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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
108 lines
4.0 KiB
C++
108 lines
4.0 KiB
C++
// Copyright 2020 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_D3D12_SAMPLERHEAPCACHE_H_
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#define DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_
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#include "common/RefCounted.h"
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#include "dawn_native/BindingInfo.h"
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#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
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#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
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#include <unordered_set>
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// |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations.
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// Each entry represents one or more sampler descriptors that co-exist in a CPU and
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// GPU descriptor heap. The CPU-side allocation is deallocated once the final reference
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// has been released while the GPU-side allocation is deallocated when the GPU is finished.
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//
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// The BindGroupLayout hands out these entries upon constructing the bindgroup. If the entry is not
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// invalid, it will allocate and initialize so it may be reused by another bindgroup.
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//
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// The cache is primary needed for the GPU sampler heap, which is much smaller than the view heap
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// and switches incur expensive pipeline flushes.
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namespace dawn_native::d3d12 {
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class BindGroup;
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class Device;
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class Sampler;
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class SamplerHeapCache;
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class StagingDescriptorAllocator;
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class ShaderVisibleDescriptorAllocator;
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// Wraps sampler descriptor heap allocations in a cache.
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class SamplerHeapCacheEntry : public RefCounted {
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public:
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SamplerHeapCacheEntry() = default;
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SamplerHeapCacheEntry(std::vector<Sampler*> samplers);
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SamplerHeapCacheEntry(SamplerHeapCache* cache,
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StagingDescriptorAllocator* allocator,
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std::vector<Sampler*> samplers,
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CPUDescriptorHeapAllocation allocation);
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~SamplerHeapCacheEntry() override;
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D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const;
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std::vector<Sampler*>&& AcquireSamplers();
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bool Populate(Device* device, ShaderVisibleDescriptorAllocator* allocator);
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// Functors necessary for the unordered_map<SamplerHeapCacheEntry*>-based cache.
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struct HashFunc {
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size_t operator()(const SamplerHeapCacheEntry* entry) const;
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};
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struct EqualityFunc {
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bool operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const;
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};
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private:
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CPUDescriptorHeapAllocation mCPUAllocation;
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GPUDescriptorHeapAllocation mGPUAllocation;
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// Storing raw pointer because the sampler object will be already hashed
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// by the device and will already be unique.
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std::vector<Sampler*> mSamplers;
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StagingDescriptorAllocator* mAllocator = nullptr;
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SamplerHeapCache* mCache = nullptr;
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};
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// Cache descriptor heap allocations so that we don't create duplicate ones for every
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// BindGroup.
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class SamplerHeapCache {
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public:
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SamplerHeapCache(Device* device);
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~SamplerHeapCache();
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ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(
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const BindGroup* group,
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StagingDescriptorAllocator* samplerAllocator);
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void RemoveCacheEntry(SamplerHeapCacheEntry* entry);
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private:
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Device* mDevice;
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using Cache = std::unordered_set<SamplerHeapCacheEntry*,
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SamplerHeapCacheEntry::HashFunc,
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SamplerHeapCacheEntry::EqualityFunc>;
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Cache mCache;
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};
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} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_
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