1 /*
2 * Copyright 2020 Google LLC
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/gpu/ganesh/d3d/GrD3DCpuDescriptorManager.h"
9
10 #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
11
GrD3DCpuDescriptorManager(GrD3DGpu * gpu)12 GrD3DCpuDescriptorManager::GrD3DCpuDescriptorManager(GrD3DGpu* gpu)
13 : fRTVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
14 , fDSVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_DSV)
15 , fShaderViewDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
16 , fSamplerDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) {}
17
createRenderTargetView(GrD3DGpu * gpu,ID3D12Resource * textureResource)18 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createRenderTargetView(
19 GrD3DGpu* gpu, ID3D12Resource* textureResource) {
20 const GrD3DDescriptorHeap::CPUHandle& descriptor = fRTVDescriptorPool.allocateHandle(gpu);
21 gpu->device()->CreateRenderTargetView(textureResource, nullptr, descriptor.fHandle);
22 return descriptor;
23 }
24
recycleRenderTargetView(const GrD3DDescriptorHeap::CPUHandle & rtvDescriptor)25 void GrD3DCpuDescriptorManager::recycleRenderTargetView(
26 const GrD3DDescriptorHeap::CPUHandle& rtvDescriptor) {
27 fRTVDescriptorPool.releaseHandle(rtvDescriptor);
28 }
29
createDepthStencilView(GrD3DGpu * gpu,ID3D12Resource * textureResource)30 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createDepthStencilView(
31 GrD3DGpu* gpu, ID3D12Resource* textureResource) {
32 const GrD3DDescriptorHeap::CPUHandle& descriptor = fDSVDescriptorPool.allocateHandle(gpu);
33 gpu->device()->CreateDepthStencilView(textureResource, nullptr, descriptor.fHandle);
34 return descriptor;
35 }
36
recycleDepthStencilView(const GrD3DDescriptorHeap::CPUHandle & dsvDescriptor)37 void GrD3DCpuDescriptorManager::recycleDepthStencilView(
38 const GrD3DDescriptorHeap::CPUHandle& dsvDescriptor) {
39 fDSVDescriptorPool.releaseHandle(dsvDescriptor);
40 }
41
createConstantBufferView(GrD3DGpu * gpu,ID3D12Resource * bufferResource,size_t offset,size_t size)42 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createConstantBufferView(
43 GrD3DGpu* gpu, ID3D12Resource* bufferResource, size_t offset, size_t size) {
44 const GrD3DDescriptorHeap::CPUHandle& descriptor =
45 fShaderViewDescriptorPool.allocateHandle(gpu);
46 D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
47 desc.BufferLocation = bufferResource->GetGPUVirtualAddress() + offset;
48 desc.SizeInBytes = size;
49 gpu->device()->CreateConstantBufferView(&desc, descriptor.fHandle);
50 return descriptor;
51 }
52
createShaderResourceView(GrD3DGpu * gpu,ID3D12Resource * resource,unsigned int mostDetailedMip,unsigned int mipLevels)53 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createShaderResourceView(
54 GrD3DGpu* gpu, ID3D12Resource* resource,
55 unsigned int mostDetailedMip, unsigned int mipLevels) {
56 const GrD3DDescriptorHeap::CPUHandle& descriptor =
57 fShaderViewDescriptorPool.allocateHandle(gpu);
58 // TODO: for 4:2:0 YUV formats we'll need to map two different views, one for Y and one for UV.
59 // For now map the entire resource.
60 D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
61 desc.Format = resource->GetDesc().Format;
62 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
63 desc.Texture2D.MostDetailedMip = mostDetailedMip;
64 desc.Texture2D.MipLevels = mipLevels;
65 desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
66 gpu->device()->CreateShaderResourceView(resource, &desc, descriptor.fHandle);
67 return descriptor;
68 }
69
createUnorderedAccessView(GrD3DGpu * gpu,ID3D12Resource * resource,unsigned int mipSlice)70 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createUnorderedAccessView(
71 GrD3DGpu* gpu, ID3D12Resource* resource, unsigned int mipSlice) {
72 const GrD3DDescriptorHeap::CPUHandle& descriptor =
73 fShaderViewDescriptorPool.allocateHandle(gpu);
74 if (resource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) {
75 // TODO: figure out buffer setup
76 gpu->device()->CreateUnorderedAccessView(resource, nullptr, nullptr, descriptor.fHandle);
77 } else {
78 D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {};
79 desc.Format = resource->GetDesc().Format;
80 desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
81 desc.Texture2D.MipSlice = mipSlice;
82 gpu->device()->CreateUnorderedAccessView(resource, nullptr, &desc, descriptor.fHandle);
83 }
84 return descriptor;
85 }
86
recycleShaderView(const GrD3DDescriptorHeap::CPUHandle & view)87 void GrD3DCpuDescriptorManager::recycleShaderView(
88 const GrD3DDescriptorHeap::CPUHandle& view) {
89 fShaderViewDescriptorPool.releaseHandle(view);
90 }
91
createSampler(GrD3DGpu * gpu,D3D12_FILTER filter,float maxLOD,unsigned int maxAnisotropy,D3D12_TEXTURE_ADDRESS_MODE addressModeU,D3D12_TEXTURE_ADDRESS_MODE addressModeV)92 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createSampler(
93 GrD3DGpu* gpu,
94 D3D12_FILTER filter,
95 float maxLOD,
96 unsigned int maxAnisotropy,
97 D3D12_TEXTURE_ADDRESS_MODE addressModeU,
98 D3D12_TEXTURE_ADDRESS_MODE addressModeV) {
99 const GrD3DDescriptorHeap::CPUHandle& descriptor = fSamplerDescriptorPool.allocateHandle(gpu);
100 D3D12_SAMPLER_DESC desc = {};
101 desc.Filter = filter;
102 desc.AddressU = addressModeU;
103 desc.AddressV = addressModeV;
104 desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
105 desc.MipLODBias = 0;
106 desc.MaxAnisotropy = maxAnisotropy;
107 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
108 // desc.BorderColor initialized to { 0, 0, 0, 0 } by default initializer, above.
