dawn-cmake/src/dawn_native/d3d12/SamplerHeapCacheD3D12.h
Corentin Wallez 7f8fa04edc Use C++17 nested namespaces instead of manually nesting them.
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>
2022-01-06 09:22:17 +00:00

108 lines
4.0 KiB
C++

// Copyright 2020 The Dawn 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.
#ifndef DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_
#define DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_
#include "common/RefCounted.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
#include <unordered_set>
// |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations.
// Each entry represents one or more sampler descriptors that co-exist in a CPU and
// GPU descriptor heap. The CPU-side allocation is deallocated once the final reference
// has been released while the GPU-side allocation is deallocated when the GPU is finished.
//
// The BindGroupLayout hands out these entries upon constructing the bindgroup. If the entry is not
// invalid, it will allocate and initialize so it may be reused by another bindgroup.
//
// The cache is primary needed for the GPU sampler heap, which is much smaller than the view heap
// and switches incur expensive pipeline flushes.
namespace dawn_native::d3d12 {
class BindGroup;
class Device;
class Sampler;
class SamplerHeapCache;
class StagingDescriptorAllocator;
class ShaderVisibleDescriptorAllocator;
// Wraps sampler descriptor heap allocations in a cache.
class SamplerHeapCacheEntry : public RefCounted {
public:
SamplerHeapCacheEntry() = default;
SamplerHeapCacheEntry(std::vector<Sampler*> samplers);
SamplerHeapCacheEntry(SamplerHeapCache* cache,
StagingDescriptorAllocator* allocator,
std::vector<Sampler*> samplers,
CPUDescriptorHeapAllocation allocation);
~SamplerHeapCacheEntry() override;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const;
std::vector<Sampler*>&& AcquireSamplers();
bool Populate(Device* device, ShaderVisibleDescriptorAllocator* allocator);
// Functors necessary for the unordered_map<SamplerHeapCacheEntry*>-based cache.
struct HashFunc {
size_t operator()(const SamplerHeapCacheEntry* entry) const;
};
struct EqualityFunc {
bool operator()(const SamplerHeapCacheEntry* a, const SamplerHeapCacheEntry* b) const;
};
private:
CPUDescriptorHeapAllocation mCPUAllocation;
GPUDescriptorHeapAllocation mGPUAllocation;
// Storing raw pointer because the sampler object will be already hashed
// by the device and will already be unique.
std::vector<Sampler*> mSamplers;
StagingDescriptorAllocator* mAllocator = nullptr;
SamplerHeapCache* mCache = nullptr;
};
// Cache descriptor heap allocations so that we don't create duplicate ones for every
// BindGroup.
class SamplerHeapCache {
public:
SamplerHeapCache(Device* device);
~SamplerHeapCache();
ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(
const BindGroup* group,
StagingDescriptorAllocator* samplerAllocator);
void RemoveCacheEntry(SamplerHeapCacheEntry* entry);
private:
Device* mDevice;
using Cache = std::unordered_set<SamplerHeapCacheEntry*,
SamplerHeapCacheEntry::HashFunc,
SamplerHeapCacheEntry::EqualityFunc>;
Cache mCache;
};
} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_SAMPLERHEAPCACHE_H_