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