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// 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