blob: ec2ff195a30d0ad2aa2ce688d4a0625d601e7b44 [file] [log] [blame]
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/d3d/GrD3DDescriptorTableManager.h"
#include "src/gpu/d3d/GrD3DGpu.h"
GrD3DDescriptorTableManager::GrD3DDescriptorTableManager(GrD3DGpu* gpu)
: fShaderViewDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
, fSamplerDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) {}
sk_sp<GrD3DDescriptorTable>
GrD3DDescriptorTableManager::createShaderViewTable(GrD3DGpu* gpu, unsigned int size) {
sk_sp<GrD3DDescriptorTable> table = fShaderViewDescriptorPool.allocateTable(gpu, size);
this->setHeaps(gpu);
return table;
}
sk_sp<GrD3DDescriptorTable> GrD3DDescriptorTableManager::createSamplerTable(
GrD3DGpu* gpu, unsigned int size) {
sk_sp<GrD3DDescriptorTable> table = fSamplerDescriptorPool.allocateTable(gpu, size);
this->setHeaps(gpu);
return table;
}
void GrD3DDescriptorTableManager::setHeaps(GrD3DGpu* gpu) {
sk_sp<Heap>& currentCBVSRVHeap = fShaderViewDescriptorPool.currentDescriptorHeap();
sk_sp<Heap>& currentSamplerHeap = fSamplerDescriptorPool.currentDescriptorHeap();
GrD3DDirectCommandList* commandList = gpu->currentCommandList();
commandList->setDescriptorHeaps(currentCBVSRVHeap,
currentCBVSRVHeap->d3dDescriptorHeap(),
currentSamplerHeap,
currentSamplerHeap->d3dDescriptorHeap());
}
void GrD3DDescriptorTableManager::prepForSubmit(GrD3DGpu* gpu) {
fShaderViewDescriptorPool.prepForSubmit(gpu);
fSamplerDescriptorPool.prepForSubmit(gpu);
}
void GrD3DDescriptorTableManager::recycle(Heap* heap) {
// wrap the heap in an sk_sp and take ownership of it
sk_sp<Heap> wrappedHeap(heap);
SkASSERT(heap);
switch (heap->type()) {
case D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV:
fShaderViewDescriptorPool.recycle(std::move(wrappedHeap));
break;
case D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER:
fSamplerDescriptorPool.recycle(std::move(wrappedHeap));
break;
default:
SkUNREACHABLE;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<GrD3DDescriptorTableManager::Heap> GrD3DDescriptorTableManager::Heap::Make(
GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type, unsigned int descriptorCount) {
std::unique_ptr<GrD3DDescriptorHeap> heap =
GrD3DDescriptorHeap::Make(gpu, type, descriptorCount,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
if (!heap) {
return nullptr;
}
return sk_sp< GrD3DDescriptorTableManager::Heap>(new Heap(gpu, heap, type, descriptorCount));
}
sk_sp<GrD3DDescriptorTable> GrD3DDescriptorTableManager::Heap::allocateTable(
unsigned int count) {
SkASSERT(fDescriptorCount - fNextAvailable >= count);
unsigned int startIndex = fNextAvailable;
fNextAvailable += count;
return sk_sp<GrD3DDescriptorTable>(
new GrD3DDescriptorTable(fHeap->getCPUHandle(startIndex).fHandle,
fHeap->getGPUHandle(startIndex).fHandle, fType));
}
void GrD3DDescriptorTableManager::Heap::onRecycle() const {
fGpu->resourceProvider().descriptorTableMgr()->recycle(const_cast<Heap*>(this));
}
////////////////////////////////////////////////////////////////////////////////////////////////
GrD3DDescriptorTableManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType)
: fHeapType(heapType)
, fCurrentHeapDescriptorCount(kInitialHeapDescriptorCount) {
sk_sp<Heap> heap = Heap::Make(gpu, fHeapType, fCurrentHeapDescriptorCount);
fDescriptorHeaps.push_back(heap);
}
sk_sp<GrD3DDescriptorTable> GrD3DDescriptorTableManager::HeapPool::allocateTable(
GrD3DGpu* gpu, unsigned int count) {
// In back-to-front order, iterate through heaps until we find one we can allocate from.
// Any heap we can't allocate from gets removed from the list.
// If it was already used, it will have been added to the commandlist,
// and then later recycled back to us.
while (fDescriptorHeaps.size() > 0) {
if (fDescriptorHeaps[fDescriptorHeaps.size() - 1]->canAllocate(count)) {
return fDescriptorHeaps[fDescriptorHeaps.size() - 1]->allocateTable(count);
}
// No space in current heap, pop off list
fDescriptorHeaps.pop_back();
}
// Out of available heaps, need to allocate a new one
fCurrentHeapDescriptorCount = std::min(2*fCurrentHeapDescriptorCount, 2048u);
sk_sp<GrD3DDescriptorTableManager::Heap> heap =
GrD3DDescriptorTableManager::Heap::Make(gpu, fHeapType, fCurrentHeapDescriptorCount);
fDescriptorHeaps.push_back(heap);
return fDescriptorHeaps[fDescriptorHeaps.size() - 1]->allocateTable(count);
}
sk_sp<GrD3DDescriptorTableManager::Heap>&
GrD3DDescriptorTableManager::HeapPool::currentDescriptorHeap() {
SkASSERT(fDescriptorHeaps.size() > 0);
return fDescriptorHeaps[fDescriptorHeaps.size() - 1];
}
void GrD3DDescriptorTableManager::HeapPool::prepForSubmit(GrD3DGpu* gpu) {
// Pop off the current descriptor heap
if (fDescriptorHeaps[fDescriptorHeaps.size() - 1]->used()) {
fDescriptorHeaps.pop_back();
}
if (fDescriptorHeaps.size() == 0) {
fCurrentHeapDescriptorCount = std::min(fCurrentHeapDescriptorCount, 2048u);
sk_sp<GrD3DDescriptorTableManager::Heap> heap =
GrD3DDescriptorTableManager::Heap::Make(gpu, fHeapType, fCurrentHeapDescriptorCount);
fDescriptorHeaps.push_back(heap);
}
}
void GrD3DDescriptorTableManager::HeapPool::recycle(sk_sp<Heap> heap) {
SkASSERT(heap);
// only add heaps back if they match our current size
// this purges any smaller heaps we no longer need
if (heap->descriptorCount() == fCurrentHeapDescriptorCount) {
heap->reset();
fDescriptorHeaps.push_back(heap);
}
}