dawn-cmake/src/backend/d3d12/DescriptorHeapAllocator.cpp
Austin Eng 036f76f51f D3D12: Refactor bind group descriptor tracking and descriptor heap allocation
Extract descriptor offset computation and CPU descriptor recording to
BindGroupLayout and BindGroup. Refactor descriptor heap allocation to
copy from a large CPU heap to a GPU heap.
2017-07-04 14:30:34 -04:00

113 lines
4.9 KiB
C++

// Copyright 2017 The NXT 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 "DescriptorHeapAllocator.h"
#include "D3D12Backend.h"
namespace backend {
namespace d3d12 {
DescriptorHeapHandle::DescriptorHeapHandle() {
}
DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_t offset)
: device(device), descriptorHeap(descriptorHeap), sizeIncrement(sizeIncrement), offset(offset) {
}
ID3D12DescriptorHeap* DescriptorHeapHandle::Get() const {
return descriptorHeap.Get();
}
D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapHandle::GetCPUHandle(uint32_t index) const {
ASSERT(descriptorHeap);
auto handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += sizeIncrement * (index + offset);
return handle;
}
D3D12_GPU_DESCRIPTOR_HANDLE DescriptorHeapHandle::GetGPUHandle(uint32_t index) const {
ASSERT(descriptorHeap);
auto handle = descriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += sizeIncrement * (index + offset);
return handle;
}
DescriptorHeapAllocator::DescriptorHeapAllocator(Device* device)
: device(device),
sizeIncrements {
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV),
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV),
} {
}
DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags) {
// TODO(enga@google.com): This is just a linear allocator so the heap will quickly run out of space causing a new one to be allocated
// We should reuse heap subranges that have been released
if (count == 0) {
return DescriptorHeapHandle();
}
{
// If the current pool for this type has space, linearly allocate count bytes in the pool
auto& allocationInfo = heapInfo->second;
if (allocationInfo.remaining >= count) {
DescriptorHeapHandle handle(heapInfo->first, sizeIncrements[type], allocationInfo.size - allocationInfo.remaining);
allocationInfo.remaining -= count;
Release(handle);
return handle;
}
}
// If the pool has no more space, replace the pool with a new one of the specified size
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = type;
heapDescriptor.NumDescriptors = allocationSize;
heapDescriptor.Flags = flags;
heapDescriptor.NodeMask = 0;
ComPtr<ID3D12DescriptorHeap> heap;
ASSERT_SUCCESS(device->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)));
AllocationInfo allocationInfo = { allocationSize, allocationSize - count };
*heapInfo = std::make_pair(heap, allocationInfo);
DescriptorHeapHandle handle(heap, sizeIncrements[type], 0);
Release(handle);
return handle;
}
DescriptorHeapHandle DescriptorHeapAllocator::AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
return Allocate(type, count, count, &cpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
}
DescriptorHeapHandle DescriptorHeapAllocator::AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
ASSERT(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV || type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
unsigned int heapSize = (type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? kMaxCbvUavSrvHeapSize : kMaxSamplerHeapSize);
return Allocate(type, count, heapSize, &gpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
}
void DescriptorHeapAllocator::FreeDescriptorHeaps(uint64_t lastCompletedSerial) {
releasedHandles.ClearUpTo(lastCompletedSerial);
}
void DescriptorHeapAllocator::Release(DescriptorHeapHandle handle) {
releasedHandles.Enqueue(handle, device->GetSerial());
}
}
}