| // Copyright 2020 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 |
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| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ |
| #define SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ |
| |
| #include <unordered_set> |
| #include <vector> |
| |
| #include "dawn/common/MutexProtected.h" |
| #include "dawn/common/Ref.h" |
| #include "dawn/common/RefCounted.h" |
| #include "dawn/native/BindingInfo.h" |
| #include "dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h" |
| #include "dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h" |
| |
| // |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations. |
| // Each entry represents one or more sampler descriptors that co-exist in a CPU and |
| // GPU descriptor heap. The CPU-side allocation is deallocated once the final reference |
| // has been released while the GPU-side allocation is deallocated when the GPU is finished. |
| // |
| // The BindGroupLayout hands out these entries upon constructing the bindgroup. If the entry is not |
| // invalid, it will allocate and initialize so it may be reused by another bindgroup. |
| // |
| // The cache is primary needed for the GPU sampler heap, which is much smaller than the view heap |
| // and switches incur expensive pipeline flushes. |
| namespace dawn::native::d3d12 { |
| |
| class BindGroup; |
| class Device; |
| class Sampler; |
| class SamplerHeapCache; |
| class StagingDescriptorAllocator; |
| class ShaderVisibleDescriptorAllocator; |
| |
| // Wraps sampler descriptor heap allocations in a cache. |
| class SamplerHeapCacheEntry : public RefCounted { |
| public: |
| explicit SamplerHeapCacheEntry(MutexProtected<StagingDescriptorAllocator>& allocator, |
| std::vector<Sampler*> samplers); |
| SamplerHeapCacheEntry(SamplerHeapCache* cache, |
| MutexProtected<StagingDescriptorAllocator>& allocator, |
| std::vector<Sampler*> samplers, |
| CPUDescriptorHeapAllocation allocation); |
| ~SamplerHeapCacheEntry() override; |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const; |
| |
| std::vector<Sampler*>&& AcquireSamplers(); |
| |
| bool Populate(Device* device, MutexProtected<ShaderVisibleDescriptorAllocator>& allocator); |
| |
| // Functors necessary for the unordered_map<SamplerHeapCacheEntry*>-based cache. |
| struct HashFunc { |
| size_t operator()(const SamplerHeapCacheEntry* entry) const; |
| }; |
| |
| struct EqualityFunc { |
| bool operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const; |
| }; |
| |
| private: |
| CPUDescriptorHeapAllocation mCPUAllocation; |
| GPUDescriptorHeapAllocation mGPUAllocation; |
| |
| // Storing raw pointer because the sampler object will be already hashed |
| // by the device and will already be unique. |
| std::vector<Sampler*> mSamplers; |
| |
| MutexProtected<StagingDescriptorAllocator>& mAllocator; |
| SamplerHeapCache* mCache = nullptr; |
| }; |
| |
| // Cache descriptor heap allocations so that we don't create duplicate ones for every |
| // BindGroup. |
| class SamplerHeapCache { |
| public: |
| explicit SamplerHeapCache(Device* device); |
| ~SamplerHeapCache(); |
| |
| ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate( |
| const BindGroup* group, |
| MutexProtected<StagingDescriptorAllocator>& samplerAllocator); |
| |
| void RemoveCacheEntry(SamplerHeapCacheEntry* entry); |
| |
| private: |
| Device* mDevice; |
| |
| using Cache = std::unordered_set<SamplerHeapCacheEntry*, |
| SamplerHeapCacheEntry::HashFunc, |
| SamplerHeapCacheEntry::EqualityFunc>; |
| |
| Cache mCache; |
| }; |
| |
| } // namespace dawn::native::d3d12 |
| |
| #endif // SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_ |