blob: 32ece377113d13c6c42ffe595585edd15206eca4 [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/GrD3DAMDMemoryAllocator.h"
#include "src/gpu/d3d/GrD3DUtil.h"
sk_sp<GrD3DMemoryAllocator> GrD3DAMDMemoryAllocator::Make(IDXGIAdapter* adapter,
ID3D12Device* device) {
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pAdapter = adapter;
allocatorDesc.pDevice = device;
allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED; // faster if we're single-threaded
D3D12MA::Allocator* allocator;
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
if (!SUCCEEDED(hr)) {
return nullptr;
}
return sk_sp<GrD3DMemoryAllocator>(new GrD3DAMDMemoryAllocator(allocator));
}
gr_cp<ID3D12Resource> GrD3DAMDMemoryAllocator::createResource(
D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC* resourceDesc,
D3D12_RESOURCE_STATES initialResourceState, sk_sp<GrD3DAlloc>* allocation,
const D3D12_CLEAR_VALUE* clearValue) {
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.HeapType = heapType;
// TODO: Determine flags. For now create new heaps regardless of budget,
// and always suballocate and use CreatePlacedResource.
// allocationDesc.Flags = ?
gr_cp<ID3D12Resource> resource;
D3D12MA::Allocation* d3d12maAllocation;
HRESULT hr = fAllocator->CreateResource(&allocationDesc, resourceDesc,
initialResourceState, clearValue,
&d3d12maAllocation, IID_PPV_ARGS(&resource));
if (!SUCCEEDED(hr)) {
return nullptr;
}
allocation->reset(new Alloc(d3d12maAllocation));
return resource;
}