D3D12: Move resource allocators from device into manager.
Encapsulates resource allocation using a manager class. BUG=dawn:27 Change-Id: I7a496261dcede647d32e44d96ed27237bf418fb2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11742 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
This commit is contained in:
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BUILD.gn
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BUILD.gn
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@ -274,6 +274,8 @@ source_set("libdawn_native_sources") {
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"src/dawn_native/d3d12/RenderPipelineD3D12.h",
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"src/dawn_native/d3d12/RenderPipelineD3D12.h",
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"src/dawn_native/d3d12/ResourceAllocator.cpp",
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"src/dawn_native/d3d12/ResourceAllocator.cpp",
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"src/dawn_native/d3d12/ResourceAllocator.h",
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"src/dawn_native/d3d12/ResourceAllocator.h",
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"src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.cpp",
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"src/dawn_native/d3d12/ResourceAllocatorManagerD3D12.h",
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"src/dawn_native/d3d12/ResourceHeapD3D12.cpp",
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"src/dawn_native/d3d12/ResourceHeapD3D12.cpp",
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"src/dawn_native/d3d12/ResourceHeapD3D12.h",
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"src/dawn_native/d3d12/ResourceHeapD3D12.h",
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"src/dawn_native/d3d12/SamplerD3D12.cpp",
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"src/dawn_native/d3d12/SamplerD3D12.cpp",
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@ -31,6 +31,7 @@
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#include "dawn_native/d3d12/QueueD3D12.h"
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#include "dawn_native/d3d12/QueueD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/ResourceAllocator.h"
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#include "dawn_native/d3d12/ResourceAllocator.h"
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#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
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#include "dawn_native/d3d12/ResourceHeapD3D12.h"
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#include "dawn_native/d3d12/ResourceHeapD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/ShaderModuleD3D12.h"
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#include "dawn_native/d3d12/ShaderModuleD3D12.h"
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@ -68,6 +69,7 @@ namespace dawn_native { namespace d3d12 {
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mDescriptorHeapAllocator = std::make_unique<DescriptorHeapAllocator>(this);
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mDescriptorHeapAllocator = std::make_unique<DescriptorHeapAllocator>(this);
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mMapRequestTracker = std::make_unique<MapRequestTracker>(this);
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mMapRequestTracker = std::make_unique<MapRequestTracker>(this);
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mResourceAllocator = std::make_unique<ResourceAllocator>(this);
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mResourceAllocator = std::make_unique<ResourceAllocator>(this);
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mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(this);
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NextSerial();
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NextSerial();
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@ -334,29 +336,8 @@ namespace dawn_native { namespace d3d12 {
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return {};
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return {};
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}
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}
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size_t Device::GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const {
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ASSERT(heapType > 0);
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ASSERT(static_cast<uint32_t>(heapType) <= kNumHeapTypes);
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return heapType - 1;
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}
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void Device::DeallocateMemory(ResourceMemoryAllocation& allocation) {
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void Device::DeallocateMemory(ResourceMemoryAllocation& allocation) {
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if (allocation.GetAllocationMethod() == AllocationMethod::kInvalid) {
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mResourceAllocatorManager->DeallocateMemory(allocation);
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return;
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}
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CommittedResourceAllocator* allocator = nullptr;
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D3D12_HEAP_PROPERTIES heapProp;
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ToBackend(allocation.GetResourceHeap())
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->GetD3D12Resource()
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->GetHeapProperties(&heapProp, nullptr);
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const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapProp.Type);
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ASSERT(heapTypeIndex < kNumHeapTypes);
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allocator = mDirectResourceAllocators[heapTypeIndex].get();
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allocator->Deallocate(allocation);
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// Invalidate the underlying resource heap in case the client accidentally
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// calls DeallocateMemory again using the same allocation.
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allocation.Invalidate();
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}
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}
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ResultOrError<ResourceMemoryAllocation> Device::AllocateMemory(
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ResultOrError<ResourceMemoryAllocation> Device::AllocateMemory(
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@ -364,22 +345,8 @@ namespace dawn_native { namespace d3d12 {
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage,
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D3D12_RESOURCE_STATES initialUsage,
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D3D12_HEAP_FLAGS heapFlags) {
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D3D12_HEAP_FLAGS heapFlags) {
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const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapType);
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return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor, initialUsage,
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ASSERT(heapTypeIndex < kNumHeapTypes);
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heapFlags);
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// Get the direct allocator using a tightly sized heap (aka CreateCommittedResource).
