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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_SHADERVISIBLEDESCRIPTORALLOCATOR_H_
#define DAWNNATIVE_D3D12_SHADERVISIBLEDESCRIPTORALLOCATOR_H_
#include "dawn_native/Error.h"
#include "dawn_native/RingBufferAllocator.h"
#include "dawn_native/d3d12/IntegerTypes.h"
#include "dawn_native/d3d12/PageableD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <list>
// |ShaderVisibleDescriptorAllocator| allocates a variable-sized block of descriptors from a GPU
// descriptor heap pool.
// Internally, it manages a list of heaps using a ringbuffer block allocator. The heap is in one
// of two states: switched in or out. Only a switched in heap can be bound to the pipeline. If
// the heap is full, the caller must switch-in a new heap before re-allocating and the old one
// is returned to the pool.
namespace dawn_native::d3d12 {
class Device;
class GPUDescriptorHeapAllocation;
class ShaderVisibleDescriptorHeap : public Pageable {
public:
ShaderVisibleDescriptorHeap(ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeap,
uint64_t size);
ID3D12DescriptorHeap* GetD3D12DescriptorHeap() const;
private:
ComPtr<ID3D12DescriptorHeap> mD3d12DescriptorHeap;
};
class ShaderVisibleDescriptorAllocator {
public:
static ResultOrError<std::unique_ptr<ShaderVisibleDescriptorAllocator>> Create(
Device* device,
D3D12_DESCRIPTOR_HEAP_TYPE heapType);
ShaderVisibleDescriptorAllocator(Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType);
// Returns true if the allocation was successful, when false is returned the current heap is
// full and AllocateAndSwitchShaderVisibleHeap() must be called.
bool AllocateGPUDescriptors(uint32_t descriptorCount,
ExecutionSerial pendingSerial,
D3D12_CPU_DESCRIPTOR_HANDLE* baseCPUDescriptor,
GPUDescriptorHeapAllocation* allocation);
void Tick(ExecutionSerial completedSerial);
ID3D12DescriptorHeap* GetShaderVisibleHeap() const;
MaybeError AllocateAndSwitchShaderVisibleHeap();
// For testing purposes only.
HeapVersionID GetShaderVisibleHeapSerialForTesting() const;
uint64_t GetShaderVisibleHeapSizeForTesting() const;
uint64_t GetShaderVisiblePoolSizeForTesting() const;
bool IsShaderVisibleHeapLockedResidentForTesting() const;
bool IsLastShaderVisibleHeapInLRUForTesting() const;
bool IsAllocationStillValid(const GPUDescriptorHeapAllocation& allocation) const;
private:
struct SerialDescriptorHeap {
ExecutionSerial heapSerial;
std::unique_ptr<ShaderVisibleDescriptorHeap> heap;
};
ResultOrError<std::unique_ptr<ShaderVisibleDescriptorHeap>> AllocateHeap(
uint32_t descriptorCount) const;
std::unique_ptr<ShaderVisibleDescriptorHeap> mHeap;
RingBufferAllocator mAllocator;
std::list<SerialDescriptorHeap> mPool;
D3D12_DESCRIPTOR_HEAP_TYPE mHeapType;
Device* mDevice;
// The serial value of 0 means the shader-visible heaps have not been allocated.
// This value is never returned in the GPUDescriptorHeapAllocation after
// AllocateGPUDescriptors() is called.
HeapVersionID mHeapSerial = HeapVersionID(0);
uint32_t mSizeIncrement;
// The descriptor count is the current size of the heap in number of descriptors.
// This is stored on the allocator to avoid extra conversions.
uint32_t mDescriptorCount = 0;
};
} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_SHADERVISIBLEDESCRIPTORALLOCATOR_H_