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// 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_