Slab-allocate OpenGL bind groups
Now that all backends use slab-allocated bind groups, this patch also moves the BindGroup implementation with owned-data into the Null backend. Bug: dawn:340 Change-Id: I08a952075b382008fb82f1fbab3f779cc05bc2a3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16747 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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ae96f04c0a
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4
BUILD.gn
4
BUILD.gn
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@ -412,6 +412,10 @@ source_set("libdawn_native_sources") {
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sources += [
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"src/dawn_native/opengl/BackendGL.cpp",
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"src/dawn_native/opengl/BackendGL.h",
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"src/dawn_native/opengl/BindGroupGL.cpp",
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"src/dawn_native/opengl/BindGroupGL.h",
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"src/dawn_native/opengl/BindGroupLayoutGL.cpp",
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"src/dawn_native/opengl/BindGroupLayoutGL.h",
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"src/dawn_native/opengl/BufferGL.cpp",
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"src/dawn_native/opengl/BufferGL.h",
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"src/dawn_native/opengl/CommandBufferGL.cpp",
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@ -181,26 +181,6 @@ namespace dawn_native {
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return {};
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}
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// OwnBindingDataHolder
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OwnBindingDataHolder::OwnBindingDataHolder(size_t size)
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: mBindingDataAllocation(malloc(size)) // malloc is guaranteed to return a
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// pointer aligned enough for the allocation
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{
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}
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OwnBindingDataHolder::~OwnBindingDataHolder() {
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free(mBindingDataAllocation);
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}
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// BindGroupBaseOwnBindingData
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BindGroupBaseOwnBindingData::BindGroupBaseOwnBindingData(DeviceBase* device,
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const BindGroupDescriptor* descriptor)
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: OwnBindingDataHolder(descriptor->layout->GetBindingDataSize()),
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BindGroupBase(device, descriptor, mBindingDataAllocation) {
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}
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// BindGroup
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BindGroupBase::BindGroupBase(DeviceBase* device,
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@ -77,24 +77,6 @@ namespace dawn_native {
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BindGroupLayoutBase::BindingDataPointers mBindingData;
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};
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// Helper class so |BindGroupBaseOwnBindingData| can allocate memory for its binding data,
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// before calling the BindGroupBase base class constructor.
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class OwnBindingDataHolder {
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protected:
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explicit OwnBindingDataHolder(size_t size);
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~OwnBindingDataHolder();
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void* mBindingDataAllocation;
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};
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// We don't have the complexity of placement-allocation of bind group data in
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// the Null backend. This class, keeps the binding data in a separate allocation for simplicity.
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class BindGroupBaseOwnBindingData : private OwnBindingDataHolder, public BindGroupBase {
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public:
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BindGroupBaseOwnBindingData(DeviceBase* device, const BindGroupDescriptor* descriptor);
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~BindGroupBaseOwnBindingData() override = default;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_BINDGROUP_H_
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@ -295,6 +295,10 @@ if (DAWN_ENABLE_OPENGL)
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${DAWN_NATIVE_OPENGL_AUTOGEN_SOURCES}
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"opengl/BackendGL.cpp"
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"opengl/BackendGL.h"
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"opengl/BindGroupGL.cpp"
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"opengl/BindGroupGL.h"
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"opengl/BindGroupLayoutGL.cpp"
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"opengl/BindGroupLayoutGL.h"
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"opengl/BufferGL.cpp"
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"opengl/BufferGL.h"
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"opengl/CommandBufferGL.cpp"
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@ -252,6 +252,25 @@ namespace dawn_native { namespace null {
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mLastSubmittedSerial++;
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}
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// BindGroupDataHolder
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BindGroupDataHolder::BindGroupDataHolder(size_t size)
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: mBindingDataAllocation(malloc(size)) // malloc is guaranteed to return a
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// pointer aligned enough for the allocation
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{
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}
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BindGroupDataHolder::~BindGroupDataHolder() {
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free(mBindingDataAllocation);
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}
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// BindGroup
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BindGroup::BindGroup(DeviceBase* device, const BindGroupDescriptor* descriptor)
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: BindGroupDataHolder(descriptor->layout->GetBindingDataSize()),
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BindGroupBase(device, descriptor, mBindingDataAllocation) {
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}
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// Buffer
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struct BufferMapOperation : PendingOperation {
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@ -38,7 +38,7 @@
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namespace dawn_native { namespace null {
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class Adapter;
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using BindGroup = BindGroupBaseOwnBindingData;
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class BindGroup;
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using BindGroupLayout = BindGroupLayoutBase;
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class Buffer;
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class CommandBuffer;
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@ -157,6 +157,24 @@ namespace dawn_native { namespace null {
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ResultOrError<DeviceBase*> CreateDeviceImpl(const DeviceDescriptor* descriptor) override;
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};
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// Helper class so |BindGroup| can allocate memory for its binding data,
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// before calling the BindGroupBase base class constructor.
