| // Copyright 2020 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef DAWNNATIVE_D3D12_STAGINGDESCRIPTORALLOCATOR_H_ |
| #define DAWNNATIVE_D3D12_STAGINGDESCRIPTORALLOCATOR_H_ |
| |
| #include "dawn_native/Error.h" |
| |
| #include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h" |
| |
| #include <vector> |
| |
| // |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* mDevice; |
| |
| uint32_t mSizeIncrement; // Size of the descriptor (in bytes). |
| uint32_t mBlockSize; // Size of the block of descriptors (in bytes). |
| uint32_t mHeapSize; // Size of the heap (in number of descriptors). |
| |
| D3D12_DESCRIPTOR_HEAP_TYPE mHeapType; |
| |
| SerialQueue<ExecutionSerial, CPUDescriptorHeapAllocation> mAllocationsToDelete; |
| }; |
| |
| } // namespace dawn::native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_STAGINGDESCRIPTORALLOCATOR_H_ |