108 lines
4.0 KiB
C++
108 lines
4.0 KiB
C++
// Copyright 2019 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_RESOURCEALLOCATORMANAGERD3D12_H_
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#define DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
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#include "common/SerialQueue.h"
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#include "dawn_native/BuddyMemoryAllocator.h"
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#include "dawn_native/IntegerTypes.h"
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#include "dawn_native/PooledResourceMemoryAllocator.h"
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#include "dawn_native/d3d12/HeapAllocatorD3D12.h"
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#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
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#include <array>
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namespace dawn_native { namespace d3d12 {
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class Device;
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// Resource heap types + flags combinations are named after the D3D constants.
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_type
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enum ResourceHeapKind {
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// Resource heap tier 2
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// Allows resource heaps to contain all buffer and textures types.
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// This enables better heap re-use by avoiding the need for separate heaps and
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// also reduces fragmentation.
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Readback_AllBuffersAndTextures,
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Upload_AllBuffersAndTextures,
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Default_AllBuffersAndTextures,
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// Resource heap tier 1
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// Resource heaps only support types from a single resource category.
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Readback_OnlyBuffers,
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Upload_OnlyBuffers,
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Default_OnlyBuffers,
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Default_OnlyNonRenderableOrDepthTextures,
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Default_OnlyRenderableOrDepthTextures,
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EnumCount,
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InvalidEnum = EnumCount,
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};
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// Manages a list of resource allocators used by the device to create resources using
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// multiple allocation methods.
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class ResourceAllocatorManager {
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public:
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ResourceAllocatorManager(Device* device);
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ResultOrError<ResourceHeapAllocation> AllocateMemory(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage);
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void DeallocateMemory(ResourceHeapAllocation& allocation);
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void Tick(ExecutionSerial lastCompletedSerial);
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void DestroyPool();
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private:
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void FreeMemory(ResourceHeapAllocation& allocation);
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ResultOrError<ResourceHeapAllocation> CreatePlacedResource(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
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const D3D12_CLEAR_VALUE* optimizedClearValue,
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D3D12_RESOURCE_STATES initialUsage);
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ResultOrError<ResourceHeapAllocation> CreateCommittedResource(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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const D3D12_CLEAR_VALUE* optimizedClearValue,
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D3D12_RESOURCE_STATES initialUsage);
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Device* mDevice;
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uint32_t mResourceHeapTier;
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static constexpr uint64_t kMaxHeapSize = 32ll * 1024ll * 1024ll * 1024ll; // 32GB
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static constexpr uint64_t kMinHeapSize = 4ll * 1024ll * 1024ll; // 4MB
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std::array<std::unique_ptr<BuddyMemoryAllocator>, ResourceHeapKind::EnumCount>
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mSubAllocatedResourceAllocators;
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std::array<std::unique_ptr<HeapAllocator>, ResourceHeapKind::EnumCount> mHeapAllocators;
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std::array<std::unique_ptr<PooledResourceMemoryAllocator>, ResourceHeapKind::EnumCount>
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mPooledHeapAllocators;
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SerialQueue<ExecutionSerial, ResourceHeapAllocation> mAllocationsToDelete;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_RESOURCEALLOCATORMANAGERD3D12_H_
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