| // 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. |
| |
| #include "dawn_native/d3d12/SamplerHeapCacheD3D12.h" |
| |
| #include "common/Assert.h" |
| #include "common/HashUtils.h" |
| #include "dawn_native/d3d12/BindGroupD3D12.h" |
| #include "dawn_native/d3d12/BindGroupLayoutD3D12.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/Forward.h" |
| #include "dawn_native/d3d12/SamplerD3D12.h" |
| #include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" |
| #include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| SamplerHeapCacheEntry::SamplerHeapCacheEntry(std::vector<Sampler*> samplers) |
| : mSamplers(std::move(samplers)) { |
| } |
| |
| SamplerHeapCacheEntry::SamplerHeapCacheEntry(SamplerHeapCache* cache, |
| StagingDescriptorAllocator* allocator, |
| std::vector<Sampler*> samplers, |
| CPUDescriptorHeapAllocation allocation) |
| : mCPUAllocation(std::move(allocation)), |
| mSamplers(std::move(samplers)), |
| mAllocator(allocator), |
| mCache(cache) { |
| ASSERT(mCache != nullptr); |
| ASSERT(mCPUAllocation.IsValid()); |
| ASSERT(!mSamplers.empty()); |
| } |
| |
| std::vector<Sampler*>&& SamplerHeapCacheEntry::AcquireSamplers() { |
| return std::move(mSamplers); |
| } |
| |
| SamplerHeapCacheEntry::~SamplerHeapCacheEntry() { |
| // If this is a blueprint then the CPU allocation cannot exist and has no entry to remove. |
| if (mCPUAllocation.IsValid()) { |
| mCache->RemoveCacheEntry(this); |
| mAllocator->Deallocate(&mCPUAllocation); |
| } |
| |
| ASSERT(!mCPUAllocation.IsValid()); |
| } |
| |
| bool SamplerHeapCacheEntry::Populate(Device* device, |
| ShaderVisibleDescriptorAllocator* allocator) { |
| if (allocator->IsAllocationStillValid(mGPUAllocation)) { |
| return true; |
| } |
| |
| ASSERT(!mSamplers.empty()); |
| |
| // Attempt to allocate descriptors for the currently bound shader-visible heaps. |
| // If either failed, return early to re-allocate and switch the heaps. |
| const uint32_t descriptorCount = mSamplers.size(); |
| D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor; |
| if (!allocator->AllocateGPUDescriptors(descriptorCount, device->GetPendingCommandSerial(), |
| &baseCPUDescriptor, &mGPUAllocation)) { |
| return false; |
| } |
| |
| // CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing |
| // simple copies per bindgroup, a single non-simple copy could be issued. |
| // TODO(dawn:155): Consider doing this optimization. |
| device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor, |
| mCPUAllocation.GetBaseDescriptor(), |
| D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); |
| |
| return true; |
| } |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE SamplerHeapCacheEntry::GetBaseDescriptor() const { |
| return mGPUAllocation.GetBaseDescriptor(); |
| } |
| |
| ResultOrError<Ref<SamplerHeapCacheEntry>> SamplerHeapCache::GetOrCreate( |
| const BindGroup* group, |
| StagingDescriptorAllocator* samplerAllocator) { |
| const BindGroupLayout* bgl = ToBackend(group->GetLayout()); |
| |
| // If a previously created bindgroup used the same samplers, the backing sampler heap |
| // allocation can be reused. The packed list of samplers acts as the key to lookup the |
| // allocation in a cache. |
| // TODO(dawn:155): Avoid re-allocating the vector each lookup. |
| std::vector<Sampler*> samplers; |
| samplers.reserve(bgl->GetSamplerDescriptorCount()); |
| |
| for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount(); |
| bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); |
| if (bindingInfo.bindingType == BindingInfoType::Sampler) { |
| samplers.push_back(ToBackend(group->GetBindingAsSampler(bindingIndex))); |
| } |
| } |
| |
| // Check the cache if there exists a sampler heap allocation that corresponds to the |
| // samplers. |
| SamplerHeapCacheEntry blueprint(std::move(samplers)); |
| auto iter = mCache.find(&blueprint); |
| if (iter != mCache.end()) { |
| return Ref<SamplerHeapCacheEntry>(*iter); |
| } |
| |
| // Steal the sampler vector back from the blueprint to avoid creating a new copy for the |
| // real entry below. |
| samplers = std::move(blueprint.AcquireSamplers()); |
| |
| CPUDescriptorHeapAllocation allocation; |
| DAWN_TRY_ASSIGN(allocation, samplerAllocator->AllocateCPUDescriptors()); |
| |
| const uint32_t samplerSizeIncrement = samplerAllocator->GetSizeIncrement(); |
| ID3D12Device* d3d12Device = mDevice->GetD3D12Device(); |
| |
| for (uint32_t i = 0; i < samplers.size(); ++i) { |
| const auto& samplerDesc = samplers[i]->GetSamplerDescriptor(); |
| d3d12Device->CreateSampler(&samplerDesc, |
| allocation.OffsetFrom(samplerSizeIncrement, i)); |
| } |
| |
| Ref<SamplerHeapCacheEntry> entry = AcquireRef(new SamplerHeapCacheEntry( |
| this, samplerAllocator, std::move(samplers), std::move(allocation))); |
| mCache.insert(entry.Get()); |
| return std::move(entry); |
| } |
| |
| SamplerHeapCache::SamplerHeapCache(Device* device) : mDevice(device) { |
| } |
| |
| SamplerHeapCache::~SamplerHeapCache() { |
| ASSERT(mCache.empty()); |
| } |
| |
| void SamplerHeapCache::RemoveCacheEntry(SamplerHeapCacheEntry* entry) { |
| ASSERT(entry->GetRefCountForTesting() == 0); |
| size_t removedCount = mCache.erase(entry); |
| ASSERT(removedCount == 1); |
| } |
| |
| size_t SamplerHeapCacheEntry::HashFunc::operator()(const SamplerHeapCacheEntry* entry) const { |
| size_t hash = 0; |
| for (const Sampler* sampler : entry->mSamplers) { |
| HashCombine(&hash, sampler); |
| } |
| return hash; |
| } |
| |
| bool SamplerHeapCacheEntry::EqualityFunc::operator()(const SamplerHeapCacheEntry* a, |
| const SamplerHeapCacheEntry* b) const { |
| return a->mSamplers == b->mSamplers; |
| } |
| }} // namespace dawn_native::d3d12 |