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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,
// 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/StagingDescriptorAllocatorD3D12.h"
#include <utility>
#include "dawn/common/Math.h"
#include "dawn/native/Queue.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
namespace dawn::native::d3d12 {
StagingDescriptorAllocator::StagingDescriptorAllocator(Device* device,
uint32_t descriptorCount,
uint32_t heapSize,
D3D12_DESCRIPTOR_HEAP_TYPE heapType)
: mDevice(device),
mSizeIncrement(device->GetD3D12Device()->GetDescriptorHandleIncrementSize(heapType)),
mBlockSize(descriptorCount * mSizeIncrement),
mHeapSize(RoundUp(heapSize, descriptorCount)),
mHeapType(heapType) {
DAWN_ASSERT(descriptorCount <= heapSize);
}
StagingDescriptorAllocator::~StagingDescriptorAllocator() {
const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
for (auto& buffer : mPool) {
DAWN_ASSERT(buffer.freeBlockIndices.size() == freeBlockIndicesSize);
}
DAWN_ASSERT(mAvailableHeaps.size() == mPool.size());
}
ResultOrError<CPUDescriptorHeapAllocation> StagingDescriptorAllocator::AllocateCPUDescriptors() {
if (mAvailableHeaps.empty()) {
DAWN_TRY(AllocateCPUHeap());
}
DAWN_ASSERT(!mAvailableHeaps.empty());
const uint32_t heapIndex = mAvailableHeaps.back();
NonShaderVisibleBuffer& buffer = mPool[heapIndex];
DAWN_ASSERT(!buffer.freeBlockIndices.empty());
const Index blockIndex = buffer.freeBlockIndices.back();
buffer.freeBlockIndices.pop_back();
if (buffer.freeBlockIndices.empty()) {
mAvailableHeaps.pop_back();
}
const D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor = {
buffer.heap->GetCPUDescriptorHandleForHeapStart().ptr + (blockIndex * mBlockSize)};
return CPUDescriptorHeapAllocation{baseCPUDescriptor, heapIndex};
}
MaybeError StagingDescriptorAllocator::AllocateCPUHeap() {
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = mHeapType;
heapDescriptor.NumDescriptors = mHeapSize;
heapDescriptor.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
heapDescriptor.NodeMask = 0;
ComPtr<ID3D12DescriptorHeap> heap;
DAWN_TRY(CheckHRESULT(
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
"ID3D12Device::CreateDescriptorHeap"));
NonShaderVisibleBuffer newBuffer;
newBuffer.heap = std::move(heap);
const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
newBuffer.freeBlockIndices.reserve(freeBlockIndicesSize);
for (Index blockIndex = 0; blockIndex < freeBlockIndicesSize; blockIndex++) {
newBuffer.freeBlockIndices.push_back(blockIndex);
}
mAvailableHeaps.push_back(mPool.size());
mPool.emplace_back(std::move(newBuffer));
return {};
}
void StagingDescriptorAllocator::Deallocate(CPUDescriptorHeapAllocation* allocation) {
DAWN_ASSERT(allocation->IsValid());
const uint32_t heapIndex = allocation->GetHeapIndex();
DAWN_ASSERT(heapIndex < mPool.size());
// Insert the deallocated block back into the free-list. Order does not matter. However,
// having blocks be non-contigious could slow down future allocations due to poor cache
// locality.
// TODO(dawn:155): Consider more optimization.
std::vector<Index>& freeBlockIndices = mPool[heapIndex].freeBlockIndices;
if (freeBlockIndices.empty()) {
mAvailableHeaps.emplace_back(heapIndex);
}
const D3D12_CPU_DESCRIPTOR_HANDLE heapStart =
mPool[heapIndex].heap->GetCPUDescriptorHandleForHeapStart();
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = allocation->OffsetFrom(0, 0);
const Index blockIndex = (baseDescriptor.ptr - heapStart.ptr) / mBlockSize;
freeBlockIndices.emplace_back(blockIndex);
// Invalidate the handle in case the developer accidentally uses it again.
allocation->Invalidate();
}
uint32_t StagingDescriptorAllocator::GetSizeIncrement() const {
return mSizeIncrement;
}
StagingDescriptorAllocator::Index StagingDescriptorAllocator::GetFreeBlockIndicesSize() const {
return ((mHeapSize * mSizeIncrement) / mBlockSize);
}
ResultOrError<CPUDescriptorHeapAllocation>
StagingDescriptorAllocator::AllocateTransientCPUDescriptors() {
CPUDescriptorHeapAllocation allocation;
DAWN_TRY_ASSIGN(allocation, AllocateCPUDescriptors());
mAllocationsToDelete.Enqueue(allocation, mDevice->GetQueue()->GetPendingCommandSerial());
return allocation;
}
void StagingDescriptorAllocator::Tick(ExecutionSerial completedSerial) {
for (CPUDescriptorHeapAllocation& allocation :
mAllocationsToDelete.IterateUpTo(completedSerial)) {
Deallocate(&allocation);
}
mAllocationsToDelete.ClearUpTo(completedSerial);
}
} // namespace dawn::native::d3d12