41         static ResultOrError<Ref<Texture>> Create(Device* device,
42                                                   const TextureDescriptor* descriptor);
43         static ResultOrError<Ref<Texture>> CreateExternalImage(
44             Device* device,
45             const TextureDescriptor* descriptor,
46             ComPtr<ID3D12Resource> d3d12Texture,
47             Ref<D3D11on12ResourceCacheEntry> d3d11on12Resource,
48             ExternalMutexSerial acquireMutexKey,
49             ExternalMutexSerial releaseMutexKey,
50             bool isSwapChainTexture,
51             bool isInitialized);
52         static ResultOrError<Ref<Texture>> Create(Device* device,
53                                                   const TextureDescriptor* descriptor,
54                                                   ComPtr<ID3D12Resource> d3d12Texture);
55 
56         DXGI_FORMAT GetD3D12Format() const;
57         ID3D12Resource* GetD3D12Resource() const;
58         DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const;
59 
60         D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
61                                                        uint32_t baseSlice,
62                                                        uint32_t sliceCount) const;
63         D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
64                                                        uint32_t baseArrayLayer,
65                                                        uint32_t layerCount,
66                                                        Aspect aspects,
67                                                        bool depthReadOnly,
68                                                        bool stencilReadOnly) const;
69         void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
70                                                  const SubresourceRange& range);
71 
72         void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext,
73                                                     std::vector<D3D12_RESOURCE_BARRIER>* barrier,
74                                                     const TextureSubresourceUsage& textureUsages);
75         void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
76                                                   std::vector<D3D12_RESOURCE_BARRIER>* barrier,
77                                                   wgpu::TextureUsage usage,
78                                                   const SubresourceRange& range);
79         void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
80                                         wgpu::TextureUsage usage,
81                                         const SubresourceRange& range);
82         void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
83                                         D3D12_RESOURCE_STATES newState,
84                                         const SubresourceRange& range);
85         void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
86                                            wgpu::TextureUsage usage);
87         void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
88                                            D3D12_RESOURCE_STATES newState);
89 
90       private:
91         Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
92         ~Texture() override;
93         using TextureBase::TextureBase;
94 
95         MaybeError InitializeAsInternalTexture();
96         MaybeError InitializeAsExternalTexture(const TextureDescriptor* descriptor,
97                                                ComPtr<ID3D12Resource> d3d12Texture,
98                                                Ref<D3D11on12ResourceCacheEntry> d3d11on12Resource,
99                                                ExternalMutexSerial acquireMutexKey,
100                                                ExternalMutexSerial releaseMutexKey,
101                                                bool isSwapChainTexture);
102         MaybeError InitializeAsSwapChainTexture(ComPtr<ID3D12Resource> d3d12Texture);
103 
104         void SetLabelHelper(const char* prefix);
105 
106         // Dawn API
107         void SetLabelImpl() override;
108         void DestroyImpl() override;
109 
110         MaybeError ClearTexture(CommandRecordingContext* commandContext,
111                                 const SubresourceRange& range,
112                                 TextureBase::ClearValue clearValue);
113 
114         // Barriers implementation details.
115         struct StateAndDecay {
116             D3D12_RESOURCE_STATES lastState;
117             ExecutionSerial lastDecaySerial;
118             bool isValidToDecay;
119 
120             bool operator==(const StateAndDecay& other) const;
121         };
122         void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
123                                                   std::vector<D3D12_RESOURCE_BARRIER>* barrier,
124                                                   D3D12_RESOURCE_STATES newState,
125                                                   const SubresourceRange& range);
126         void TransitionSubresourceRange(std::vector<D3D12_RESOURCE_BARRIER>* barriers,
127                                         const SubresourceRange& range,
128                                         StateAndDecay* state,
129                                         D3D12_RESOURCE_STATES subresourceNewState,
130                                         ExecutionSerial pendingCommandSerial) const;
131         void HandleTransitionSpecialCases(CommandRecordingContext* commandContext);
132 
133         SubresourceStorage<StateAndDecay> mSubresourceStateAndDecay;
134 
135         ResourceHeapAllocation mResourceAllocation;
136         bool mSwapChainTexture = false;
137         D3D12_RESOURCE_FLAGS mD3D12ResourceFlags;
138 
139         ExternalMutexSerial mAcquireMutexKey = ExternalMutexSerial(0);
140         ExternalMutexSerial mReleaseMutexKey = ExternalMutexSerial(0);
141         Ref<D3D11on12ResourceCacheEntry> mD3D11on12Resource;
142     };
143 
144     class TextureView final : public TextureViewBase {
145       public:
146         static Ref<TextureView> Create(TextureBase* texture,
147                                        const TextureViewDescriptor* descriptor);
148 
149         DXGI_FORMAT GetD3D12Format() const;
150 
151         const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
152         D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
153         D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(bool depthReadOnly,
154                                                        bool stencilReadOnly) const;
155         D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
156 
157       private:
158         TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
159 
160         D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
161     };
162 }}  // namespace dawn_native::d3d12
163 
164 #endif  // DAWNNATIVE_D3D12_TEXTURED3D12_H_
165