| // Copyright 2019 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. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ |
| #define SRC_DAWN_NATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ |
| |
| #include <array> |
| #include <memory> |
| |
| #include "dawn/common/SerialQueue.h" |
| #include "dawn/native/BuddyMemoryAllocator.h" |
| #include "dawn/native/IntegerTypes.h" |
| #include "dawn/native/PooledResourceMemoryAllocator.h" |
| #include "dawn/native/d3d12/HeapAllocatorD3D12.h" |
| #include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| class Device; |
| |
| // Resource heap types + flags combinations are named after the D3D constants. |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_type |
| enum ResourceHeapKind { |
| // Resource heap tier 2 |
| // Allows resource heaps to contain all buffer and textures types. |
| // This enables better heap re-use by avoiding the need for separate heaps and |
| // also reduces fragmentation. |
| Readback_AllBuffersAndTextures, |
| Upload_AllBuffersAndTextures, |
| Default_AllBuffersAndTextures, |
| |
| // Resource heap tier 1 |
| // Resource heaps only support types from a single resource category. |
| Readback_OnlyBuffers, |
| Upload_OnlyBuffers, |
| Default_OnlyBuffers, |
| |
| Default_OnlyNonRenderableOrDepthTextures, |
| Default_OnlyRenderableOrDepthTextures, |
| |
| EnumCount, |
| InvalidEnum = EnumCount, |
| }; |
| |
| // Manages a list of resource allocators used by the device to create resources using |
| // multiple allocation methods. |
| class ResourceAllocatorManager { |
| public: |
| explicit ResourceAllocatorManager(Device* device); |
| ~ResourceAllocatorManager(); |
| |
| ResultOrError<ResourceHeapAllocation> AllocateMemory( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage, |
| uint32_t colorFormatBytesPerBlock, |
| bool forceAllocateAsCommittedResource = false); |
| |
| void DeallocateMemory(ResourceHeapAllocation& allocation); |
| |
| void Tick(ExecutionSerial lastCompletedSerial); |
| |
| private: |
| void FreeMemory(ResourceHeapAllocation& allocation); |
| |
| ResultOrError<ResourceHeapAllocation> CreatePlacedResource( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& requestedResourceDescriptor, |
| const D3D12_CLEAR_VALUE* optimizedClearValue, |
| D3D12_RESOURCE_STATES initialUsage); |
| |
| ResultOrError<ResourceHeapAllocation> CreateCommittedResource( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| const D3D12_CLEAR_VALUE* optimizedClearValue, |
| D3D12_RESOURCE_STATES initialUsage); |
| |
| void DestroyPool(); |
| |
| Device* mDevice; |
| uint32_t mResourceHeapTier; |
| |
| static constexpr uint64_t kMaxHeapSize = 32ll * 1024ll * 1024ll * 1024ll; // 32GB |
| static constexpr uint64_t kMinHeapSize = 4ll * 1024ll * 1024ll; // 4MB |
| |
| std::array<std::unique_ptr<BuddyMemoryAllocator>, ResourceHeapKind::EnumCount> |
| mSubAllocatedResourceAllocators; |
| std::array<std::unique_ptr<HeapAllocator>, ResourceHeapKind::EnumCount> mHeapAllocators; |
| |
| std::array<std::unique_ptr<PooledResourceMemoryAllocator>, ResourceHeapKind::EnumCount> |
| mPooledHeapAllocators; |
| |
| SerialQueue<ExecutionSerial, ResourceHeapAllocation> mAllocationsToDelete; |
| SerialQueue<ExecutionSerial, std::unique_ptr<ResourceHeapBase>> mHeapsToDelete; |
| }; |
| |
| } // namespace dawn::native::d3d12 |
| |
| #endif // SRC_DAWN_NATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ |