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// 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
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include "common/LinkedList.h"
#include "dawn_native/D3D12Backend.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
// This class is used to represent ID3D12Pageable allocations, and also serves as a node within
// the ResidencyManager's LRU cache. This node is inserted into the LRU-cache when it is first
// allocated, and any time it is scheduled to be used by the GPU. This node is removed from the
// LRU cache when it is evicted from resident memory due to budget constraints, or when the
// pageable allocation is released.
class Pageable : public LinkNode<Pageable> {
Pageable(ComPtr<ID3D12Pageable> d3d12Pageable, MemorySegment memorySegment, uint64_t size);
ID3D12Pageable* GetD3D12Pageable() const;
// We set mLastRecordingSerial to denote the serial this pageable was last recorded to be
// used. We must check this serial against the current serial when recording usages to
// ensure we do not process residency for this pageable multiple times.
ExecutionSerial GetLastUsage() const;
void SetLastUsage(ExecutionSerial serial);
// The residency manager must know the last serial that any portion of the pageable was
// submitted to be used so that we can ensure this pageable stays resident in memory at
// least until that serial has completed.
ExecutionSerial GetLastSubmission() const;
void SetLastSubmission(ExecutionSerial serial);
MemorySegment GetMemorySegment() const;
uint64_t GetSize() const;
bool IsInResidencyLRUCache() const;
// In some scenarios, such as async buffer mapping or descriptor heaps, we must lock
// residency to ensure the pageable cannot be evicted. Because multiple buffers may be
// mapped in a single heap, we must track the number of resources currently locked.
void IncrementResidencyLock();
void DecrementResidencyLock();
bool IsResidencyLocked() const;
ComPtr<ID3D12Pageable> mD3d12Pageable;
// mLastUsage denotes the last time this pageable was recorded for use.
ExecutionSerial mLastUsage = ExecutionSerial(0);
// mLastSubmission denotes the last time this pageable was submitted to the GPU. Note that
// although this variable often contains the same value as mLastUsage, it can differ in some
// situations. When some asynchronous APIs (like WriteBuffer) are called, mLastUsage is
// updated upon the call, but the backend operation is deferred until the next submission
// to the GPU. This makes mLastSubmission unique from mLastUsage, and allows us to
// accurately identify when a pageable can be evicted.
ExecutionSerial mLastSubmission = ExecutionSerial(0);
MemorySegment mMemorySegment;
uint32_t mResidencyLockRefCount = 0;
uint64_t mSize = 0;
}} // namespace dawn_native::d3d12