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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/ResourceAllocatorManagerD3D12.h"
#include "dawn_native/d3d12/Forward.h"
namespace dawn_native { namespace d3d12 {
ResourceAllocatorManager::ResourceAllocatorManager(Device* device) : mDevice(device) {
}
ResultOrError<ResourceHeapAllocation> ResourceAllocatorManager::AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage,
D3D12_HEAP_FLAGS heapFlags) {
const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapType);
ASSERT(heapTypeIndex < kNumHeapTypes);
// Get the direct allocator using a tightly sized heap (aka CreateCommittedResource).
CommittedResourceAllocator* allocator = mDirectResourceAllocators[heapTypeIndex].get();
if (allocator == nullptr) {
mDirectResourceAllocators[heapTypeIndex] =
std::make_unique<CommittedResourceAllocator>(mDevice, heapType);
allocator = mDirectResourceAllocators[heapTypeIndex].get();
}
ResourceHeapAllocation allocation;
DAWN_TRY_ASSIGN(allocation,
allocator->Allocate(resourceDescriptor, initialUsage, heapFlags));
return allocation;
}
size_t ResourceAllocatorManager::GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const {
ASSERT(heapType > 0);
ASSERT(static_cast<uint32_t>(heapType) <= kNumHeapTypes);
return heapType - 1;
}
void ResourceAllocatorManager::DeallocateMemory(ResourceHeapAllocation& allocation) {
if (allocation.GetInfo().mMethod == AllocationMethod::kInvalid) {
return;
}
CommittedResourceAllocator* allocator = nullptr;
D3D12_HEAP_PROPERTIES heapProp;
allocation.GetD3D12Resource()->GetHeapProperties(&heapProp, nullptr);
const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapProp.Type);
ASSERT(heapTypeIndex < kNumHeapTypes);
allocator = mDirectResourceAllocators[heapTypeIndex].get();
allocator->Deallocate(allocation);
// Invalidate the underlying resource heap in case the client accidentally
// calls DeallocateMemory again using the same allocation.
allocation.Invalidate();
}
}} // namespace dawn_native::d3d12