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// Copyright 2017 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/DescriptorHeapAllocator.h"
#include "common/Assert.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
namespace dawn_native { namespace d3d12 {
DescriptorHeapHandle::DescriptorHeapHandle()
: mDescriptorHeap(nullptr), mSizeIncrement(0), mOffset(0) {
}
DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap,
uint32_t sizeIncrement,
uint64_t offset)
: mDescriptorHeap(descriptorHeap), mSizeIncrement(sizeIncrement), mOffset(offset) {
}
ID3D12DescriptorHeap* DescriptorHeapHandle::Get() const {
return mDescriptorHeap.Get();
}
D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapHandle::GetCPUHandle(uint32_t index) const {
ASSERT(mDescriptorHeap);
auto handle = mDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += mSizeIncrement * (index + mOffset);
return handle;
}
D3D12_GPU_DESCRIPTOR_HANDLE DescriptorHeapHandle::GetGPUHandle(uint32_t index) const {
ASSERT(mDescriptorHeap);
auto handle = mDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += mSizeIncrement * (index + mOffset);
return handle;
}
DescriptorHeapAllocator::DescriptorHeapAllocator(Device* device)
: mDevice(device),
mSizeIncrements{
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_RTV),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_DSV),
} {
}
ResultOrError<DescriptorHeapHandle> DescriptorHeapAllocator::Allocate(
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count,
uint32_t allocationSize,
DescriptorHeapInfo* heapInfo,
D3D12_DESCRIPTOR_HEAP_FLAGS flags) {
const Serial pendingSerial = mDevice->GetPendingCommandSerial();
uint64_t startOffset = (heapInfo->heap == nullptr)
? RingBufferAllocator::kInvalidOffset
: heapInfo->allocator.Allocate(count, pendingSerial);
if (startOffset != RingBufferAllocator::kInvalidOffset) {
return DescriptorHeapHandle{heapInfo->heap, mSizeIncrements[type], startOffset};
}
// If the pool has no more space, replace the pool with a new one of the specified size
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = type;
heapDescriptor.NumDescriptors = allocationSize;
heapDescriptor.Flags = flags;
heapDescriptor.NodeMask = 0;
ComPtr<ID3D12DescriptorHeap> heap;
DAWN_TRY(CheckHRESULT(
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
"ID3D12Device::CreateDescriptorHeap"));
mDevice->ReferenceUntilUnused(heap);
*heapInfo = {heap, RingBufferAllocator(allocationSize)};
startOffset = heapInfo->allocator.Allocate(count, pendingSerial);
ASSERT(startOffset != RingBufferAllocator::kInvalidOffset);
return DescriptorHeapHandle(heap, mSizeIncrements[type], startOffset);
}
ResultOrError<DescriptorHeapHandle> DescriptorHeapAllocator::AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count) {
return Allocate(type, count, count, &mCpuDescriptorHeapInfos[type],
D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
}
ResultOrError<DescriptorHeapHandle> DescriptorHeapAllocator::AllocateGPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count) {
ASSERT(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
unsigned int heapSize = (type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
? D3D12_MAX_SHADER_VISIBLE_DESCRIPTOR_HEAP_SIZE_TIER_1
: D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE);
return Allocate(type, count, heapSize, &mGpuDescriptorHeapInfos[type],
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
}
void DescriptorHeapAllocator::Deallocate(uint64_t lastCompletedSerial) {
for (uint32_t i = 0; i < mCpuDescriptorHeapInfos.size(); i++) {
if (mCpuDescriptorHeapInfos[i].heap != nullptr) {
mCpuDescriptorHeapInfos[i].allocator.Deallocate(lastCompletedSerial);
}
}
for (uint32_t i = 0; i < mGpuDescriptorHeapInfos.size(); i++) {
if (mGpuDescriptorHeapInfos[i].heap != nullptr) {
mGpuDescriptorHeapInfos[i].allocator.Deallocate(lastCompletedSerial);
}
}
}
}} // namespace dawn_native::d3d12