mesa/src/gallium/drivers/d3d12/d3d12_descriptor_pool.cpp

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/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "d3d12_context.h"
#include "d3d12_descriptor_pool.h"
#include "d3d12_screen.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/list.h"
#include "util/u_dynarray.h"
#include "util/u_memory.h"
#include <directx/d3d12.h>
struct d3d12_descriptor_pool {
ID3D12Device *dev;
D3D12_DESCRIPTOR_HEAP_TYPE type;
uint32_t num_descriptors;
list_head heaps;
};
struct d3d12_descriptor_heap {
struct d3d12_descriptor_pool *pool;
D3D12_DESCRIPTOR_HEAP_DESC desc;
ID3D12Device *dev;
ID3D12DescriptorHeap *heap;
uint32_t desc_size;
uint64_t cpu_base;
uint64_t gpu_base;
uint32_t size;
uint32_t next;
util_dynarray free_list;
list_head link;
};
struct d3d12_descriptor_heap*
d3d12_descriptor_heap_new(ID3D12Device *dev,
D3D12_DESCRIPTOR_HEAP_TYPE type,
D3D12_DESCRIPTOR_HEAP_FLAGS flags,
uint32_t num_descriptors)
{
struct d3d12_descriptor_heap *heap = CALLOC_STRUCT(d3d12_descriptor_heap);
heap->desc.NumDescriptors = num_descriptors;
heap->desc.Type = type;
heap->desc.Flags = flags;
if (FAILED(dev->CreateDescriptorHeap(&heap->desc,
__uuidof(heap->heap),
(void **)&heap->heap))) {
FREE(heap);
return NULL;
}
heap->dev = dev;
heap->desc_size = dev->GetDescriptorHandleIncrementSize(type);
heap->size = num_descriptors * heap->desc_size;
heap->cpu_base = heap->heap->GetCPUDescriptorHandleForHeapStart().ptr;
if (flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)
heap->gpu_base = heap->heap->GetGPUDescriptorHandleForHeapStart().ptr;
util_dynarray_init(&heap->free_list, NULL);
return heap;
}
void
d3d12_descriptor_heap_free(struct d3d12_descriptor_heap *heap)
{
heap->heap->Release();
util_dynarray_fini(&heap->free_list);
FREE(heap);
}
ID3D12DescriptorHeap*
d3d12_descriptor_heap_get(struct d3d12_descriptor_heap *heap)
{
return heap->heap;
}
static uint32_t
d3d12_descriptor_heap_is_online(struct d3d12_descriptor_heap *heap)
{
return (heap->desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE) ? 1 : 0;
}
static uint32_t
d3d12_descriptor_heap_can_allocate(struct d3d12_descriptor_heap *heap)
{
return (heap->free_list.size > 0 ||
heap->size >= heap->next + heap->desc_size);
}
uint32_t
d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap *heap)
{
return (heap->size - heap->next) / heap->desc_size;
}
void
d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap *heap,
struct d3d12_descriptor_handle *handle)
{
handle->heap = heap;
handle->cpu_handle.ptr = heap->cpu_base + heap->next;
handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
heap->gpu_base + heap->next : 0;
}
uint32_t
d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap *heap,
struct d3d12_descriptor_handle *handle)
{
uint32_t offset = 0;
assert(handle != NULL);
if (heap->free_list.size > 0) {
offset = util_dynarray_pop(&heap->free_list, uint32_t);
} else if (heap->size >= heap->next + heap->desc_size) {
offset = heap->next;
heap->next += heap->desc_size;
} else {
/* Todo: we should add a new descriptor heap to get more handles */
assert(0 && "No handles available in descriptor heap");
return 0;
}
handle->heap = heap;
handle->cpu_handle.ptr = heap->cpu_base + offset;
handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
heap->gpu_base + offset : 0;
return 1;
}
void
d3d12_descriptor_handle_free(struct d3d12_descriptor_handle *handle)
{
const uint32_t index = handle->cpu_handle.ptr - handle->heap->cpu_base;
if (index + handle->heap->desc_size == handle->heap->next) {
handle->heap->next = index;
} else {
util_dynarray_append(&handle->heap->free_list, uint32_t, index);
}
handle->heap = NULL;
handle->cpu_handle.ptr = 0;
handle->gpu_handle.ptr = 0;
}
void
d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap *heap,
D3D12_CPU_DESCRIPTOR_HANDLE *handles,
unsigned num_handles)
{
D3D12_CPU_DESCRIPTOR_HANDLE dst;
assert(heap->next + (num_handles * heap->desc_size) <= heap->size);
dst.ptr = heap->cpu_base + heap->next;
heap->dev->CopyDescriptors(1, &dst, &num_handles,
num_handles, handles, NULL,
heap->desc.Type);
heap->next += num_handles * heap->desc_size;
}
void
d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap *heap)
{
heap->next = 0;
util_dynarray_clear(&heap->free_list);
}
struct d3d12_descriptor_pool*
d3d12_descriptor_pool_new(pipe_context *pctx,
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t num_descriptors)
{
struct d3d12_descriptor_pool *pool = CALLOC_STRUCT(d3d12_descriptor_pool);
if (!pool)
return NULL;
pool->dev = d3d12_screen(pctx->screen)->dev;
pool->type = type;
pool->num_descriptors = num_descriptors;
list_inithead(&pool->heaps);
return pool;
}
void
d3d12_descriptor_pool_free(struct d3d12_descriptor_pool *pool)
{
list_for_each_entry_safe(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
list_del(&heap->link);
d3d12_descriptor_heap_free(heap);
}
FREE(pool);
}
uint32_t
d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool *pool,
struct d3d12_descriptor_handle *handle)
{
struct d3d12_descriptor_heap *valid_heap = NULL;
list_for_each_entry(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
if (d3d12_descriptor_heap_can_allocate(heap)) {
valid_heap = heap;
break;
}
}
if (!valid_heap) {
valid_heap = d3d12_descriptor_heap_new(pool->dev,
pool->type,
D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
pool->num_descriptors);
list_addtail(&valid_heap->link, &pool->heaps);
}
return d3d12_descriptor_heap_alloc_handle(valid_heap, handle);
}