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// 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
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_D3D12_STAGINGDESCRIPTORALLOCATORD3D12_H_
#define SRC_DAWN_NATIVE_D3D12_STAGINGDESCRIPTORALLOCATORD3D12_H_
#include <vector>
#include "dawn/common/SerialQueue.h"
#include "dawn/native/Error.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
// |StagingDescriptorAllocator| allocates a fixed-size block of descriptors from a CPU
// descriptor heap pool.
// Internally, it manages a list of heaps using a fixed-size block allocator. The fixed-size
// block allocator is backed by a list of free blocks (free-list). The heap is in one of two
// states: AVAILABLE or not. To allocate, the next free block is removed from the free-list
// and the corresponding heap offset is returned. The AVAILABLE heap always has room for
// at-least one free block. If no AVAILABLE heap exists, a new heap is created and inserted
// back into the pool to be immediately used. To deallocate, the block corresponding to the
// offset is inserted back into the free-list.
namespace dawn::native::d3d12 {
class Device;
class StagingDescriptorAllocator {
public:
StagingDescriptorAllocator() = default;
StagingDescriptorAllocator(Device* device,
uint32_t descriptorCount,
uint32_t heapSize,
D3D12_DESCRIPTOR_HEAP_TYPE heapType);
~StagingDescriptorAllocator();
ResultOrError<CPUDescriptorHeapAllocation> AllocateCPUDescriptors();
// Will call Deallocate when the serial is passed.
ResultOrError<CPUDescriptorHeapAllocation> AllocateTransientCPUDescriptors();
void Deallocate(CPUDescriptorHeapAllocation* allocation);
uint32_t GetSizeIncrement() const;
void Tick(ExecutionSerial completedSerial);
private:
using Index = uint16_t;
struct NonShaderVisibleBuffer {
ComPtr<ID3D12DescriptorHeap> heap;
std::vector<Index> freeBlockIndices;
};
MaybeError AllocateCPUHeap();
Index GetFreeBlockIndicesSize() const;
std::vector<uint32_t> mAvailableHeaps; // Indices into the pool.
std::vector<NonShaderVisibleBuffer> mPool;
Device const* mDevice = nullptr;
const uint32_t mSizeIncrement = 0; // Size of the descriptor (in bytes).
const uint32_t mBlockSize = 0; // Size of the block of descriptors (in bytes).
const uint32_t mHeapSize = 0; // Size of the heap (in number of descriptors).
D3D12_DESCRIPTOR_HEAP_TYPE mHeapType;
SerialQueue<ExecutionSerial, CPUDescriptorHeapAllocation> mAllocationsToDelete;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_STAGINGDESCRIPTORALLOCATORD3D12_H_