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// Copyright 2020 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_SAMPLERHEAPCACHE_H_
#define DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_
#include "common/RefCounted.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
#include <unordered_set>
#include <vector>
// |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 { namespace 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:
SamplerHeapCacheEntry() = default;
SamplerHeapCacheEntry(std::vector<Sampler*> samplers);
SamplerHeapCacheEntry(SamplerHeapCache* cache,
StagingDescriptorAllocator* allocator,
std::vector<Sampler*> samplers,
CPUDescriptorHeapAllocation allocation);
~SamplerHeapCacheEntry() override;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const;
std::vector<Sampler*>&& AcquireSamplers();
bool Populate(Device* device, 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;
StagingDescriptorAllocator* mAllocator = nullptr;
SamplerHeapCache* mCache = nullptr;
};
// Cache descriptor heap allocations so that we don't create duplicate ones for every
// BindGroup.
class SamplerHeapCache {
public:
SamplerHeapCache(Device* device);
~SamplerHeapCache();
ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(
const BindGroup* group,
StagingDescriptorAllocator* samplerAllocator);
void RemoveCacheEntry(SamplerHeapCacheEntry* entry);
private:
Device* mDevice;
using Cache = std::unordered_set<SamplerHeapCacheEntry*,
SamplerHeapCacheEntry::HashFunc,
SamplerHeapCacheEntry::EqualityFunc>;
Cache mCache;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_