// 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. #ifndef DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ #define DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_ #include "common/SerialQueue.h" #include "dawn_native/BuddyMemoryAllocator.h" #include "dawn_native/IntegerTypes.h" #include "dawn_native/PooledResourceMemoryAllocator.h" #include "dawn_native/d3d12/HeapAllocatorD3D12.h" #include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h" #include namespace dawn_native { namespace d3d12 { class Device; // Resource heap types + flags combinations are named after the D3D constants. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_type enum ResourceHeapKind { // Resource heap tier 2 // Allows resource heaps to contain all buffer and textures types. // This enables better heap re-use by avoiding the need for separate heaps and // also reduces fragmentation. Readback_AllBuffersAndTextures, Upload_AllBuffersAndTextures, Default_AllBuffersAndTextures, // Resource heap tier 1 // Resource heaps only support types from a single resource category. Readback_OnlyBuffers, Upload_OnlyBuffers, Default_OnlyBuffers, Default_OnlyNonRenderableOrDepthTextures, Default_OnlyRenderableOrDepthTextures, EnumCount, InvalidEnum = EnumCount, }; // Manages a list of resource allocators used by the device to create resources using // multiple allocation methods. class ResourceAllocatorManager { public: ResourceAllocatorManager(Device* device); ResultOrError AllocateMemory( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage); void DeallocateMemory(ResourceHeapAllocation& allocation); void Tick(ExecutionSerial lastCompletedSerial); void DestroyPool(); private: void FreeMemory(ResourceHeapAllocation& allocation); ResultOrError CreatePlacedResource( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& requestedResourceDescriptor, const D3D12_CLEAR_VALUE* optimizedClearValue, D3D12_RESOURCE_STATES initialUsage); ResultOrError CreateCommittedResource( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, const D3D12_CLEAR_VALUE* optimizedClearValue, D3D12_RESOURCE_STATES initialUsage); Device* mDevice; uint32_t mResourceHeapTier; static constexpr uint64_t kMaxHeapSize = 32ll * 1024ll * 1024ll * 1024ll; // 32GB static constexpr uint64_t kMinHeapSize = 4ll * 1024ll * 1024ll; // 4MB std::array, ResourceHeapKind::EnumCount> mSubAllocatedResourceAllocators; std::array, ResourceHeapKind::EnumCount> mHeapAllocators; std::array, ResourceHeapKind::EnumCount> mPooledHeapAllocators; SerialQueue mAllocationsToDelete; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_