| // Copyright 2018 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/StagingBufferD3D12.h" |
| #include "dawn_native/d3d12/D3D12Error.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/HeapD3D12.h" |
| #include "dawn_native/d3d12/ResidencyManagerD3D12.h" |
| #include "dawn_native/d3d12/UtilsD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| StagingBuffer::StagingBuffer(size_t size, Device* device) |
| : StagingBufferBase(size), mDevice(device) { |
| } |
| |
| MaybeError StagingBuffer::Initialize() { |
| D3D12_RESOURCE_DESC resourceDescriptor; |
| resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| resourceDescriptor.Alignment = 0; |
| resourceDescriptor.Width = GetSize(); |
| resourceDescriptor.Height = 1; |
| resourceDescriptor.DepthOrArraySize = 1; |
| resourceDescriptor.MipLevels = 1; |
| resourceDescriptor.Format = DXGI_FORMAT_UNKNOWN; |
| resourceDescriptor.SampleDesc.Count = 1; |
| resourceDescriptor.SampleDesc.Quality = 0; |
| resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| DAWN_TRY_ASSIGN(mUploadHeap, |
| mDevice->AllocateMemory(D3D12_HEAP_TYPE_UPLOAD, resourceDescriptor, |
| D3D12_RESOURCE_STATE_GENERIC_READ)); |
| |
| // The mapped buffer can be accessed at any time, so it must be locked to ensure it is never |
| // evicted. This buffer should already have been made resident when it was created. |
| DAWN_TRY(mDevice->GetResidencyManager()->LockAllocation( |
| ToBackend(mUploadHeap.GetResourceHeap()))); |
| |
| SetDebugName(mDevice, GetResource(), "Dawn_StagingBuffer"); |
| |
| return CheckHRESULT(GetResource()->Map(0, nullptr, &mMappedPointer), "ID3D12Resource::Map"); |
| } |
| |
| StagingBuffer::~StagingBuffer() { |
| // Always check if the allocation is valid before Unmap. |
| // The resource would not exist had it failed to allocate. |
| if (mUploadHeap.GetInfo().mMethod == AllocationMethod::kInvalid) { |
| return; |
| } |
| |
| // The underlying heap was locked in residency upon creation. We must unlock it when this |
| // buffer becomes unmapped. |
| mDevice->GetResidencyManager()->UnlockAllocation(ToBackend(mUploadHeap.GetResourceHeap())); |
| |
| // Invalidate the CPU virtual address & flush cache (if needed). |
| GetResource()->Unmap(0, nullptr); |
| mMappedPointer = nullptr; |
| |
| mDevice->DeallocateMemory(mUploadHeap); |
| } |
| |
| ID3D12Resource* StagingBuffer::GetResource() const { |
| return mUploadHeap.GetD3D12Resource(); |
| } |
| }} // namespace dawn_native::d3d12 |