| // Copyright 2019 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/HeapAllocatorD3D12.h" |
| |
| #include <utility> |
| |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/DeviceD3D12.h" |
| #include "dawn/native/d3d12/HeapD3D12.h" |
| #include "dawn/native/d3d12/ResidencyManagerD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| HeapAllocator::HeapAllocator(Device* device, |
| D3D12_HEAP_TYPE heapType, |
| D3D12_HEAP_FLAGS heapFlags, |
| MemorySegment memorySegment) |
| : mDevice(device), mHeapType(heapType), mHeapFlags(heapFlags), mMemorySegment(memorySegment) {} |
| |
| ResultOrError<std::unique_ptr<ResourceHeapBase>> HeapAllocator::AllocateResourceHeap( |
| uint64_t size) { |
| D3D12_HEAP_DESC heapDesc; |
| heapDesc.SizeInBytes = size; |
| heapDesc.Properties.Type = mHeapType; |
| heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| heapDesc.Properties.CreationNodeMask = 0; |
| heapDesc.Properties.VisibleNodeMask = 0; |
| heapDesc.Alignment = mDevice->IsToggleEnabled(Toggle::D3D12Use64KBAlignedMSAATexture) |
| ? D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT |
| : D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT; |
| heapDesc.Flags = mHeapFlags; |
| |
| // CreateHeap will implicitly make the created heap resident. We must ensure enough free |
| // memory exists before allocating to avoid an out-of-memory error when overcommitted. |
| DAWN_TRY(mDevice->GetResidencyManager()->EnsureCanAllocate(size, mMemorySegment)); |
| |
| ComPtr<ID3D12Heap> d3d12Heap; |
| DAWN_TRY(CheckOutOfMemoryHRESULT( |
| mDevice->GetD3D12Device()->CreateHeap(&heapDesc, IID_PPV_ARGS(&d3d12Heap)), |
| "ID3D12Device::CreateHeap")); |
| |
| std::unique_ptr<ResourceHeapBase> heapBase = |
| std::make_unique<Heap>(std::move(d3d12Heap), mMemorySegment, size); |
| |
| // Calling CreateHeap implicitly calls MakeResident on the new heap. We must track this to |
| // avoid calling MakeResident a second time. |
| mDevice->GetResidencyManager()->TrackResidentAllocation(ToBackend(heapBase.get())); |
| return std::move(heapBase); |
| } |
| |
| void HeapAllocator::DeallocateResourceHeap(std::unique_ptr<ResourceHeapBase> heap) { |
| mDevice->ReferenceUntilUnused(static_cast<Heap*>(heap.get())->GetD3D12Heap()); |
| } |
| |
| } // namespace dawn::native::d3d12 |