| // 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_SHADERVISIBLEDESCRIPTORALLOCATOR_H_ |
| #define DAWNNATIVE_D3D12_SHADERVISIBLEDESCRIPTORALLOCATOR_H_ |
| |
| #include "dawn_native/Error.h" |
| #include "dawn_native/RingBufferAllocator.h" |
| #include "dawn_native/d3d12/d3d12_platform.h" |
| |
| #include <list> |
| |
| // |ShaderVisibleDescriptorAllocator| allocates a variable-sized block of descriptors from a GPU |
| // descriptor heap pool. |
| // Internally, it manages a list of heaps using a ringbuffer block allocator. The heap is in one |
| // of two states: switched in or out. Only a switched in heap can be bound to the pipeline. If |
| // the heap is full, the caller must switch-in a new heap before re-allocating and the old one |
| // is returned to the pool. |
| namespace dawn_native { namespace d3d12 { |
| |
| class Device; |
| class GPUDescriptorHeapAllocation; |
| |
| class ShaderVisibleDescriptorAllocator { |
| public: |
| static ResultOrError<std::unique_ptr<ShaderVisibleDescriptorAllocator>> Create( |
| Device* device, |
| D3D12_DESCRIPTOR_HEAP_TYPE heapType); |
| |
| ShaderVisibleDescriptorAllocator(Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType); |
| |
| // Returns true if the allocation was successful, when false is returned the current heap is |
| // full and AllocateAndSwitchShaderVisibleHeap() must be called. |
| bool AllocateGPUDescriptors(uint32_t descriptorCount, |
| Serial pendingSerial, |
| D3D12_CPU_DESCRIPTOR_HANDLE* baseCPUDescriptor, |
| GPUDescriptorHeapAllocation* allocation); |
| |
| void Tick(uint64_t completedSerial); |
| |
| ID3D12DescriptorHeap* GetShaderVisibleHeap() const; |
| MaybeError AllocateAndSwitchShaderVisibleHeap(); |
| |
| // For testing purposes only. |
| Serial GetShaderVisibleHeapSerialForTesting() const; |
| uint64_t GetShaderVisibleHeapSizeForTesting() const; |
| uint64_t GetShaderVisiblePoolSizeForTesting() const; |
| |
| bool IsAllocationStillValid(const GPUDescriptorHeapAllocation& allocation) const; |
| |
| private: |
| struct SerialDescriptorHeap { |
| Serial heapSerial; |
| ComPtr<ID3D12DescriptorHeap> heap; |
| }; |
| |
| ComPtr<ID3D12DescriptorHeap> mHeap; |
| RingBufferAllocator mAllocator; |
| std::list<SerialDescriptorHeap> mPool; |
| D3D12_DESCRIPTOR_HEAP_TYPE mHeapType; |
| |
| Device* mDevice; |
| |
| // The serial value of 0 means the shader-visible heaps have not been allocated. |
| // This value is never returned in the GPUDescriptorHeapAllocation after |
| // AllocateGPUDescriptors() is called. |
| Serial mHeapSerial = 0; |
| |
| uint32_t mSizeIncrement; |
| }; |
| }} // namespace dawn_native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_SHADERVISIBLEDESCRIPTORALLOCATOR_H_ |