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Instead of directly populating GPU heaps, pre-encoded BindGroups are staged on CPU heaps then copied over to the GPU. Non-shader visible allocators are stored on the BGL, which hands out fixed-size chunks to simplify memory managment. To enable memory re-use, CPU allocations are tied to the lifetime of BindGroup objects. BUG=dawn:155 Change-Id: I402e6686c96f7450a077c627c8499600979e426c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18100 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
137 lines
5.1 KiB
C++
137 lines
5.1 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 "common/Math.h"
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#include "dawn_native/d3d12/D3D12Error.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h"
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namespace dawn_native { namespace d3d12 {
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NonShaderVisibleDescriptorAllocator::NonShaderVisibleDescriptorAllocator(
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Device* device,
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uint32_t descriptorCount,
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uint32_t heapSize,
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D3D12_DESCRIPTOR_HEAP_TYPE heapType)
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: mDevice(device),
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mSizeIncrement(device->GetD3D12Device()->GetDescriptorHandleIncrementSize(heapType)),
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mBlockSize(descriptorCount * mSizeIncrement),
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mHeapSize(RoundUp(heapSize, descriptorCount)),
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mHeapType(heapType) {
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ASSERT(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
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heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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ASSERT(descriptorCount <= heapSize);
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}
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NonShaderVisibleDescriptorAllocator::~NonShaderVisibleDescriptorAllocator() {
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const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
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for (auto& buffer : mPool) {
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ASSERT(buffer.freeBlockIndices.size() == freeBlockIndicesSize);
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}
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ASSERT(mAvailableHeaps.size() == mPool.size());
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}
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ResultOrError<CPUDescriptorHeapAllocation>
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NonShaderVisibleDescriptorAllocator::AllocateCPUDescriptors() {
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if (mAvailableHeaps.empty()) {
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DAWN_TRY(AllocateCPUHeap());
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}
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ASSERT(!mAvailableHeaps.empty());
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const uint32_t heapIndex = mAvailableHeaps.back();
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NonShaderVisibleBuffer& buffer = mPool[heapIndex];
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ASSERT(!buffer.freeBlockIndices.empty());
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const Index blockIndex = buffer.freeBlockIndices.back();
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buffer.freeBlockIndices.pop_back();
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if (buffer.freeBlockIndices.empty()) {
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mAvailableHeaps.pop_back();
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor = {
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buffer.heap->GetCPUDescriptorHandleForHeapStart().ptr + (blockIndex * mBlockSize)};
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return CPUDescriptorHeapAllocation{baseCPUDescriptor, heapIndex};
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}
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MaybeError NonShaderVisibleDescriptorAllocator::AllocateCPUHeap() {
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D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
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heapDescriptor.Type = mHeapType;
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heapDescriptor.NumDescriptors = mHeapSize;
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heapDescriptor.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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heapDescriptor.NodeMask = 0;
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ComPtr<ID3D12DescriptorHeap> heap;
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DAWN_TRY(CheckHRESULT(
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mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
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"ID3D12Device::CreateDescriptorHeap"));
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NonShaderVisibleBuffer newBuffer;
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newBuffer.heap = std::move(heap);
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const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
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newBuffer.freeBlockIndices.reserve(freeBlockIndicesSize);
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for (Index blockIndex = 0; blockIndex < freeBlockIndicesSize; blockIndex++) {
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newBuffer.freeBlockIndices.push_back(blockIndex);
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}
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mAvailableHeaps.push_back(mPool.size());
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mPool.emplace_back(std::move(newBuffer));
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return {};
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}
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void NonShaderVisibleDescriptorAllocator::Deallocate(CPUDescriptorHeapAllocation* allocation) {
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const uint32_t heapIndex = allocation->GetHeapIndex();
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ASSERT(heapIndex < mPool.size());
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// Insert the deallocated block back into the free-list. Order does not matter. However,
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// having blocks be non-contigious could slow down future allocations due to poor cache
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// locality.
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// TODO(dawn:155): Consider more optimization.
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std::vector<Index>& freeBlockIndices = mPool[heapIndex].freeBlockIndices;
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if (freeBlockIndices.empty()) {
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mAvailableHeaps.emplace_back(heapIndex);
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE heapStart =
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mPool[heapIndex].heap->GetCPUDescriptorHandleForHeapStart();
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const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = allocation->OffsetFrom(0, 0);
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const Index blockIndex = (baseDescriptor.ptr - heapStart.ptr) / mBlockSize;
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freeBlockIndices.emplace_back(blockIndex);
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// Invalidate the handle in case the developer accidentally uses it again.
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allocation->Invalidate();
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}
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uint32_t NonShaderVisibleDescriptorAllocator::GetSizeIncrement() const {
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return mSizeIncrement;
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}
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NonShaderVisibleDescriptorAllocator::Index
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NonShaderVisibleDescriptorAllocator::GetFreeBlockIndicesSize() const {
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return ((mHeapSize * mSizeIncrement) / mBlockSize);
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}
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}} // namespace dawn_native::d3d12
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