| // 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 "common/SerialQueue.h" |
| #include "dawn_native/BuddyMemoryAllocator.h" |
| #include "dawn_native/d3d12/HeapAllocatorD3D12.h" |
| #include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h" |
| |
| #include <array> |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| class Device; |
| |
| // Resource heap types + flags combinations are named after the D3D constants. |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_type |
| enum ResourceHeapKind { |
| |
| // Resource heap tier 2 |
| // Allows resource heaps to contain all buffer and textures types. |
| // This enables better heap re-use by avoiding the need for separate heaps and |
| // also reduces fragmentation. |
| Readback_AllBuffersAndTextures, |
| Upload_AllBuffersAndTextures, |
| Default_AllBuffersAndTextures, |
| |
| // Resource heap tier 1 |
| // Resource heaps only support types from a single resource category. |
| Readback_OnlyBuffers, |
| Upload_OnlyBuffers, |
| Default_OnlyBuffers, |
| |
| Default_OnlyNonRenderableOrDepthTextures, |
| Default_OnlyRenderableOrDepthTextures, |
| |
| EnumCount, |
| InvalidEnum = EnumCount, |
| }; |
| |
| // Manages a list of resource allocators used by the device to create resources using |
| // multiple allocation methods. |
| class ResourceAllocatorManager { |
| public: |
| ResourceAllocatorManager(Device* device); |
| |
| ResultOrError<ResourceHeapAllocation> AllocateMemory( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage); |
| |
| void DeallocateMemory(ResourceHeapAllocation& allocation); |
| |
| void Tick(Serial lastCompletedSerial); |
| |
| private: |
| void FreeMemory(ResourceHeapAllocation& allocation); |
| |
| ResultOrError<ResourceHeapAllocation> CreatePlacedResource( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& requestedResourceDescriptor, |
| const D3D12_CLEAR_VALUE* optimizedClearValue, |
| D3D12_RESOURCE_STATES initialUsage); |
| |
| ResultOrError<ResourceHeapAllocation> CreateCommittedResource( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| const D3D12_CLEAR_VALUE* optimizedClearValue, |
| D3D12_RESOURCE_STATES initialUsage); |
| |
| Device* mDevice; |
| uint32_t mResourceHeapTier; |
| |
| static constexpr uint64_t kMaxHeapSize = 32ll * 1024ll * 1024ll * 1024ll; // 32GB |
| static constexpr uint64_t kMinHeapSize = 4ll * 1024ll * 1024ll; // 4MB |
| |
| std::array<std::unique_ptr<BuddyMemoryAllocator>, ResourceHeapKind::EnumCount> |
| mSubAllocatedResourceAllocators; |
| std::array<std::unique_ptr<HeapAllocator>, ResourceHeapKind::EnumCount> mHeapAllocators; |
| |
| SerialQueue<ResourceHeapAllocation> mAllocationsToDelete; |
| }; |
| |
| }} // namespace dawn_native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ |