dawn-cmake/src/dawn_native/d3d12/DescriptorHeapAllocationD3D12.cpp
Bryan Bernhart 0363c3e46d D3D12: Allocate GPU bind groups at draw/dispatch.
Instead of counting descriptors to be allocated for the entire command
buffer in a pre-pass, the bindgroup state tracker is used to allocate
only dirty bindgroups upon recording draw/dispatch. If the heap has no
more room and must be changed, bindgroups will be re-created according
to the BGL.

A future change will address the CPU descriptors and removal of the
pre-pass.

BUG=dawn:256,dawn:307

Change-Id: I6603de17cfda713bd4512c46e1c93618ca01bb7b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13400
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-02-27 01:14:22 +00:00

49 lines
1.9 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.
#include "dawn_native/d3d12/DescriptorHeapAllocationD3D12.h"
#include "dawn_native/Error.h"
namespace dawn_native { namespace d3d12 {
DescriptorHeapAllocation::DescriptorHeapAllocation() : mSizeIncrement(0) {
}
DescriptorHeapAllocation::DescriptorHeapAllocation(
uint32_t sizeIncrement,
D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptorHandle,
D3D12_GPU_DESCRIPTOR_HANDLE baseGPUDescriptorHandle)
: mSizeIncrement(sizeIncrement),
mBaseCPUDescriptorHandle(baseCPUDescriptorHandle),
mBaseGPUDescriptorHandle(baseGPUDescriptorHandle) {
}
D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapAllocation::GetCPUHandle(uint32_t offset) const {
ASSERT(!IsInvalid());
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = mBaseCPUDescriptorHandle;
cpuHandle.ptr += mSizeIncrement * offset;
return cpuHandle;
}
D3D12_GPU_DESCRIPTOR_HANDLE DescriptorHeapAllocation::GetGPUHandle(uint32_t offset) const {
ASSERT(!IsInvalid());
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = mBaseGPUDescriptorHandle;
gpuHandle.ptr += mSizeIncrement * offset;
return gpuHandle;
}
bool DescriptorHeapAllocation::IsInvalid() const {
return mBaseCPUDescriptorHandle.ptr == 0;
}
}} // namespace dawn_native::d3d12