blob: 760a70f0fe7f4c48faf6f471c92434bc18ed7457 [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/GrD3DCpuDescriptorManager.h"
#include "src/gpu/d3d/GrD3DGpu.h"
GrD3DCpuDescriptorManager::GrD3DCpuDescriptorManager(GrD3DGpu* gpu)
: fRTVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
, fDSVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_DSV)
, fShaderViewDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
, fSamplerDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) {}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createRenderTargetView(
GrD3DGpu* gpu, ID3D12Resource* textureResource) {
const GrD3DDescriptorHeap::CPUHandle& descriptor = fRTVDescriptorPool.allocateHandle(gpu);
gpu->device()->CreateRenderTargetView(textureResource, nullptr, descriptor.fHandle);
return descriptor;
}
void GrD3DCpuDescriptorManager::recycleRenderTargetView(
const GrD3DDescriptorHeap::CPUHandle& rtvDescriptor) {
fRTVDescriptorPool.releaseHandle(rtvDescriptor);
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createDepthStencilView(
GrD3DGpu* gpu, ID3D12Resource* textureResource) {
const GrD3DDescriptorHeap::CPUHandle& descriptor = fDSVDescriptorPool.allocateHandle(gpu);
gpu->device()->CreateDepthStencilView(textureResource, nullptr, descriptor.fHandle);
return descriptor;
}
void GrD3DCpuDescriptorManager::recycleDepthStencilView(
const GrD3DDescriptorHeap::CPUHandle& dsvDescriptor) {
fDSVDescriptorPool.releaseHandle(dsvDescriptor);
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createConstantBufferView(
GrD3DGpu* gpu, ID3D12Resource* bufferResource, size_t offset, size_t size) {
const GrD3DDescriptorHeap::CPUHandle& descriptor =
fShaderViewDescriptorPool.allocateHandle(gpu);
D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
desc.BufferLocation = bufferResource->GetGPUVirtualAddress() + offset;
desc.SizeInBytes = size;
gpu->device()->CreateConstantBufferView(&desc, descriptor.fHandle);
return descriptor;
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createShaderResourceView(
GrD3DGpu* gpu, ID3D12Resource* resource,
unsigned int mostDetailedMip, unsigned int mipLevels) {
const GrD3DDescriptorHeap::CPUHandle& descriptor =
fShaderViewDescriptorPool.allocateHandle(gpu);
// TODO: for 4:2:0 YUV formats we'll need to map two different views, one for Y and one for UV.
// For now map the entire resource.
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.Format = resource->GetDesc().Format;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MostDetailedMip = mostDetailedMip;
desc.Texture2D.MipLevels = mipLevels;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
gpu->device()->CreateShaderResourceView(resource, &desc, descriptor.fHandle);
return descriptor;
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createUnorderedAccessView(
GrD3DGpu* gpu, ID3D12Resource* resource, unsigned int mipSlice) {
const GrD3DDescriptorHeap::CPUHandle& descriptor =
fShaderViewDescriptorPool.allocateHandle(gpu);
if (resource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) {
// TODO: figure out buffer setup
gpu->device()->CreateUnorderedAccessView(resource, nullptr, nullptr, descriptor.fHandle);
} else {
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {};
desc.Format = resource->GetDesc().Format;
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = mipSlice;
gpu->device()->CreateUnorderedAccessView(resource, nullptr, &desc, descriptor.fHandle);
}
return descriptor;
}
void GrD3DCpuDescriptorManager::recycleShaderView(
const GrD3DDescriptorHeap::CPUHandle& view) {
fShaderViewDescriptorPool.releaseHandle(view);
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createSampler(
GrD3DGpu* gpu,
D3D12_FILTER filter,
float maxLOD,
D3D12_TEXTURE_ADDRESS_MODE addressModeU,
D3D12_TEXTURE_ADDRESS_MODE addressModeV) {
const GrD3DDescriptorHeap::CPUHandle& descriptor = fSamplerDescriptorPool.allocateHandle(gpu);
D3D12_SAMPLER_DESC desc = {};
desc.Filter = filter;
desc.AddressU = addressModeU;
desc.AddressV = addressModeV;
desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc.MipLODBias = 0;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
// desc.BorderColor initialized to { 0, 0, 0, 0 } by default initializer, above.
desc.MinLOD = 0;
desc.MaxLOD = maxLOD;
gpu->device()->CreateSampler(&desc, descriptor.fHandle);
return descriptor;
}
void GrD3DCpuDescriptorManager::recycleSampler(
const GrD3DDescriptorHeap::CPUHandle& samplerDescriptor) {
fSamplerDescriptorPool.releaseHandle(samplerDescriptor);
}
////////////////////////////////////////////////////////////////////////////////////////////////
std::unique_ptr<GrD3DCpuDescriptorManager::Heap> GrD3DCpuDescriptorManager::Heap::Make(
GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type, unsigned int numDescriptors) {
std::unique_ptr<GrD3DDescriptorHeap> heap =
GrD3DDescriptorHeap::Make(gpu, type, numDescriptors, D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
if (!heap) {
return nullptr;
}
return std::unique_ptr<Heap>(new Heap(heap, numDescriptors));
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::Heap::allocateCPUHandle() {
SkBitSet::OptionalIndex freeBlock = fFreeBlocks.findFirst();
SkASSERT(freeBlock.has_value());
fFreeBlocks.reset(*freeBlock);
--fFreeCount;
return fHeap->getCPUHandle(*freeBlock);
}
void GrD3DCpuDescriptorManager::Heap::freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle& handle) {
SkASSERT(this->ownsHandle(handle));
size_t index = fHeap->getIndex(handle);
fFreeBlocks.set(index);
++fFreeCount;
}
////////////////////////////////////////////////////////////////////////////////////////////////
GrD3DCpuDescriptorManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType)
: fMaxAvailableDescriptors(32)
, fHeapType(heapType) {
std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
fDescriptorHeaps.push_back(std::move(heap));
}
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::HeapPool::allocateHandle(
GrD3DGpu* gpu) {
for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
if (fDescriptorHeaps[i]->canAllocate()) {
GrD3DDescriptorHeap::CPUHandle handle = fDescriptorHeaps[i]->allocateCPUHandle();
return handle;
}
}
// need to allocate more space
std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
// TODO: handle failed heap creation and/or memory restrictions better
// skbug.com/11959
SkASSERT(heap);
fDescriptorHeaps.push_back(std::move(heap));
fMaxAvailableDescriptors *= 2;
GrD3DDescriptorHeap::CPUHandle handle =
fDescriptorHeaps[fDescriptorHeaps.size() - 1]->allocateCPUHandle();
return handle;
}
void GrD3DCpuDescriptorManager::HeapPool::releaseHandle(
const GrD3DDescriptorHeap::CPUHandle& dsvDescriptor) {
for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
if (fDescriptorHeaps[i]->ownsHandle(dsvDescriptor)) {
fDescriptorHeaps[i]->freeCPUHandle(dsvDescriptor);
return;
}
}
SkASSERT(false);
}