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This CL updates the clang format files to have a single shared format between Dawn and Tint. The major changes are tabs are 4 spaces, lines are 100 columns and namespaces are not indented. Bug: dawn:1339 Change-Id: I4208742c95643998d9fd14e77a9cc558071ded39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87603 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
165 lines
6.4 KiB
C++
165 lines
6.4 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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#include "dawn/native/d3d12/SamplerHeapCacheD3D12.h"
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#include <utility>
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#include "dawn/common/Assert.h"
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#include "dawn/common/HashUtils.h"
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#include "dawn/native/d3d12/BindGroupD3D12.h"
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#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn/native/d3d12/DeviceD3D12.h"
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#include "dawn/native/d3d12/Forward.h"
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#include "dawn/native/d3d12/SamplerD3D12.h"
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#include "dawn/native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
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#include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h"
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namespace dawn::native::d3d12 {
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SamplerHeapCacheEntry::SamplerHeapCacheEntry(std::vector<Sampler*> samplers)
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: mSamplers(std::move(samplers)) {}
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SamplerHeapCacheEntry::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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: mCPUAllocation(std::move(allocation)),
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mSamplers(std::move(samplers)),
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mAllocator(allocator),
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mCache(cache) {
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ASSERT(mCache != nullptr);
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ASSERT(mCPUAllocation.IsValid());
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ASSERT(!mSamplers.empty());
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}
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std::vector<Sampler*>&& SamplerHeapCacheEntry::AcquireSamplers() {
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return std::move(mSamplers);
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}
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SamplerHeapCacheEntry::~SamplerHeapCacheEntry() {
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// If this is a blueprint then the CPU allocation cannot exist and has no entry to remove.
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if (mCPUAllocation.IsValid()) {
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mCache->RemoveCacheEntry(this);
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mAllocator->Deallocate(&mCPUAllocation);
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}
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ASSERT(!mCPUAllocation.IsValid());
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}
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bool SamplerHeapCacheEntry::Populate(Device* device, ShaderVisibleDescriptorAllocator* allocator) {
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if (allocator->IsAllocationStillValid(mGPUAllocation)) {
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return true;
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}
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ASSERT(!mSamplers.empty());
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// Attempt to allocate descriptors for the currently bound shader-visible heaps.
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// If either failed, return early to re-allocate and switch the heaps.
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const uint32_t descriptorCount = mSamplers.size();
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D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor;
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if (!allocator->AllocateGPUDescriptors(descriptorCount, device->GetPendingCommandSerial(),
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&baseCPUDescriptor, &mGPUAllocation)) {
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return false;
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}
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// CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing
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// simple copies per bindgroup, a single non-simple copy could be issued.
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// TODO(dawn:155): Consider doing this optimization.
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device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor,
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mCPUAllocation.GetBaseDescriptor(),
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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return true;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE SamplerHeapCacheEntry::GetBaseDescriptor() const {
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return mGPUAllocation.GetBaseDescriptor();
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}
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ResultOrError<Ref<SamplerHeapCacheEntry>> SamplerHeapCache::GetOrCreate(
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const BindGroup* group,
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StagingDescriptorAllocator* samplerAllocator) {
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const BindGroupLayout* bgl = ToBackend(group->GetLayout());
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// If a previously created bindgroup used the same samplers, the backing sampler heap
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// allocation can be reused. The packed list of samplers acts as the key to lookup the
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// allocation in a cache.
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// TODO(dawn:155): Avoid re-allocating the vector each lookup.
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std::vector<Sampler*> samplers;
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samplers.reserve(bgl->GetSamplerDescriptorCount());
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for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount();
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bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
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if (bindingInfo.bindingType == BindingInfoType::Sampler) {
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samplers.push_back(ToBackend(group->GetBindingAsSampler(bindingIndex)));
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}
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}
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// Check the cache if there exists a sampler heap allocation that corresponds to the
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// samplers.
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SamplerHeapCacheEntry blueprint(std::move(samplers));
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auto iter = mCache.find(&blueprint);
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if (iter != mCache.end()) {
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return Ref<SamplerHeapCacheEntry>(*iter);
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}
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// Steal the sampler vector back from the blueprint to avoid creating a new copy for the
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// real entry below.
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samplers = std::move(blueprint.AcquireSamplers());
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CPUDescriptorHeapAllocation allocation;
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DAWN_TRY_ASSIGN(allocation, samplerAllocator->AllocateCPUDescriptors());
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const uint32_t samplerSizeIncrement = samplerAllocator->GetSizeIncrement();
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ID3D12Device* d3d12Device = mDevice->GetD3D12Device();
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for (uint32_t i = 0; i < samplers.size(); ++i) {
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const auto& samplerDesc = samplers[i]->GetSamplerDescriptor();
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d3d12Device->CreateSampler(&samplerDesc, allocation.OffsetFrom(samplerSizeIncrement, i));
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}
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Ref<SamplerHeapCacheEntry> entry = AcquireRef(new SamplerHeapCacheEntry(
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this, samplerAllocator, std::move(samplers), std::move(allocation)));
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mCache.insert(entry.Get());
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return std::move(entry);
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}
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SamplerHeapCache::SamplerHeapCache(Device* device) : mDevice(device) {}
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SamplerHeapCache::~SamplerHeapCache() {
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ASSERT(mCache.empty());
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}
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void SamplerHeapCache::RemoveCacheEntry(SamplerHeapCacheEntry* entry) {
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ASSERT(entry->GetRefCountForTesting() == 0);
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size_t removedCount = mCache.erase(entry);
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ASSERT(removedCount == 1);
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}
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size_t SamplerHeapCacheEntry::HashFunc::operator()(const SamplerHeapCacheEntry* entry) const {
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size_t hash = 0;
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for (const Sampler* sampler : entry->mSamplers) {
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HashCombine(&hash, sampler);
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}
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return hash;
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}
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bool SamplerHeapCacheEntry::EqualityFunc::operator()(const SamplerHeapCacheEntry* a,
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const SamplerHeapCacheEntry* b) const {
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return a->mSamplers == b->mSamplers;
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}
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} // namespace dawn::native::d3d12
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