109 desc.MinLOD = 0;
110 desc.MaxLOD = maxLOD;
111
112 gpu->device()->CreateSampler(&desc, descriptor.fHandle);
113 return descriptor;
114 }
115
recycleSampler(const GrD3DDescriptorHeap::CPUHandle & samplerDescriptor)116 void GrD3DCpuDescriptorManager::recycleSampler(
117 const GrD3DDescriptorHeap::CPUHandle& samplerDescriptor) {
118 fSamplerDescriptorPool.releaseHandle(samplerDescriptor);
119 }
120
121 ////////////////////////////////////////////////////////////////////////////////////////////////
122
Make(GrD3DGpu * gpu,D3D12_DESCRIPTOR_HEAP_TYPE type,unsigned int numDescriptors)123 std::unique_ptr<GrD3DCpuDescriptorManager::Heap> GrD3DCpuDescriptorManager::Heap::Make(
124 GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type, unsigned int numDescriptors) {
125 std::unique_ptr<GrD3DDescriptorHeap> heap =
126 GrD3DDescriptorHeap::Make(gpu, type, numDescriptors, D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
127 if (!heap) {
128 return nullptr;
129 }
130
131 return std::unique_ptr<Heap>(new Heap(heap, numDescriptors));
132 }
133
allocateCPUHandle()134 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::Heap::allocateCPUHandle() {
135 SkBitSet::OptionalIndex freeBlock = fFreeBlocks.findFirst();
136 SkASSERT(freeBlock.has_value());
137 fFreeBlocks.reset(*freeBlock);
138 --fFreeCount;
139 return fHeap->getCPUHandle(*freeBlock);
140 }
141
freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle & handle)142 void GrD3DCpuDescriptorManager::Heap::freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle& handle) {
143 SkASSERT(this->ownsHandle(handle));
144 size_t index = fHeap->getIndex(handle);
145 fFreeBlocks.set(index);
146 ++fFreeCount;
147 }
148
149 ////////////////////////////////////////////////////////////////////////////////////////////////
150
HeapPool(GrD3DGpu * gpu,D3D12_DESCRIPTOR_HEAP_TYPE heapType)151 GrD3DCpuDescriptorManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType)
152 : fMaxAvailableDescriptors(32)
153 , fHeapType(heapType) {
154 std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
155 GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
156 fDescriptorHeaps.push_back(std::move(heap));
157 }
158
allocateHandle(GrD3DGpu * gpu)159 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::HeapPool::allocateHandle(
160 GrD3DGpu* gpu) {
161 for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
162 if (fDescriptorHeaps[i]->canAllocate()) {
163 GrD3DDescriptorHeap::CPUHandle handle = fDescriptorHeaps[i]->allocateCPUHandle();
164 return handle;
165 }
166 }
167
168 // need to allocate more space
169 std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
170 GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
171 // TODO: handle failed heap creation and/or memory restrictions better
172 // skbug.com/11959
173 SkASSERT(heap);
174
175 fDescriptorHeaps.push_back(std::move(heap));
176 fMaxAvailableDescriptors *= 2;
177 GrD3DDescriptorHeap::CPUHandle handle =
178 fDescriptorHeaps[fDescriptorHeaps.size() - 1]->allocateCPUHandle();
179 return handle;
180 }
181
releaseHandle(const GrD3DDescriptorHeap::CPUHandle & dsvDescriptor)182 void GrD3DCpuDescriptorManager::HeapPool::releaseHandle(
183 const GrD3DDescriptorHeap::CPUHandle& dsvDescriptor) {
184 for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
185 if (fDescriptorHeaps[i]->ownsHandle(dsvDescriptor)) {
186 fDescriptorHeaps[i]->freeCPUHandle(dsvDescriptor);
187 return;
188 }
189 }
190 SkASSERT(false);
191 }
192