| // 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_ |