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CommittedResourceAllocator* allocator = mDirectResourceAllocators[heapTypeIndex].get();
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if (allocator == nullptr) {
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mDirectResourceAllocators[heapTypeIndex] =
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std::make_unique<CommittedResourceAllocator>(this, heapType);
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allocator = mDirectResourceAllocators[heapTypeIndex].get();
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}
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ResourceMemoryAllocation allocation;
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DAWN_TRY_ASSIGN(allocation,
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allocator->Allocate(resourceDescriptor, initialUsage, heapFlags));
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return allocation;
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}
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}
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TextureBase* Device::WrapSharedHandle(const TextureDescriptor* descriptor,
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TextureBase* Device::WrapSharedHandle(const TextureDescriptor* descriptor,
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@ -19,7 +19,7 @@
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#include "common/SerialQueue.h"
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#include "common/SerialQueue.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/d3d12/CommittedResourceAllocatorD3D12.h"
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#include "dawn_native/ResourceMemoryAllocation.h"
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#include "dawn_native/d3d12/Forward.h"
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#include "dawn_native/d3d12/Forward.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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@ -32,6 +32,7 @@ namespace dawn_native { namespace d3d12 {
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class MapRequestTracker;
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class MapRequestTracker;
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class PlatformFunctions;
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class PlatformFunctions;
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class ResourceAllocator;
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class ResourceAllocator;
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class ResourceAllocatorManager;
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#define ASSERT_SUCCESS(hr) \
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#define ASSERT_SUCCESS(hr) \
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{ \
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{ \
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@ -119,8 +120,6 @@ namespace dawn_native { namespace d3d12 {
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TextureBase* texture,
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) override;
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const TextureViewDescriptor* descriptor) override;
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size_t GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const;
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Serial mCompletedSerial = 0;
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Serial mCompletedSerial = 0;
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Serial mLastSubmittedSerial = 0;
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Serial mLastSubmittedSerial = 0;
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ComPtr<ID3D12Fence> mFence;
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ComPtr<ID3D12Fence> mFence;
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@ -144,20 +143,7 @@ namespace dawn_native { namespace d3d12 {
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std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
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std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
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std::unique_ptr<MapRequestTracker> mMapRequestTracker;
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std::unique_ptr<MapRequestTracker> mMapRequestTracker;
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std::unique_ptr<ResourceAllocator> mResourceAllocator;
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std::unique_ptr<ResourceAllocator> mResourceAllocator;
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std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
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static constexpr uint32_t kNumHeapTypes = 4u; // Number of D3D12_HEAP_TYPE
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static_assert(D3D12_HEAP_TYPE_READBACK <= kNumHeapTypes,
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"Readback heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_UPLOAD <= kNumHeapTypes,
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"Upload heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_DEFAULT <= kNumHeapTypes,
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"Default heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_CUSTOM <= kNumHeapTypes,
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"Custom heap type enum exceeds max heap types");
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std::array<std::unique_ptr<CommittedResourceAllocator>, kNumHeapTypes>
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mDirectResourceAllocators;
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dawn_native::PCIInfo mPCIInfo;
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dawn_native::PCIInfo mPCIInfo;
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};
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};
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@ -0,0 +1,71 @@
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// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
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#include "dawn_native/d3d12/Forward.h"
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#include "dawn_native/d3d12/ResourceHeapD3D12.h"
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namespace dawn_native { namespace d3d12 {
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ResourceAllocatorManager::ResourceAllocatorManager(Device* device) : mDevice(device) {
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}
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ResultOrError<ResourceMemoryAllocation> ResourceAllocatorManager::AllocateMemory(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage,
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D3D12_HEAP_FLAGS heapFlags) {
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const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapType);
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ASSERT(heapTypeIndex < kNumHeapTypes);
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// Get the direct allocator using a tightly sized heap (aka CreateCommittedResource).
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CommittedResourceAllocator* allocator = mDirectResourceAllocators[heapTypeIndex].get();
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if (allocator == nullptr) {
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mDirectResourceAllocators[heapTypeIndex] =
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std::make_unique<CommittedResourceAllocator>(mDevice, heapType);
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allocator = mDirectResourceAllocators[heapTypeIndex].get();
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}
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ResourceMemoryAllocation allocation;
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DAWN_TRY_ASSIGN(allocation,
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allocator->Allocate(resourceDescriptor, initialUsage, heapFlags));
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return allocation;
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}
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size_t ResourceAllocatorManager::GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const {
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ASSERT(heapType > 0);
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ASSERT(static_cast<uint32_t>(heapType) <= kNumHeapTypes);
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return heapType - 1;
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}
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void ResourceAllocatorManager::DeallocateMemory(ResourceMemoryAllocation& allocation) {
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if (allocation.GetAllocationMethod() == AllocationMethod::kInvalid) {
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return;
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}
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CommittedResourceAllocator* allocator = nullptr;
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D3D12_HEAP_PROPERTIES heapProp;
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ToBackend(allocation.GetResourceHeap())
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->GetD3D12Resource()
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->GetHeapProperties(&heapProp, nullptr);
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const size_t heapTypeIndex = GetD3D12HeapTypeToIndex(heapProp.Type);
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ASSERT(heapTypeIndex < kNumHeapTypes);
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allocator = mDirectResourceAllocators[heapTypeIndex].get();
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allocator->Deallocate(allocation);
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// Invalidate the underlying resource heap in case the client accidentally
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// calls DeallocateMemory again using the same allocation.
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allocation.Invalidate();
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}
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}} // namespace dawn_native::d3d12
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@ -0,0 +1,62 @@
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// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
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#define DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
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#include "dawn_native/d3d12/CommittedResourceAllocatorD3D12.h"
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#include <array>
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namespace dawn_native { namespace d3d12 {
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class Device;
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// Manages a list of resource allocators used by the device to create resources using multiple
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// allocation methods.
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class ResourceAllocatorManager {
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public:
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ResourceAllocatorManager(Device* device);
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ResultOrError<ResourceMemoryAllocation> AllocateMemory(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage,
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D3D12_HEAP_FLAGS heapFlags);
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void DeallocateMemory(ResourceMemoryAllocation& allocation);
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private:
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size_t GetD3D12HeapTypeToIndex(D3D12_HEAP_TYPE heapType) const;
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Device* mDevice;
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static constexpr uint32_t kNumHeapTypes = 4u; // Number of D3D12_HEAP_TYPE
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static_assert(D3D12_HEAP_TYPE_READBACK <= kNumHeapTypes,
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"Readback heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_UPLOAD <= kNumHeapTypes,
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"Upload heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_DEFAULT <= kNumHeapTypes,
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"Default heap type enum exceeds max heap types");
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static_assert(D3D12_HEAP_TYPE_CUSTOM <= kNumHeapTypes,
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"Custom heap type enum exceeds max heap types");
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std::array<std::unique_ptr<CommittedResourceAllocator>, kNumHeapTypes>
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mDirectResourceAllocators;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
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