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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/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