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class BindGroupDataHolder {
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protected:
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explicit BindGroupDataHolder(size_t size);
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~BindGroupDataHolder();
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void* mBindingDataAllocation;
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};
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// We don't have the complexity of placement-allocation of bind group data in
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// the Null backend. This class, keeps the binding data in a separate allocation for simplicity.
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class BindGroup : private BindGroupDataHolder, public BindGroupBase {
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public:
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BindGroup(DeviceBase* device, const BindGroupDescriptor* descriptor);
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~BindGroup() override = default;
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};
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class Buffer : public BufferBase {
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public:
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Buffer(Device* device, const BufferDescriptor* descriptor);
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@ -0,0 +1,35 @@
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// Copyright 2020 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/opengl/BindGroupGL.h"
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#include "dawn_native/opengl/BindGroupLayoutGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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namespace dawn_native { namespace opengl {
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BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
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: BindGroupBase(this, device, descriptor) {
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}
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())->DeallocateBindGroup(this);
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}
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// static
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BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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}} // namespace dawn_native::opengl
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@ -0,0 +1,36 @@
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// Copyright 2020 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_OPENGL_BINDGROUPGL_H_
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#define DAWNNATIVE_OPENGL_BINDGROUPGL_H_
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#include "common/PlacementAllocated.h"
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#include "dawn_native/BindGroup.h"
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namespace dawn_native { namespace opengl {
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class BindGroupLayout;
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class Device;
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class BindGroup : public BindGroupBase, public PlacementAllocated {
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public:
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BindGroup(Device* device, const BindGroupDescriptor* descriptor);
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~BindGroup() override;
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static BindGroup* Create(Device* device, const BindGroupDescriptor* descriptor);
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};
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}} // namespace dawn_native::opengl
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#endif // DAWNNATIVE_OPENGL_BINDGROUPGL_H_
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@ -0,0 +1,36 @@
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// Copyright 2020 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/opengl/BindGroupLayoutGL.h"
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#include "dawn_native/opengl/BindGroupGL.h"
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namespace dawn_native { namespace opengl {
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BindGroupLayout::BindGroupLayout(DeviceBase* device,
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const BindGroupLayoutDescriptor* descriptor)
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: BindGroupLayoutBase(device, descriptor),
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mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
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}
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BindGroup* BindGroupLayout::AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor) {
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return mBindGroupAllocator.Allocate(device, descriptor);
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}
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void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup) {
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mBindGroupAllocator.Deallocate(bindGroup);
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}
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}} // namespace dawn_native::opengl
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@ -0,0 +1,39 @@
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// Copyright 2020 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_OPENGL_BINDGROUPLAYOUTGL_H_
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#define DAWNNATIVE_OPENGL_BINDGROUPLAYOUTGL_H_
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#include "common/SlabAllocator.h"
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#include "dawn_native/BindGroupLayout.h"
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namespace dawn_native { namespace opengl {
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class BindGroup;
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class Device;
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(DeviceBase* device, const BindGroupLayoutDescriptor* descriptor);
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BindGroup* AllocateBindGroup(Device* device, const BindGroupDescriptor* descriptor);
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void DeallocateBindGroup(BindGroup* bindGroup);
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private:
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SlabAllocator<BindGroup> mBindGroupAllocator;
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};
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}} // namespace dawn_native::opengl
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#endif // DAWNNATIVE_OPENGL_BINDGROUPLAYOUTGL_H_
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@ -15,10 +15,11 @@
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#include "dawn_native/opengl/DeviceGL.h"
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#include "dawn_native/BackendConnection.h"
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/DynamicUploader.h"
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#include "dawn_native/ErrorData.h"
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#include "dawn_native/opengl/BindGroupGL.h"
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#include "dawn_native/opengl/BindGroupLayoutGL.h"
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#include "dawn_native/opengl/BufferGL.h"
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#include "dawn_native/opengl/CommandBufferGL.h"
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#include "dawn_native/opengl/ComputePipelineGL.h"
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@ -82,7 +83,7 @@ namespace dawn_native { namespace opengl {
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ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) {
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return new BindGroup(this, descriptor);
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return BindGroup::Create(this, descriptor);
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}
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ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor) {
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@ -17,17 +17,11 @@
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#include "dawn_native/ToBackend.h"
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namespace dawn_native {
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class BindGroupBaseOwnBindingData;
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class BindGroupLayoutBase;
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struct RenderPassDescriptor;
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} // namespace dawn_native
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namespace dawn_native { namespace opengl {
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class Adapter;
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using BindGroup = BindGroupBaseOwnBindingData;
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using BindGroupLayout = BindGroupLayoutBase;
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class BindGroup;
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class BindGroupLayout;
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class Buffer;
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class CommandBuffer;
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class ComputePipeline;
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