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When creating a directly allocated resource in D3D12, also create a dawn_native::d3d12::Heap to represent that allocation alongside the ResourceHeapAllocation. This matches D3D12's allocation model when using CreateCommittedResource and makes residency management much easier. Bug: dawn:193 Change-Id: I2280863dcfca57bad72962a2b097f8f2d4cc7dad Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16381 Commit-Queue: Brandon Jones <brandon1.jones@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
78 lines
2.6 KiB
C++
78 lines
2.6 KiB
C++
// Copyright 2018 The Dawn 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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#ifndef DAWNNATIVE_RESOURCEMEMORYALLOCATION_H_
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#define DAWNNATIVE_RESOURCEMEMORYALLOCATION_H_
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#include <cstdint>
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namespace dawn_native {
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class ResourceHeapBase;
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// Allocation method determines how memory was sub-divided.
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// Used by the device to get the allocator that was responsible for the allocation.
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enum class AllocationMethod {
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// Memory not sub-divided.
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kDirect,
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// Memory sub-divided using one or more blocks of various sizes.
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kSubAllocated,
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// Memory was allocated outside of Dawn.
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kExternal,
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// Memory not allocated or freed.
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kInvalid
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};
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// Metadata that describes how the allocation was allocated.
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struct AllocationInfo {
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// AllocationInfo contains a separate offset to not confuse block vs memory offsets.
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// The block offset is within the entire allocator memory range and only required by the
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// buddy sub-allocator to get the corresponding memory. Unlike the block offset, the
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// allocation offset is always local to the memory.
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uint64_t mBlockOffset = 0;
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AllocationMethod mMethod = AllocationMethod::kInvalid;
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};
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// Handle into a resource heap pool.
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class ResourceMemoryAllocation {
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public:
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ResourceMemoryAllocation();
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ResourceMemoryAllocation(const AllocationInfo& info,
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uint64_t offset,
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ResourceHeapBase* resourceHeap,
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uint8_t* mappedPointer = nullptr);
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virtual ~ResourceMemoryAllocation() = default;
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ResourceHeapBase* GetResourceHeap() const;
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uint64_t GetOffset() const;
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uint8_t* GetMappedPointer() const;
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AllocationInfo GetInfo() const;
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virtual void Invalidate();
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private:
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AllocationInfo mInfo;
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uint64_t mOffset;
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ResourceHeapBase* mResourceHeap;
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uint8_t* mMappedPointer;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_RESOURCEMEMORYALLOCATION_H_
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