84 lines
3.0 KiB
C++
84 lines
3.0 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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#ifndef BACKEND_D3D12_DESCRIPTORHEAPALLOCATOR_H_
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#define BACKEND_D3D12_DESCRIPTORHEAPALLOCATOR_H_
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#include "backend/d3d12/d3d12_platform.h"
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#include <array>
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#include <vector>
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#include "common/SerialQueue.h"
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namespace backend { namespace d3d12 {
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class Device;
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class DescriptorHeapHandle {
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public:
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DescriptorHeapHandle();
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DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap,
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uint32_t sizeIncrement,
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uint32_t offset);
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ID3D12DescriptorHeap* Get() const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUHandle(uint32_t index) const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUHandle(uint32_t index) const;
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private:
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ComPtr<ID3D12DescriptorHeap> mDescriptorHeap;
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uint32_t mSizeIncrement;
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uint32_t mOffset;
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};
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class DescriptorHeapAllocator {
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public:
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DescriptorHeapAllocator(Device* device);
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DescriptorHeapHandle AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count);
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DescriptorHeapHandle AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count);
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void Tick(uint64_t lastCompletedSerial);
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private:
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static constexpr unsigned int kMaxCbvUavSrvHeapSize = 1000000;
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static constexpr unsigned int kMaxSamplerHeapSize = 2048;
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static constexpr unsigned int kDescriptorHeapTypes =
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D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
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struct AllocationInfo {
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uint32_t size = 0;
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uint32_t remaining = 0;
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};
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using DescriptorHeapInfo = std::pair<ComPtr<ID3D12DescriptorHeap>, AllocationInfo>;
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DescriptorHeapHandle 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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void Release(DescriptorHeapHandle handle);
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Device* mDevice;
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std::array<uint32_t, kDescriptorHeapTypes> mSizeIncrements;
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std::array<DescriptorHeapInfo, kDescriptorHeapTypes> mCpuDescriptorHeapInfos;
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std::array<DescriptorHeapInfo, kDescriptorHeapTypes> mGpuDescriptorHeapInfos;
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SerialQueue<DescriptorHeapHandle> mReleasedHandles;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_DESCRIPTORHEAPALLOCATOR_H_
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