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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
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/SamplerHeapCacheD3D12.h"
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/HashUtils.h"
#include "dawn/native/Queue.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::d3d12 {
SamplerHeapCacheEntry::SamplerHeapCacheEntry(MutexProtected<StagingDescriptorAllocator>& allocator,
std::vector<Sampler*> samplers)
: mSamplers(std::move(samplers)), mAllocator(allocator) {}
SamplerHeapCacheEntry::SamplerHeapCacheEntry(SamplerHeapCache* cache,
MutexProtected<StagingDescriptorAllocator>& allocator,
std::vector<Sampler*> samplers,
CPUDescriptorHeapAllocation allocation)
: mCPUAllocation(std::move(allocation)),
mSamplers(std::move(samplers)),
mAllocator(allocator),
mCache(cache) {
DAWN_ASSERT(mCache != nullptr);
DAWN_ASSERT(mCPUAllocation.IsValid());
DAWN_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);
}
DAWN_ASSERT(!mCPUAllocation.IsValid());
}
bool SamplerHeapCacheEntry::Populate(Device* device,
MutexProtected<ShaderVisibleDescriptorAllocator>& allocator) {
if (allocator->IsAllocationStillValid(mGPUAllocation)) {
return true;
}
DAWN_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->GetQueue()->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,
MutexProtected<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(samplerAllocator, 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());
uint32_t samplerSizeIncrement = 0;
CPUDescriptorHeapAllocation allocation;
DAWN_TRY(samplerAllocator.Use([&](auto allocator) -> MaybeError {
DAWN_TRY_ASSIGN(allocation, allocator->AllocateCPUDescriptors());
samplerSizeIncrement = allocator->GetSizeIncrement();
return {};
}));
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() {
DAWN_ASSERT(mCache.empty());
}
void SamplerHeapCache::RemoveCacheEntry(SamplerHeapCacheEntry* entry) {
DAWN_ASSERT(entry->GetRefCountForTesting() == 0);
size_t removedCount = mCache.erase(entry);
DAWN_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