| // 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(std::vector<Sampler*> samplers) | |
| : mSamplers(std::move(samplers)) {} | |
| SamplerHeapCacheEntry::SamplerHeapCacheEntry(SamplerHeapCache* cache, | |
| std::vector<Sampler*> samplers, | |
| CPUDescriptorHeapAllocation allocation) | |
| : mCPUAllocation(std::move(allocation)), | |
| mSamplers(std::move(samplers)), | |
| mCache(cache) { | |
| DAWN_ASSERT(mCache != nullptr); | |
| DAWN_ASSERT(mCPUAllocation.IsValid()); | |
| DAWN_ASSERT(!mSamplers.empty()); | |
| } | |
| std::vector<Sampler*>&& SamplerHeapCacheEntry::AcquireSamplers() { | |
| // This function should only be called when SamplerHeapCacheEntry is created for blueprint. | |
| DAWN_ASSERT(!mCPUAllocation.IsValid()); | |
| 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); | |
| DAWN_ASSERT(!mSamplers.empty()); | |
| auto* allocator = mCache->GetDevice()->GetSamplerStagingDescriptorAllocator( | |
| static_cast<uint32_t>(mSamplers.size())); | |
| DAWN_ASSERT(allocator != nullptr); | |
| (*allocator)->Deallocate(&mCPUAllocation); | |
| } | |
| DAWN_ASSERT(!mCPUAllocation.IsValid()); | |
| } | |
| bool SamplerHeapCacheEntry::Populate(MutexProtected<ShaderVisibleDescriptorAllocator>& allocator) { | |
| if (allocator->IsAllocationStillValid(mGPUAllocation)) { | |
| return true; | |
| } | |
| DAWN_ASSERT(!mSamplers.empty()); | |
| Device* device = allocator->GetDevice(); | |
| // 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) { | |
| 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. | |
| uint32_t samplerCount = bgl->GetSamplerDescriptorCount(); | |
| std::vector<Sampler*> samplers; | |
| samplers.reserve(samplerCount); | |
| for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount(); | |
| bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { | |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); | |
| if (std::holds_alternative<SamplerBindingInfo>(bindingInfo.bindingLayout)) { | |
| samplers.push_back(ToBackend(group->GetBindingAsSampler(bindingIndex))); | |
| } | |
| } | |
| // Check the cache if there exists a sampler heap allocation that corresponds to the | |
| // samplers. | |
| SamplerHeapCacheEntry blueprint(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; | |
| Device* device = ToBackend(group->GetDevice()); | |
| auto* samplerAllocator = device->GetSamplerStagingDescriptorAllocator(samplerCount); | |
| 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, 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()); | |
| } | |
| Device* SamplerHeapCache::GetDevice() const { | |
| return mDevice; | |
| } | |
| 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 |