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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/DescriptorHeapAllocationD3D12.h"
#include <array>
#include <list>
namespace dawn_native { namespace d3d12 {
class Device;
// Manages descriptor heap allocators used by the device to create descriptors using allocation
// methods based on the heap type.
class ShaderVisibleDescriptorAllocator {
public:
ShaderVisibleDescriptorAllocator(Device* device);
MaybeError Initialize();
ResultOrError<DescriptorHeapAllocation> AllocateGPUDescriptors(
uint32_t descriptorCount,
Serial pendingSerial,
D3D12_DESCRIPTOR_HEAP_TYPE heapType);
void Tick(uint64_t completedSerial);
Serial GetShaderVisibleHeapsSerial() const;
std::array<ID3D12DescriptorHeap*, 2> GetShaderVisibleHeaps() const;
MaybeError AllocateAndSwitchShaderVisibleHeaps();
uint64_t GetShaderVisibleHeapSizeForTesting(D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
ComPtr<ID3D12DescriptorHeap> GetShaderVisibleHeapForTesting(
D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
uint64_t GetShaderVisiblePoolSizeForTesting(D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
bool IsAllocationStillValid(Serial lastUsageSerial, Serial heapSerial) const;
private:
struct SerialDescriptorHeap {
Serial heapSerial;
ComPtr<ID3D12DescriptorHeap> heap;
};
struct ShaderVisibleBuffer {
ComPtr<ID3D12DescriptorHeap> heap;
RingBufferAllocator allocator;
std::list<SerialDescriptorHeap> pool;
D3D12_DESCRIPTOR_HEAP_TYPE heapType;
};
MaybeError AllocateGPUHeap(ShaderVisibleBuffer* shaderVisibleBuffer);
Device* mDevice;
// The serial value of 0 means the shader-visible heaps have not been allocated.
// This value is never returned by GetShaderVisibleHeapsSerial() after Initialize().
Serial mShaderVisibleHeapsSerial = 0;
std::array<ShaderVisibleBuffer, 2> mShaderVisibleBuffers;
std::array<uint32_t, 2> mSizeIncrements;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_SHADERVISIBLEDESCRIPTORALLOCATOR_H_