| // Copyright 2019 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include "src/dawn/native/d3d12/HeapAllocatorD3D12.h" | |
| #include <utility> | |
| #include "src/dawn/native/Queue.h" | |
| #include "src/dawn/native/d3d/D3DError.h" | |
| #include "src/dawn/native/d3d12/DeviceD3D12.h" | |
| #include "src/dawn/native/d3d12/HeapD3D12.h" | |
| #include "src/dawn/native/d3d12/ResidencyManagerD3D12.h" | |
| #include "src/dawn/native/d3d12/UtilsD3D12.h" | |
| namespace dawn::native::d3d12 { | |
| HeapAllocator::HeapAllocator(Device* device, | |
| ResourceHeapKind resourceHeapKind, | |
| D3D12_HEAP_FLAGS heapFlags, | |
| MemorySegment memorySegment, | |
| AllocationSizeTracker* allocationMemoryTracker) | |
| : mDevice(device), | |
| mResourceHeapKind(resourceHeapKind), | |
| mHeapFlags(heapFlags), | |
| mMemorySegment(memorySegment), | |
| mAllocationMemoryTracker(allocationMemoryTracker) {} | |
| ResultOrError<std::unique_ptr<ResourceHeapBase>> HeapAllocator::AllocateResourceHeap( | |
| uint64_t size) { | |
| D3D12_HEAP_DESC heapDesc; | |
| heapDesc.SizeInBytes = size; | |
| heapDesc.Properties = GetD3D12HeapProperties(mResourceHeapKind); | |
| heapDesc.Alignment = mDevice->IsToggleEnabled(Toggle::D3D12Use64KBAlignedMSAATexture) | |
| ? D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT | |
| : D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT; | |
| heapDesc.Flags = mHeapFlags; | |
| // CreateHeap will implicitly make the created heap resident. We must ensure enough free | |
| // memory exists before allocating to avoid an out-of-memory error when overcommitted. | |
| DAWN_TRY(mDevice->GetResidencyManager()->EnsureCanAllocate(size, mMemorySegment)); | |
| ComPtr<ID3D12Heap> d3d12Heap; | |
| DAWN_TRY(CheckOutOfMemoryHRESULT( | |
| mDevice->GetD3D12Device()->CreateHeap(&heapDesc, IID_PPV_ARGS(&d3d12Heap)), | |
| "ID3D12Device::CreateHeap")); | |
| std::unique_ptr<ResourceHeapBase> heapBase = | |
| std::make_unique<Heap>(std::move(d3d12Heap), mMemorySegment, size); | |
| mAllocationMemoryTracker->Increment(size); | |
| // Calling CreateHeap implicitly calls MakeResident on the new heap. We must track this to | |
| // avoid calling MakeResident a second time. | |
| mDevice->GetResidencyManager()->TrackResidentAllocation(ToBackend(heapBase.get())); | |
| return std::move(heapBase); | |
| } | |
| void HeapAllocator::DeallocateResourceHeap(std::unique_ptr<ResourceHeapBase> heap) { | |
| Heap* d3d12Heap = static_cast<Heap*>(heap.get()); | |
| mDevice->ReferenceUntilUnused(d3d12Heap->GetD3D12Heap()); | |
| mAllocationMemoryTracker->Decrement(mDevice->GetQueue()->GetPendingCommandSerial(), | |
| d3d12Heap->GetSize()); | |
| } | |
| } // namespace dawn::native::d3d12 |