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// 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,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_
#define SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_
#include <vector>
#include "absl/container/flat_hash_set.h"
#include "dawn/common/MutexProtected.h"
#include "dawn/common/Ref.h"
#include "dawn/common/RefCounted.h"
#include "dawn/native/BindingInfo.h"
#include "dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
#include "partition_alloc/pointers/raw_ptr_exclusion.h"
#include "partition_alloc/pointers/raw_ref.h"
// |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations.
// Each entry represents one or more sampler descriptors that co-exist in a CPU and
// GPU descriptor heap. The CPU-side allocation is deallocated once the final reference
// has been released while the GPU-side allocation is deallocated when the GPU is finished.
//
// The BindGroupLayout hands out these entries upon constructing the bindgroup. If the entry is not
// invalid, it will allocate and initialize so it may be reused by another bindgroup.
//
// The cache is primary needed for the GPU sampler heap, which is much smaller than the view heap
// and switches incur expensive pipeline flushes.
namespace dawn::native::d3d12 {
class BindGroup;
class Device;
class Sampler;
class SamplerHeapCache;
class StagingDescriptorAllocator;
class ShaderVisibleDescriptorAllocator;
// Wraps sampler descriptor heap allocations in a cache.
class SamplerHeapCacheEntry : public RefCounted {
public:
explicit SamplerHeapCacheEntry(MutexProtected<StagingDescriptorAllocator>& allocator,
std::vector<Sampler*> samplers);
SamplerHeapCacheEntry(SamplerHeapCache* cache,
MutexProtected<StagingDescriptorAllocator>& allocator,
std::vector<Sampler*> samplers,
CPUDescriptorHeapAllocation allocation);
~SamplerHeapCacheEntry() override;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const;
std::vector<Sampler*>&& AcquireSamplers();
bool Populate(Device* device, MutexProtected<ShaderVisibleDescriptorAllocator>& allocator);
// Functors necessary for the unordered_map<SamplerHeapCacheEntry*>-based cache.
struct HashFunc {
size_t operator()(const SamplerHeapCacheEntry* entry) const;
};
struct EqualityFunc {
bool operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const;
};
private:
CPUDescriptorHeapAllocation mCPUAllocation;
GPUDescriptorHeapAllocation mGPUAllocation;
// Storing raw pointer because the sampler object will be already hashed
// by the device and will already be unique.
std::vector<Sampler*> mSamplers;
// TODO(https://crbug.com/dawn/2361): Rewrite this member with raw_ref<T>.
// This is currently failing with MSVC cl.exe compiler.
RAW_PTR_EXCLUSION MutexProtected<StagingDescriptorAllocator>& mAllocator;
raw_ptr<SamplerHeapCache> mCache = nullptr;
};
// Cache descriptor heap allocations so that we don't create duplicate ones for every
// BindGroup.
class SamplerHeapCache {
public:
explicit SamplerHeapCache(Device* device);
~SamplerHeapCache();
ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(
const BindGroup* group,
MutexProtected<StagingDescriptorAllocator>& samplerAllocator);
void RemoveCacheEntry(SamplerHeapCacheEntry* entry);
private:
raw_ptr<Device> mDevice;
using Cache = absl::flat_hash_set<SamplerHeapCacheEntry*,
SamplerHeapCacheEntry::HashFunc,
SamplerHeapCacheEntry::EqualityFunc>;
Cache mCache;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_SAMPLERHEAPCACHED3D12_H_