// Copyright 2019 The Dawn 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 "dawn_native/d3d12/HeapAllocatorD3D12.h" #include "dawn_native/d3d12/D3D12Error.h" #include "dawn_native/d3d12/DeviceD3D12.h" #include "dawn_native/d3d12/HeapD3D12.h" #include "dawn_native/d3d12/ResidencyManagerD3D12.h" namespace dawn_native { namespace d3d12 { HeapAllocator::HeapAllocator(Device* device, D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags, MemorySegment memorySegment) : mDevice(device), mHeapType(heapType), mHeapFlags(heapFlags), mMemorySegment(memorySegment) { } ResultOrError> HeapAllocator::AllocateResourceHeap( uint64_t size) { D3D12_HEAP_DESC heapDesc; heapDesc.SizeInBytes = size; heapDesc.Properties.Type = mHeapType; heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapDesc.Properties.CreationNodeMask = 0; heapDesc.Properties.VisibleNodeMask = 0; // It is preferred to use a size that is a multiple of the alignment. // However, MSAA heaps are always aligned to 4MB instead of 64KB. This means // if the heap size is too small, the VMM would fragment. // TODO(bryan.bernhart@intel.com): Consider having MSAA vs non-MSAA heaps. heapDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT; heapDesc.Flags = mHeapFlags; // CreateHeap will implicitly make the created heap resident. We must ensure enough free // memory exists before allocating to avoid an out-of-memory error when overcommitted. DAWN_TRY(mDevice->GetResidencyManager()->EnsureCanAllocate(size, mMemorySegment)); ComPtr d3d12Heap; DAWN_TRY(CheckOutOfMemoryHRESULT( mDevice->GetD3D12Device()->CreateHeap(&heapDesc, IID_PPV_ARGS(&d3d12Heap)), "ID3D12Device::CreateHeap")); std::unique_ptr heapBase = std::make_unique(std::move(d3d12Heap), mMemorySegment, size); // Calling CreateHeap implicitly calls MakeResident on the new heap. We must track this to // avoid calling MakeResident a second time. mDevice->GetResidencyManager()->TrackResidentAllocation(ToBackend(heapBase.get())); return std::move(heapBase); } void HeapAllocator::DeallocateResourceHeap(std::unique_ptr heap) { mDevice->ReferenceUntilUnused(static_cast(heap.get())->GetD3D12Heap()); } }} // namespace dawn_native::d3d12