dawn-cmake/src/backend/d3d12/ResourceAllocator.cpp

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// Copyright 2017 The NXT 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.
#include "backend/d3d12/ResourceAllocator.h"
#include "backend/d3d12/D3D12Backend.h"
namespace backend {
namespace d3d12 {
namespace {
static constexpr D3D12_HEAP_PROPERTIES kDefaultHeapProperties = {
D3D12_HEAP_TYPE_DEFAULT,
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN,
0,
0
};
static constexpr D3D12_HEAP_PROPERTIES kUploadHeapProperties = {
D3D12_HEAP_TYPE_UPLOAD,
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN,
0,
0
};
static constexpr D3D12_HEAP_PROPERTIES kReadbackHeapProperties = {
D3D12_HEAP_TYPE_READBACK,
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN,
0,
0
};
}
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ResourceAllocator::ResourceAllocator(Device* device) : mDevice(device) {
}
ComPtr<ID3D12Resource> ResourceAllocator::Allocate(D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC &resourceDescriptor, D3D12_RESOURCE_STATES initialUsage) {
const D3D12_HEAP_PROPERTIES* heapProperties = nullptr;
switch(heapType) {
case D3D12_HEAP_TYPE_DEFAULT:
heapProperties = &kDefaultHeapProperties;
break;
case D3D12_HEAP_TYPE_UPLOAD:
heapProperties = &kUploadHeapProperties;
break;
case D3D12_HEAP_TYPE_READBACK:
heapProperties = &kReadbackHeapProperties;
break;
default:
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UNREACHABLE();
}
ComPtr<ID3D12Resource> resource;
// TODO(enga@google.com): Use CreatePlacedResource
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ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateCommittedResource(
heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
initialUsage,
nullptr,
IID_PPV_ARGS(&resource)
));
return resource;
}
void ResourceAllocator::Release(ComPtr<ID3D12Resource> resource) {
// Resources may still be in use on the GPU. Enqueue them so that we hold onto them until GPU execution has completed
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mReleasedResources.Enqueue(resource, mDevice->GetSerial());
}
void ResourceAllocator::Tick(uint64_t lastCompletedSerial) {
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mReleasedResources.ClearUpTo(lastCompletedSerial);
}
}
}