dawn-cmake/src/dawn_native/d3d12/DescriptorHeapAllocator.h
Bryan Bernhart f603903da7 Replace size_t with uint64_t in ringbuffer.
Adds overflow check in RingBufferAllocator + unit-test.
Also, update clients to use uint64_t to avoid casts or narrowing.

BUG=dawn:233

Change-Id: I652e3142407006d082491add600371f95d44741a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12380
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
2019-10-18 16:19:00 +00:00

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3.0 KiB
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// Copyright 2017 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_DESCRIPTORHEAPALLOCATOR_H_
#define DAWNNATIVE_D3D12_DESCRIPTORHEAPALLOCATOR_H_
#include "dawn_native/d3d12/d3d12_platform.h"
#include <array>
#include <vector>
#include "common/SerialQueue.h"
#include "dawn_native/Error.h"
#include "dawn_native/RingBufferAllocator.h"
namespace dawn_native { namespace d3d12 {
class Device;
class DescriptorHeapHandle {
public:
DescriptorHeapHandle();
DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap,
uint32_t sizeIncrement,
uint64_t offset);
ID3D12DescriptorHeap* Get() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUHandle(uint32_t index) const;
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUHandle(uint32_t index) const;
private:
ComPtr<ID3D12DescriptorHeap> mDescriptorHeap;
uint32_t mSizeIncrement;
uint64_t mOffset;
};
class DescriptorHeapAllocator {
public:
DescriptorHeapAllocator(Device* device);
ResultOrError<DescriptorHeapHandle> AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count);
ResultOrError<DescriptorHeapHandle> AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count);
void Deallocate(uint64_t lastCompletedSerial);
private:
struct DescriptorHeapInfo {
ComPtr<ID3D12DescriptorHeap> heap;
RingBufferAllocator allocator;
};
ResultOrError<DescriptorHeapHandle> Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t count,
uint32_t allocationSize,
DescriptorHeapInfo* heapInfo,
D3D12_DESCRIPTOR_HEAP_FLAGS flags);
Device* mDevice;
std::array<uint32_t, D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES> mSizeIncrements;
std::array<DescriptorHeapInfo, D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES>
mCpuDescriptorHeapInfos;
std::array<DescriptorHeapInfo, D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES>
mGpuDescriptorHeapInfos;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_DESCRIPTORHEAPALLOCATOR_H_