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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
#define DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_

#include "dawn_native/Error.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"

#include <set>

namespace dawn_native { namespace d3d12 {
    class CommandAllocatorManager;
    class Texture;

    class CommandRecordingContext {
      public:
        void AddToSharedTextureList(Texture* texture);
        MaybeError Open(ID3D12Device* d3d12Device,
                        CommandAllocatorManager* commandAllocationManager);

        ID3D12GraphicsCommandList* GetCommandList() const;
        ID3D12GraphicsCommandList4* GetCommandList4() const;
        void Release();
        bool IsOpen() const;

        MaybeError ExecuteCommandList(Device* device);

        void TrackHeapUsage(Heap* heap, Serial serial);

      private:
        ComPtr<ID3D12GraphicsCommandList> mD3d12CommandList;
        ComPtr<ID3D12GraphicsCommandList4> mD3d12CommandList4;
        bool mIsOpen = false;
        std::set<Texture*> mSharedTextures;
        std::vector<Heap*> mHeapsPendingUsage;
    };
}}  // namespace dawn_native::d3d12

#endif  // DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_