compute-runtime/shared/source/direct_submission/windows/wddm_direct_submission.h

42 lines
1.2 KiB
C++

/*
* Copyright (C) 2020-2022 Intel Corporation
*
* SPDX-License-Identifier: MIT
*
*/
#pragma once
#include "shared/source/direct_submission/direct_submission_hw.h"
#include "shared/source/os_interface/windows/windows_defs.h"
struct COMMAND_BUFFER_HEADER_REC;
typedef struct COMMAND_BUFFER_HEADER_REC COMMAND_BUFFER_HEADER;
namespace NEO {
class OsContextWin;
class Wddm;
template <typename GfxFamily, typename Dispatcher>
class WddmDirectSubmission : public DirectSubmissionHw<GfxFamily, Dispatcher> {
public:
WddmDirectSubmission(Device &device, OsContext &osContext, const GraphicsAllocation *globalFenceAllocation);
~WddmDirectSubmission();
protected:
bool allocateOsResources() override;
bool submit(uint64_t gpuAddress, size_t size) override;
bool handleResidency() override;
void handleCompletionRingBuffer(uint64_t completionValue, MonitoredFence &fence);
void handleSwitchRingBuffers() override;
uint64_t updateTagValue() override;
void getTagAddressValue(TagData &tagData) override;
OsContextWin *osContextWin;
Wddm *wddm;
MonitoredFence ringFence;
std::unique_ptr<COMMAND_BUFFER_HEADER> commandBufferHeader;
};
} // namespace NEO