| // Copyright 2017 The NXT 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 "backend/d3d12/DescriptorHeapAllocator.h" |
| |
| #include "backend/d3d12/D3D12Backend.h" |
| #include "common/Assert.h" |
| |
| namespace backend { |
| namespace d3d12 { |
| |
| DescriptorHeapHandle::DescriptorHeapHandle() |
| : mDescriptorHeap(nullptr), mSizeIncrement(0), mOffset(0) { |
| } |
| |
| DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_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), |
| } { |
| } |
| |
| DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags) { |
| // TODO(enga@google.com): This is just a linear allocator so the heap will quickly run out of space causing a new one to be allocated |
| // We should reuse heap subranges that have been released |
| if (count == 0) { |
| return DescriptorHeapHandle(); |
| } |
| |
| { |
| // If the current pool for this type has space, linearly allocate count bytes in the pool |
| auto& allocationInfo = heapInfo->second; |
| if (allocationInfo.remaining >= count) { |
| DescriptorHeapHandle handle(heapInfo->first, mSizeIncrements[type], allocationInfo.size - allocationInfo.remaining); |
| allocationInfo.remaining -= count; |
| Release(handle); |
| return handle; |
| } |
| } |
| |
| // 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; |
| ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap))); |
| |
| AllocationInfo allocationInfo = { allocationSize, allocationSize - count }; |
| *heapInfo = std::make_pair(heap, allocationInfo); |
| |
| DescriptorHeapHandle handle(heap, mSizeIncrements[type], 0); |
| Release(handle); |
| return handle; |
| } |
| |
| DescriptorHeapHandle DescriptorHeapAllocator::AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) { |
| return Allocate(type, count, count, &mCpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_NONE); |
| } |
| |
| 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 ? kMaxCbvUavSrvHeapSize : kMaxSamplerHeapSize); |
| return Allocate(type, count, heapSize, &mGpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE); |
| } |
| |
| void DescriptorHeapAllocator::Tick(uint64_t lastCompletedSerial) { |
| mReleasedHandles.ClearUpTo(lastCompletedSerial); |
| } |
| |
| void DescriptorHeapAllocator::Release(DescriptorHeapHandle handle) { |
| mReleasedHandles.Enqueue(handle, mDevice->GetSerial()); |
| } |
| } |
| } |