// Copyright 2020 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/SamplerHeapCacheD3D12.h" #include #include "dawn/common/Assert.h" #include "dawn/common/HashUtils.h" #include "dawn/native/d3d12/BindGroupD3D12.h" #include "dawn/native/d3d12/BindGroupLayoutD3D12.h" #include "dawn/native/d3d12/DeviceD3D12.h" #include "dawn/native/d3d12/Forward.h" #include "dawn/native/d3d12/SamplerD3D12.h" #include "dawn/native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" #include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h" namespace dawn::native::d3d12 { SamplerHeapCacheEntry::SamplerHeapCacheEntry(std::vector samplers) : mSamplers(std::move(samplers)) {} SamplerHeapCacheEntry::SamplerHeapCacheEntry(SamplerHeapCache* cache, StagingDescriptorAllocator* allocator, std::vector samplers, CPUDescriptorHeapAllocation allocation) : mCPUAllocation(std::move(allocation)), mSamplers(std::move(samplers)), mAllocator(allocator), mCache(cache) { ASSERT(mCache != nullptr); ASSERT(mCPUAllocation.IsValid()); ASSERT(!mSamplers.empty()); } std::vector&& SamplerHeapCacheEntry::AcquireSamplers() { return std::move(mSamplers); } SamplerHeapCacheEntry::~SamplerHeapCacheEntry() { // If this is a blueprint then the CPU allocation cannot exist and has no entry to remove. if (mCPUAllocation.IsValid()) { mCache->RemoveCacheEntry(this); mAllocator->Deallocate(&mCPUAllocation); } ASSERT(!mCPUAllocation.IsValid()); } bool SamplerHeapCacheEntry::Populate(Device* device, ShaderVisibleDescriptorAllocator* allocator) { if (allocator->IsAllocationStillValid(mGPUAllocation)) { return true; } ASSERT(!mSamplers.empty()); // Attempt to allocate descriptors for the currently bound shader-visible heaps. // If either failed, return early to re-allocate and switch the heaps. const uint32_t descriptorCount = mSamplers.size(); D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor; if (!allocator->AllocateGPUDescriptors(descriptorCount, device->GetPendingCommandSerial(), &baseCPUDescriptor, &mGPUAllocation)) { return false; } // CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing // simple copies per bindgroup, a single non-simple copy could be issued. // TODO(dawn:155): Consider doing this optimization. device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor, mCPUAllocation.GetBaseDescriptor(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); return true; } D3D12_GPU_DESCRIPTOR_HANDLE SamplerHeapCacheEntry::GetBaseDescriptor() const { return mGPUAllocation.GetBaseDescriptor(); } ResultOrError> SamplerHeapCache::GetOrCreate( const BindGroup* group, StagingDescriptorAllocator* samplerAllocator) { const BindGroupLayout* bgl = ToBackend(group->GetLayout()); // If a previously created bindgroup used the same samplers, the backing sampler heap // allocation can be reused. The packed list of samplers acts as the key to lookup the // allocation in a cache. // TODO(dawn:155): Avoid re-allocating the vector each lookup. std::vector samplers; samplers.reserve(bgl->GetSamplerDescriptorCount()); for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount(); bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); if (bindingInfo.bindingType == BindingInfoType::Sampler) { samplers.push_back(ToBackend(group->GetBindingAsSampler(bindingIndex))); } } // Check the cache if there exists a sampler heap allocation that corresponds to the // samplers. SamplerHeapCacheEntry blueprint(std::move(samplers)); auto iter = mCache.find(&blueprint); if (iter != mCache.end()) { return Ref(*iter); } // Steal the sampler vector back from the blueprint to avoid creating a new copy for the // real entry below. samplers = std::move(blueprint.AcquireSamplers()); CPUDescriptorHeapAllocation allocation; DAWN_TRY_ASSIGN(allocation, samplerAllocator->AllocateCPUDescriptors()); const uint32_t samplerSizeIncrement = samplerAllocator->GetSizeIncrement(); ID3D12Device* d3d12Device = mDevice->GetD3D12Device(); for (uint32_t i = 0; i < samplers.size(); ++i) { const auto& samplerDesc = samplers[i]->GetSamplerDescriptor(); d3d12Device->CreateSampler(&samplerDesc, allocation.OffsetFrom(samplerSizeIncrement, i)); } Ref entry = AcquireRef(new SamplerHeapCacheEntry( this, samplerAllocator, std::move(samplers), std::move(allocation))); mCache.insert(entry.Get()); return std::move(entry); } SamplerHeapCache::SamplerHeapCache(Device* device) : mDevice(device) {} SamplerHeapCache::~SamplerHeapCache() { ASSERT(mCache.empty()); } void SamplerHeapCache::RemoveCacheEntry(SamplerHeapCacheEntry* entry) { ASSERT(entry->GetRefCountForTesting() == 0); size_t removedCount = mCache.erase(entry); ASSERT(removedCount == 1); } size_t SamplerHeapCacheEntry::HashFunc::operator()(const SamplerHeapCacheEntry* entry) const { size_t hash = 0; for (const Sampler* sampler : entry->mSamplers) { HashCombine(&hash, sampler); } return hash; } bool SamplerHeapCacheEntry::EqualityFunc::operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const { return a->mSamplers == b->mSamplers; } } // namespace dawn::native::d3d12