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// 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_HEAPD3D12_H_
#define DAWNNATIVE_D3D12_HEAPD3D12_H_
#include "common/LinkedList.h"
#include "common/Serial.h"
#include "dawn_native/D3D12Backend.h"
#include "dawn_native/ResourceHeap.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class Device;
// This class is used to represent heap allocations, but also serves as a node within the
// ResidencyManager's LRU cache. This node is inserted into the LRU-cache when it is first
// allocated, and any time it is scheduled to be used by the GPU. This node is removed from the
// LRU cache when it is evicted from resident memory due to budget constraints, or when the heap
// is destroyed.
class Heap : public ResourceHeapBase, public LinkNode<Heap> {
public:
Heap(ComPtr<ID3D12Pageable> d3d12Pageable, MemorySegment memorySegment, uint64_t size);
~Heap();
ComPtr<ID3D12Heap> GetD3D12Heap() const;
ComPtr<ID3D12Pageable> GetD3D12Pageable() const;
MemorySegment GetMemorySegment() const;
// We set mLastRecordingSerial to denote the serial this heap was last recorded to be used.
// We must check this serial against the current serial when recording heap usages to ensure
// we do not process residency for this heap multiple times.
Serial GetLastUsage() const;
void SetLastUsage(Serial serial);
// The residency manager must know the last serial that any portion of the heap was
// submitted to be used so that we can ensure this heap stays resident in memory at least
// until that serial has completed.
uint64_t GetLastSubmission() const;
void SetLastSubmission(Serial serial);
uint64_t GetSize() const;
bool IsInResidencyLRUCache() const;
// In some scenarios, such as async buffer mapping, we must lock residency to ensure the
// heap cannot be evicted. Because multiple buffers may be mapped in a single heap, we must
// track the number of resources currently locked.
void IncrementResidencyLock();
void DecrementResidencyLock();
bool IsResidencyLocked() const;
private:
ComPtr<ID3D12Pageable> mD3d12Pageable;
MemorySegment mMemorySegment;
// mLastUsage denotes the last time this heap was recorded for use.
Serial mLastUsage = 0;
// mLastSubmission denotes the last time this heap was submitted to the GPU. Note that
// although this variable often contains the same value as mLastUsage, it can differ in some
// situations. When some asynchronous APIs (like SetSubData) are called, mLastUsage is
// updated upon the call, but the backend operation is deferred until the next submission
// to the GPU. This makes mLastSubmission unique from mLastUsage, and allows us to
// accurately identify when heaps are evictable.
Serial mLastSubmission = 0;
uint32_t mResidencyLockRefCount = 0;
uint64_t mSize = 0;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_HEAPD3D12_H_