| // Copyright 2020 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 | |
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| #ifndef SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ | |
| #define SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ | |
| #include <vector> | |
| #include "absl/container/flat_hash_set.h" | |
| #include "partition_alloc/pointers/raw_ptr_exclusion.h" | |
| #include "partition_alloc/pointers/raw_ref.h" | |
| #include "src/dawn/common/MutexProtected.h" | |
| #include "src/dawn/common/Ref.h" | |
| #include "src/dawn/common/RefCounted.h" | |
| #include "src/dawn/native/BindingInfo.h" | |
| #include "src/dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h" | |
| #include "src/dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h" | |
| // |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations. | |
| // Each entry represents one or more sampler descriptors that co-exist in a CPU and | |
| // GPU descriptor heap. The CPU-side allocation is deallocated once the final reference | |
| // has been released while the GPU-side allocation is deallocated when the GPU is finished. | |
| // | |
| // The BindGroupLayout hands out these entries upon constructing the bindgroup. If the entry is not | |
| // invalid, it will allocate and initialize so it may be reused by another bindgroup. | |
| // | |
| // The cache is primary needed for the GPU sampler heap, which is much smaller than the view heap | |
| // and switches incur expensive pipeline flushes. | |
| namespace dawn::native::d3d12 { | |
| class BindGroup; | |
| class Device; | |
| class Sampler; | |
| class SamplerHeapCache; | |
| class StagingDescriptorAllocator; | |
| class ShaderVisibleDescriptorAllocator; | |
| // Wraps sampler descriptor heap allocations in a cache. | |
| class SamplerHeapCacheEntry : public RefCounted { | |
| public: | |
| explicit SamplerHeapCacheEntry(std::vector<Sampler*> samplers); | |
| SamplerHeapCacheEntry(SamplerHeapCache* cache, | |
| std::vector<Sampler*> samplers, | |
| CPUDescriptorHeapAllocation allocation); | |
| ~SamplerHeapCacheEntry() override; | |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const; | |
| std::vector<Sampler*>&& AcquireSamplers(); | |
| bool Populate(ShaderVisibleDescriptorAllocator* allocator); | |
| // Functors necessary for the unordered_map<SamplerHeapCacheEntry*>-based cache. | |
| struct HashFunc { | |
| size_t operator()(const SamplerHeapCacheEntry* entry) const; | |
| }; | |
| struct EqualityFunc { | |
| bool operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const; | |
| }; | |
| private: | |
| CPUDescriptorHeapAllocation mCPUAllocation; | |
| GPUDescriptorHeapAllocation mGPUAllocation; | |
| // Storing raw pointer because the sampler object will be already hashed | |
| // by the device and will already be unique. | |
| std::vector<Sampler*> mSamplers; | |
| raw_ptr<SamplerHeapCache> mCache = nullptr; | |
| }; | |
| // Cache descriptor heap allocations so that we don't create duplicate ones for every | |
| // BindGroup. | |
| class SamplerHeapCache { | |
| public: | |
| explicit SamplerHeapCache(Device* device); | |
| ~SamplerHeapCache(); | |
| ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(const BindGroup* group); | |
| void RemoveCacheEntry(SamplerHeapCacheEntry* entry); | |
| Device* GetDevice() const; | |
| private: | |
| raw_ptr<Device> mDevice; | |
| using Cache = absl::flat_hash_set<SamplerHeapCacheEntry*, | |
| SamplerHeapCacheEntry::HashFunc, | |
| SamplerHeapCacheEntry::EqualityFunc>; | |
| Cache mCache; | |
| }; | |
| } // namespace dawn::native::d3d12 | |
| #endif // SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ |