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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/CommandAllocatorManager.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/QueueD3D12.h"
#include "dawn/common/Assert.h"
#include "dawn/common/BitSetIterator.h"
namespace dawn::native::d3d12 {
CommandAllocatorManager::CommandAllocatorManager(Queue* queue) : mQueue(queue), mAllocatorCount(0) {
mFreeAllocators.set();
}
ResultOrError<ID3D12CommandAllocator*> CommandAllocatorManager::ReserveCommandAllocator() {
// If there are no free allocators, get the oldest serial in flight and wait on it
if (mFreeAllocators.none()) {
const ExecutionSerial firstSerial = mInFlightCommandAllocators.FirstSerial();
DAWN_TRY(mQueue->WaitForSerial(firstSerial));
DAWN_TRY(Tick(firstSerial));
}
DAWN_ASSERT(mFreeAllocators.any());
// Get the index of the first free allocator from the bitset
unsigned int firstFreeIndex = *(IterateBitSet(mFreeAllocators).begin());
if (firstFreeIndex >= mAllocatorCount) {
DAWN_ASSERT(firstFreeIndex == mAllocatorCount);
mAllocatorCount++;
ID3D12Device* d3d12Device = ToBackend(mQueue->GetDevice())->GetD3D12Device();
DAWN_TRY(CheckHRESULT(
d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&mCommandAllocators[firstFreeIndex])),
"D3D12 create command allocator"));
}
// Mark the command allocator as used
mFreeAllocators.reset(firstFreeIndex);
// Enqueue the command allocator. It will be scheduled for reset after the next
// ExecuteCommandLists
mInFlightCommandAllocators.Enqueue({mCommandAllocators[firstFreeIndex], firstFreeIndex},
mQueue->GetPendingCommandSerial());
return mCommandAllocators[firstFreeIndex].Get();
}
MaybeError CommandAllocatorManager::Tick(ExecutionSerial lastCompletedSerial) {
// Reset all command allocators that are no longer in flight
for (auto it : mInFlightCommandAllocators.IterateUpTo(lastCompletedSerial)) {
DAWN_TRY(CheckHRESULT(it.commandAllocator->Reset(), "D3D12 reset command allocator"));
mFreeAllocators.set(it.index);
}
mInFlightCommandAllocators.ClearUpTo(lastCompletedSerial);
return {};
}
} // namespace dawn::native::d3d12