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/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrD3DCpuDescriptorManager_DEFINED
#define GrD3DCpuDescriptorManager_DEFINED
#include "src/gpu/d3d/GrD3DDescriptorHeap.h"
#include <vector>
class GrD3DGpu;
class GrD3DCpuDescriptorManager {
public:
GrD3DCpuDescriptorManager(GrD3DGpu*);
GrD3DDescriptorHeap::CPUHandle createRenderTargetView(GrD3DGpu*,
ID3D12Resource* textureResource);
void recycleRenderTargetView(const GrD3DDescriptorHeap::CPUHandle&);
GrD3DDescriptorHeap::CPUHandle createDepthStencilView(GrD3DGpu*,
ID3D12Resource* textureResource);
void recycleDepthStencilView(const GrD3DDescriptorHeap::CPUHandle&);
GrD3DDescriptorHeap::CPUHandle createConstantBufferView(GrD3DGpu*,
ID3D12Resource* bufferResource,
size_t offset,
size_t size);
GrD3DDescriptorHeap::CPUHandle createShaderResourceView(GrD3DGpu*,
ID3D12Resource* resource,
unsigned int mostDetailedMip,
unsigned int mipLevels);
GrD3DDescriptorHeap::CPUHandle createUnorderedAccessView(GrD3DGpu*,
ID3D12Resource* resource,
unsigned int mipSlice);
void recycleShaderView(const GrD3DDescriptorHeap::CPUHandle&);
GrD3DDescriptorHeap::CPUHandle createSampler(GrD3DGpu*,
D3D12_FILTER filter,
float maxLOD,
D3D12_TEXTURE_ADDRESS_MODE addressModeU,
D3D12_TEXTURE_ADDRESS_MODE addressModeV);
void recycleSampler(const GrD3DDescriptorHeap::CPUHandle&);
private:
class Heap {
public:
static std::unique_ptr<Heap> Make(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type,
unsigned int numDescriptors);
GrD3DDescriptorHeap::CPUHandle allocateCPUHandle();
void freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle&);
bool ownsHandle(const GrD3DDescriptorHeap::CPUHandle& handle) {
return handle.fHeapID == fHeap->uniqueID();
}
bool canAllocate() { return fFreeCount > 0; }
private:
Heap(std::unique_ptr<GrD3DDescriptorHeap>& heap, unsigned int numDescriptors)
: fHeap(std::move(heap))
, fFreeBlocks(numDescriptors)
, fFreeCount(numDescriptors) {
for (unsigned int i = 0; i < numDescriptors; ++i) {
fFreeBlocks.set(i);
}
}
std::unique_ptr<GrD3DDescriptorHeap> fHeap;
SkBitSet fFreeBlocks;
unsigned int fFreeCount;
};
class HeapPool {
public:
HeapPool(GrD3DGpu*, D3D12_DESCRIPTOR_HEAP_TYPE);
GrD3DDescriptorHeap::CPUHandle allocateHandle(GrD3DGpu*);
void releaseHandle(const GrD3DDescriptorHeap::CPUHandle&);
private:
std::vector<std::unique_ptr<Heap>> fDescriptorHeaps;
int fMaxAvailableDescriptors;
D3D12_DESCRIPTOR_HEAP_TYPE fHeapType;
};
HeapPool fRTVDescriptorPool;
HeapPool fDSVDescriptorPool;
HeapPool fShaderViewDescriptorPool;
HeapPool fSamplerDescriptorPool;
};
#endif