D3D12: Move resource allocators from device into manager.
Encapsulates resource allocation using a manager class.
BUG=dawn:27
Change-Id: I7a496261dcede647d32e44d96ed27237bf418fb2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11742
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
diff --git a/BUILD.gn b/BUILD.gn
index ca4f82a..91d8108 100644
--- a/BUILD.gn
+++ b/BUILD.gn
@@ -274,6 +274,8 @@
"src/dawn_native/d3d12/RenderPipelineD3D12.h",
"src/dawn_native/d3d12/ResourceAllocator.cpp",
"src/dawn_native/d3d12/ResourceAllocator.h",
+ "src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.cpp",
+ "src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.h",
"src/dawn_native/d3d12/ResourceHeapD3D12.cpp",
"src/dawn_native/d3d12/ResourceHeapD3D12.h",
"src/dawn_native/d3d12/SamplerD3D12.cpp",
diff --git a/src/dawn_native/d3d12/DeviceD3D12.cpp b/src/dawn_native/d3d12/DeviceD3D12.cpp
index 4c6eb3b..c45f8fe 100644
--- a/src/dawn_native/d3d12/DeviceD3D12.cpp
+++ b/src/dawn_native/d3d12/DeviceD3D12.cpp
@@ -31,6 +31,7 @@
#include "dawn_native/d3d12/QueueD3D12.h"
#include "dawn_native/d3d12/RenderPipelineD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
+#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
#include "dawn_native/d3d12/ResourceHeapD3D12.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/ShaderModuleD3D12.h"
@@ -68,6 +69,7 @@
mDescriptorHeapAllocator = std::make_unique<DescriptorHeapAllocator>(this);
mMapRequestTracker = std::make_unique<MapRequestTracker>(this);
mResourceAllocator = std::make_unique<ResourceAllocator>(this);
+ mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(this);
NextSerial();
@@ -334,29 +336,8 @@
return {};
}
- size_t Device::GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const {
- ASSERT(heapType > 0);
- ASSERT(static_cast<uint32_t>(heapType) <= kNumHeapTypes);
- return heapType - 1;
- }
-
void Device::DeallocateMemory(ResourceMemoryAllocation& allocation) {
- if (allocation.GetAllocationMethod() == AllocationMethod::kInvalid) {
- return;
- }
- CommittedResourceAllocator* allocator = nullptr;
- D3D12_HEAP_PROPERTIES heapProp;
- ToBackend(allocation.GetResourceHeap())
- ->GetD3D12Resource()
- ->GetHeapProperties(&heapProp, nullptr);
- const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapProp.Type);
- ASSERT(heapTypeIndex < kNumHeapTypes);
- allocator = mDirectResourceAllocators[heapTypeIndex].get();
- allocator->Deallocate(allocation);
-
- // Invalidate the underlying resource heap in case the client accidentally
- // calls DeallocateMemory again using the same allocation.
- allocation.Invalidate();
+ mResourceAllocatorManager->DeallocateMemory(allocation);
}
ResultOrError<ResourceMemoryAllocation> Device::AllocateMemory(
@@ -364,22 +345,8 @@
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage,
D3D12_HEAP_FLAGS heapFlags) {
- const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapType);
- ASSERT(heapTypeIndex < kNumHeapTypes);
-
- // Get the direct allocator using a tightly sized heap (aka CreateCommittedResource).
- CommittedResourceAllocator* allocator = mDirectResourceAllocators[heapTypeIndex].get();
- if (allocator == nullptr) {
- mDirectResourceAllocators[heapTypeIndex] =
- std::make_unique<CommittedResourceAllocator>(this, heapType);
- allocator = mDirectResourceAllocators[heapTypeIndex].get();
- }
-
- ResourceMemoryAllocation allocation;
- DAWN_TRY_ASSIGN(allocation,
- allocator->Allocate(resourceDescriptor, initialUsage, heapFlags));
-
- return allocation;
+ return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor, initialUsage,
+ heapFlags);
}
TextureBase* Device::WrapSharedHandle(const TextureDescriptor* descriptor,
diff --git a/src/dawn_native/d3d12/DeviceD3D12.h b/src/dawn_native/d3d12/DeviceD3D12.h
index a856d10..a250fad 100644
--- a/src/dawn_native/d3d12/DeviceD3D12.h
+++ b/src/dawn_native/d3d12/DeviceD3D12.h
@@ -19,7 +19,7 @@
#include "common/SerialQueue.h"
#include "dawn_native/Device.h"
-#include "dawn_native/d3d12/CommittedResourceAllocatorD3D12.h"
+#include "dawn_native/ResourceMemoryAllocation.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"
@@ -32,6 +32,7 @@
class MapRequestTracker;
class PlatformFunctions;
class ResourceAllocator;
+ class ResourceAllocatorManager;
#define ASSERT_SUCCESS(hr) \
{ \
@@ -119,8 +120,6 @@
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
- size_t GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const;
-
Serial mCompletedSerial = 0;
Serial mLastSubmittedSerial = 0;
ComPtr<ID3D12Fence> mFence;
@@ -144,20 +143,7 @@
std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
std::unique_ptr<MapRequestTracker> mMapRequestTracker;
std::unique_ptr<ResourceAllocator> mResourceAllocator;
-
- static constexpr uint32_t kNumHeapTypes = 4u; // Number of D3D12_HEAP_TYPE
-
- static_assert(D3D12_HEAP_TYPE_READBACK <= kNumHeapTypes,
- "Readback heap type enum exceeds max heap types");
- static_assert(D3D12_HEAP_TYPE_UPLOAD <= kNumHeapTypes,
- "Upload heap type enum exceeds max heap types");
- static_assert(D3D12_HEAP_TYPE_DEFAULT <= kNumHeapTypes,
- "Default heap type enum exceeds max heap types");
- static_assert(D3D12_HEAP_TYPE_CUSTOM <= kNumHeapTypes,
- "Custom heap type enum exceeds max heap types");
-
- std::array<std::unique_ptr<CommittedResourceAllocator>, kNumHeapTypes>
- mDirectResourceAllocators;
+ std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
dawn_native::PCIInfo mPCIInfo;
};
diff --git a/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.cpp b/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.cpp
new file mode 100644
index 0000000..e497388
--- /dev/null
+++ b/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.cpp
@@ -0,0 +1,71 @@
+// 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.
