| // Copyright 2019 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/HeapAllocatorD3D12.h" |
| #include "dawn_native/d3d12/D3D12Error.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/HeapD3D12.h" |
| #include "dawn_native/d3d12/ResidencyManagerD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| HeapAllocator::HeapAllocator(Device* device, |
| D3D12_HEAP_TYPE heapType, |
| D3D12_HEAP_FLAGS heapFlags) |
| : mDevice(device), mHeapType(heapType), mHeapFlags(heapFlags) { |
| } |
| |
| ResultOrError<std::unique_ptr<ResourceHeapBase>> HeapAllocator::AllocateResourceHeap( |
| uint64_t size) { |
| D3D12_HEAP_DESC heapDesc; |
| heapDesc.SizeInBytes = size; |
| heapDesc.Properties.Type = mHeapType; |
| heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| heapDesc.Properties.CreationNodeMask = 0; |
| heapDesc.Properties.VisibleNodeMask = 0; |
| // It is preferred to use a size that is a multiple of the alignment. |
| // However, MSAA heaps are always aligned to 4MB instead of 64KB. This means |
| // if the heap size is too small, the VMM would fragment. |
| // TODO(bryan.bernhart@intel.com): Consider having MSAA vs non-MSAA heaps. |
| heapDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT; |
| heapDesc.Flags = mHeapFlags; |
| |
| // CreateHeap will implicitly make the created heap resident. We must ensure enough free |
| // memory exists before allocating to avoid an out-of-memory error when overcommitted. |
| DAWN_TRY(mDevice->GetResidencyManager()->EnsureCanMakeResident(size)); |
| |
| ComPtr<ID3D12Heap> d3d12Heap; |
| DAWN_TRY(CheckOutOfMemoryHRESULT( |
| mDevice->GetD3D12Device()->CreateHeap(&heapDesc, IID_PPV_ARGS(&d3d12Heap)), |
| "ID3D12Device::CreateHeap")); |
| |
| std::unique_ptr<ResourceHeapBase> heapBase = |
| std::make_unique<Heap>(std::move(d3d12Heap), heapDesc.Properties.Type, size); |
| |
| // Calling CreateHeap implicitly calls MakeResident on the new heap. We must track this to |
| // avoid calling MakeResident a second time. |
| mDevice->GetResidencyManager()->TrackResidentAllocation(ToBackend(heapBase.get())); |
| return std::move(heapBase); |
| } |
| |
| void HeapAllocator::DeallocateResourceHeap(std::unique_ptr<ResourceHeapBase> heap) { |
| mDevice->ReferenceUntilUnused(static_cast<Heap*>(heap.get())->GetD3D12Heap()); |
| } |
| |
| }} // namespace dawn_native::d3d12 |