| // 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_SAMPLERHEAPCACHE_H_ |
| #define DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_ |
| |
| #include "common/RefCounted.h" |
| #include "dawn_native/BindingInfo.h" |
| #include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h" |
| #include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h" |
| |
| #include <unordered_set> |
| |
| // |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 { namespace 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: |
| SamplerHeapCacheEntry() = default; |
| SamplerHeapCacheEntry(std::vector<Sampler*> samplers); |
| SamplerHeapCacheEntry(SamplerHeapCache* cache, |
| StagingDescriptorAllocator* allocator, |
| std::vector<Sampler*> samplers, |
| CPUDescriptorHeapAllocation allocation); |
| ~SamplerHeapCacheEntry() override; |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const; |
| |
| std::vector<Sampler*>&& AcquireSamplers(); |
| |
| bool Populate(Device* device, 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; |
| |
| StagingDescriptorAllocator* mAllocator = nullptr; |
| SamplerHeapCache* mCache = nullptr; |
| }; |
| |
| // Cache descriptor heap allocations so that we don't create duplicate ones for every |
| // BindGroup. |
| class SamplerHeapCache { |
| public: |
| SamplerHeapCache(Device* device); |
| ~SamplerHeapCache(); |
| |
| ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate( |
| const BindGroup* group, |
| 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 // DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_ |