+
+#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
+#include "dawn_native/d3d12/Forward.h"
+#include "dawn_native/d3d12/ResourceHeapD3D12.h"
+
+namespace dawn_native { namespace d3d12 {
+
+ ResourceAllocatorManager::ResourceAllocatorManager(Device* device) : mDevice(device) {
+ }
+
+ ResultOrError<ResourceMemoryAllocation> ResourceAllocatorManager::AllocateMemory(
+ D3D12_HEAP_TYPE heapType,
+ const D3D12_RESOURCE_DESC& resourceDescriptor,
+ D3D12_RESOURCE_STATES initialUsage,
+ D3D12_HEAP_FLAGS heapFlags) {
+ const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapType);
+ ASSERT(heapTypeIndex < kNumHeapTypes);
+
+ // Get the direct allocator using a tightly sized heap (aka CreateCommittedResource).
+ CommittedResourceAllocator* allocator = mDirectResourceAllocators[heapTypeIndex].get();
+ if (allocator == nullptr) {
+ mDirectResourceAllocators[heapTypeIndex] =
+ std::make_unique<CommittedResourceAllocator>(mDevice, heapType);
+ allocator = mDirectResourceAllocators[heapTypeIndex].get();
+ }
+
+ ResourceMemoryAllocation allocation;
+ DAWN_TRY_ASSIGN(allocation,
+ allocator->Allocate(resourceDescriptor, initialUsage, heapFlags));
+
+ return allocation;
+ }
+
+ size_t ResourceAllocatorManager::GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const {
+ ASSERT(heapType > 0);
+ ASSERT(static_cast<uint32_t>(heapType) <= kNumHeapTypes);
+ return heapType - 1;
+ }
+
+ void ResourceAllocatorManager::DeallocateMemory(ResourceMemoryAllocation& allocation) {
+ if (allocation.GetAllocationMethod() == AllocationMethod::kInvalid) {
+ return;
+ }
+ CommittedResourceAllocator* allocator = nullptr;
+ D3D12_HEAP_PROPERTIES heapProp;
+ ToBackend(allocation.GetResourceHeap())
+ ->GetD3D12Resource()
+ ->GetHeapProperties(&heapProp, nullptr);
+ const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapProp.Type);
+ ASSERT(heapTypeIndex < kNumHeapTypes);
+ allocator = mDirectResourceAllocators[heapTypeIndex].get();
+ allocator->Deallocate(allocation);
+
+ // Invalidate the underlying resource heap in case the client accidentally
+ // calls DeallocateMemory again using the same allocation.
+ allocation.Invalidate();
+ }
+}} // namespace dawn_native::d3d12
diff --git a/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.h b/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.h
new file mode 100644
index 0000000..7de6c58
--- /dev/null
+++ b/src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.h
@@ -0,0 +1,62 @@
+// 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_RESOURCEALLOCATORMANAGERD3D12_H_
+#define DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
+
+#include "dawn_native/d3d12/CommittedResourceAllocatorD3D12.h"
+
+#include <array>
+
+namespace dawn_native { namespace d3d12 {
+
+ class Device;
+
+ // Manages a list of resource allocators used by the device to create resources using multiple
+ // allocation methods.
+ class ResourceAllocatorManager {
+ public:
+ ResourceAllocatorManager(Device* device);
+
+ ResultOrError<ResourceMemoryAllocation> AllocateMemory(
+ D3D12_HEAP_TYPE heapType,
+ const D3D12_RESOURCE_DESC& resourceDescriptor,
+ D3D12_RESOURCE_STATES initialUsage,
+ D3D12_HEAP_FLAGS heapFlags);
+
+ void DeallocateMemory(ResourceMemoryAllocation& allocation);
+
+ private:
+ size_t GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const;
+
+ Device* mDevice;
+
+ static constexpr uint32_t kNumHeapTypes = 4u; // Number of D3D12_HEAP_TYPE
+
+ static_assert(D3D12_HEAP_TYPE_READBACK <= kNumHeapTypes,
+ "Readback heap type enum exceeds max heap types");
+ static_assert(D3D12_HEAP_TYPE_UPLOAD <= kNumHeapTypes,
+ "Upload heap type enum exceeds max heap types");
+ static_assert(D3D12_HEAP_TYPE_DEFAULT <= kNumHeapTypes,
+ "Default heap type enum exceeds max heap types");
+ static_assert(D3D12_HEAP_TYPE_CUSTOM <= kNumHeapTypes,
+ "Custom heap type enum exceeds max heap types");
+
+ std::array<std::unique_ptr<CommittedResourceAllocator>, kNumHeapTypes>
+ mDirectResourceAllocators;
+ };
+
+}} // namespace dawn_native::d3d12
+
+#endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
\ No newline at end of file