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// Copyright 2019 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_RESOURCEALLOCATORMANAGERD3D12_H_
#define DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
#include "dawn/common/SerialQueue.h"
#include "dawn/native/BuddyMemoryAllocator.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/PooledResourceMemoryAllocator.h"
#include "dawn/native/d3d12/HeapAllocatorD3D12.h"
#include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h"
#include <array>
namespace dawn::native::d3d12 {
class Device;
// Resource heap types + flags combinations are named after the D3D constants.
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_type
enum ResourceHeapKind {
// Resource heap tier 2
// Allows resource heaps to contain all buffer and textures types.
// This enables better heap re-use by avoiding the need for separate heaps and
// also reduces fragmentation.
Readback_AllBuffersAndTextures,
Upload_AllBuffersAndTextures,
Default_AllBuffersAndTextures,
// Resource heap tier 1
// Resource heaps only support types from a single resource category.
Readback_OnlyBuffers,
Upload_OnlyBuffers,
Default_OnlyBuffers,
Default_OnlyNonRenderableOrDepthTextures,
Default_OnlyRenderableOrDepthTextures,
EnumCount,
InvalidEnum = EnumCount,
};
// Manages a list of resource allocators used by the device to create resources using
// multiple allocation methods.
class ResourceAllocatorManager {
public:
ResourceAllocatorManager(Device* device);
ResultOrError<ResourceHeapAllocation> AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage);
void DeallocateMemory(ResourceHeapAllocation& allocation);
void Tick(ExecutionSerial lastCompletedSerial);
void DestroyPool();
private:
void FreeMemory(ResourceHeapAllocation& allocation);
ResultOrError<ResourceHeapAllocation> CreatePlacedResource(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
const D3D12_CLEAR_VALUE* optimizedClearValue,
D3D12_RESOURCE_STATES initialUsage);
ResultOrError<ResourceHeapAllocation> CreateCommittedResource(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
const D3D12_CLEAR_VALUE* optimizedClearValue,
D3D12_RESOURCE_STATES initialUsage);
Device* mDevice;
uint32_t mResourceHeapTier;
static constexpr uint64_t kMaxHeapSize = 32ll * 1024ll * 1024ll * 1024ll; // 32GB
static constexpr uint64_t kMinHeapSize = 4ll * 1024ll * 1024ll; // 4MB
std::array<std::unique_ptr<BuddyMemoryAllocator>, ResourceHeapKind::EnumCount>
mSubAllocatedResourceAllocators;
std::array<std::unique_ptr<HeapAllocator>, ResourceHeapKind::EnumCount> mHeapAllocators;
std::array<std::unique_ptr<PooledResourceMemoryAllocator>, ResourceHeapKind::EnumCount>
mPooledHeapAllocators;
SerialQueue<ExecutionSerial, ResourceHeapAllocation> mAllocationsToDelete;
};
} // namespace dawn::native::d3d12
#endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_