| // 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/ResourceAllocator.h" |
| |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| namespace { |
| static constexpr D3D12_HEAP_PROPERTIES kDefaultHeapProperties = { |
| D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, |
| 0}; |
| |
| static constexpr D3D12_HEAP_PROPERTIES kUploadHeapProperties = { |
| D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, |
| 0}; |
| |
| static constexpr D3D12_HEAP_PROPERTIES kReadbackHeapProperties = { |
| D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, |
| 0}; |
| } // namespace |
| |
| ResourceAllocator::ResourceAllocator(Device* device) : mDevice(device) { |
| } |
| |
| ComPtr<ID3D12Resource> ResourceAllocator::Allocate( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage) { |
| const D3D12_HEAP_PROPERTIES* heapProperties = nullptr; |
| switch (heapType) { |
| case D3D12_HEAP_TYPE_DEFAULT: |
| heapProperties = &kDefaultHeapProperties; |
| break; |
| case D3D12_HEAP_TYPE_UPLOAD: |
| heapProperties = &kUploadHeapProperties; |
| break; |
| case D3D12_HEAP_TYPE_READBACK: |
| heapProperties = &kReadbackHeapProperties; |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| ComPtr<ID3D12Resource> resource; |
| |
| // TODO(enga@google.com): Use CreatePlacedResource |
| ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateCommittedResource( |
| heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDescriptor, initialUsage, nullptr, |
| IID_PPV_ARGS(&resource))); |
| |
| return resource; |
| } |
| |
| void ResourceAllocator::Release(ComPtr<ID3D12Resource> resource) { |
| // Resources may still be in use on the GPU. Enqueue them so that we hold onto them until |
| // GPU execution has completed |
| mReleasedResources.Enqueue(resource, mDevice->GetPendingCommandSerial()); |
| } |
| |
| void ResourceAllocator::Tick(uint64_t lastCompletedSerial) { |
| mReleasedResources.ClearUpTo(lastCompletedSerial); |
| } |
| |
| }} // namespace dawn_native::d3d12 |