1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_context.h"
25 #include "d3d12_descriptor_pool.h"
26 #include "d3d12_screen.h"
27
28 #include "pipe/p_context.h"
29 #include "pipe/p_state.h"
30
31 #include "util/list.h"
32 #include "util/u_dynarray.h"
33 #include "util/u_memory.h"
34
35 #include <directx/d3d12.h>
36 #include <dxguids/dxguids.h>
37
38 struct d3d12_descriptor_pool {
39 ID3D12Device *dev;
40 D3D12_DESCRIPTOR_HEAP_TYPE type;
41 uint32_t num_descriptors;
42 list_head heaps;
43 };
44
45 struct d3d12_descriptor_heap {
46 struct d3d12_descriptor_pool *pool;
47
48 D3D12_DESCRIPTOR_HEAP_DESC desc;
49 ID3D12Device *dev;
50 ID3D12DescriptorHeap *heap;
51 uint32_t desc_size;
52 uint64_t cpu_base;
53 uint64_t gpu_base;
54 uint32_t size;
55 uint32_t next;
56 util_dynarray free_list;
57 list_head link;
58 };
59
60 struct d3d12_descriptor_heap*
d3d12_descriptor_heap_new(ID3D12Device * dev,D3D12_DESCRIPTOR_HEAP_TYPE type,D3D12_DESCRIPTOR_HEAP_FLAGS flags,uint32_t num_descriptors)61 d3d12_descriptor_heap_new(ID3D12Device *dev,
62 D3D12_DESCRIPTOR_HEAP_TYPE type,
63 D3D12_DESCRIPTOR_HEAP_FLAGS flags,
64 uint32_t num_descriptors)
65 {
66 struct d3d12_descriptor_heap *heap = CALLOC_STRUCT(d3d12_descriptor_heap);
67
68 heap->desc.NumDescriptors = num_descriptors;
69 heap->desc.Type = type;
70 heap->desc.Flags = flags;
71 if (FAILED(dev->CreateDescriptorHeap(&heap->desc,
72 IID_PPV_ARGS(&heap->heap)))) {
73 FREE(heap);
74 return NULL;
75 }
76
77 heap->dev = dev;
78 heap->desc_size = dev->GetDescriptorHandleIncrementSize(type);
79 heap->size = num_descriptors * heap->desc_size;
80 heap->cpu_base = heap->heap->GetCPUDescriptorHandleForHeapStart().ptr;
81 if (flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)
82 heap->gpu_base = heap->heap->GetGPUDescriptorHandleForHeapStart().ptr;
83 util_dynarray_init(&heap->free_list, NULL);
84
85 return heap;
86 }
87
88 void
d3d12_descriptor_heap_free(struct d3d12_descriptor_heap * heap)89 d3d12_descriptor_heap_free(struct d3d12_descriptor_heap *heap)
90 {
91 heap->heap->Release();
92 util_dynarray_fini(&heap->free_list);
93 FREE(heap);
94 }
95
96 ID3D12DescriptorHeap*
d3d12_descriptor_heap_get(struct d3d12_descriptor_heap * heap)97 d3d12_descriptor_heap_get(struct d3d12_descriptor_heap *heap)
98 {
99 return heap->heap;
100 }
101
102 static uint32_t
d3d12_descriptor_heap_is_online(struct d3d12_descriptor_heap * heap)103 d3d12_descriptor_heap_is_online(struct d3d12_descriptor_heap *heap)
104 {
105 return (heap->desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE) ? 1 : 0;
106 }
107
108 static uint32_t
d3d12_descriptor_heap_can_allocate(struct d3d12_descriptor_heap * heap)109 d3d12_descriptor_heap_can_allocate(struct d3d12_descriptor_heap *heap)
110 {
111 return (heap->free_list.size > 0 ||
112 heap->size >= heap->next + heap->desc_size);
113 }
114
115 uint32_t
d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap * heap)116 d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap *heap)
117 {
118 return (heap->size - heap->next) / heap->desc_size;
119 }
120
121 void
d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap * heap,struct d3d12_descriptor_handle * handle)122 d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap *heap,
123 struct d3d12_descriptor_handle *handle)
124 {
125 handle->heap = heap;
126 handle->cpu_handle.ptr = heap->cpu_base + heap->next;
127 handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
128 heap->gpu_base + heap->next : 0;
129 }
130
131 uint32_t
d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap * heap,struct d3d12_descriptor_handle * handle)132 d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap *heap,
133 struct d3d12_descriptor_handle *handle)
134 {
135 uint32_t offset = 0;
136
137 assert(handle != NULL);
138
139 if (heap->free_list.size > 0) {
140 offset = util_dynarray_pop(&heap->free_list, uint32_t);
141 } else if (heap->size >= heap->next + heap->desc_size) {
142 offset = heap->next;
143 heap->next += heap->desc_size;
144 } else {
145 /* Todo: we should add a new descriptor heap to get more handles */
146 assert(0 && "No handles available in descriptor heap");
147 return 0;
148 }
149
150 handle->heap = heap;
151 handle->cpu_handle.ptr = heap->cpu_base + offset;
152 handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
153 heap->gpu_base + offset : 0;
154
155 return 1;
156 }
157
158 void
d3d12_descriptor_handle_free(struct d3d12_descriptor_handle * handle)159 d3d12_descriptor_handle_free(struct d3d12_descriptor_handle *handle)
160 {
161 const uint32_t index = handle->cpu_handle.ptr - handle->heap->cpu_base;
162 if (index + handle->heap->desc_size == handle->heap->next) {
163 handle->heap->next = index;
164 } else {
165 util_dynarray_append(&handle->heap->free_list, uint32_t, index);
166 }
167
168 handle->heap = NULL;
169 handle->cpu_handle.ptr = 0;
170 handle->gpu_handle.ptr = 0;
171 }
172
173 void
d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap * heap,D3D12_CPU_DESCRIPTOR_HANDLE * handles,unsigned num_handles)174 d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap *heap,
175 D3D12_CPU_DESCRIPTOR_HANDLE *handles,
176 unsigned num_handles)
177 {
178 D3D12_CPU_DESCRIPTOR_HANDLE dst;
179
180 assert(heap->next + (num_handles * heap->desc_size) <= heap->size);
181 dst.ptr = heap->cpu_base + heap->next;
182 heap->dev->CopyDescriptors(1, &dst, &num_handles,
183 num_handles, handles, NULL,
184 heap->desc.Type);
185 heap->next += num_handles * heap->desc_size;
186 }
187
188 void
d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap * heap)189 d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap *heap)
190 {
191 heap->next = 0;
192 util_dynarray_clear(&heap->free_list);
193 }
194
195 struct d3d12_descriptor_pool*
d3d12_descriptor_pool_new(struct d3d12_screen * screen,D3D12_DESCRIPTOR_HEAP_TYPE type,uint32_t num_descriptors)196 d3d12_descriptor_pool_new(struct d3d12_screen *screen,
197 D3D12_DESCRIPTOR_HEAP_TYPE type,
198 uint32_t num_descriptors)
199 {
200 struct d3d12_descriptor_pool *pool = CALLOC_STRUCT(d3d12_descriptor_pool);
201 if (!pool)
202 return NULL;
203
204 pool->dev = screen->dev;
205 pool->type = type;
206 pool->num_descriptors = num_descriptors;
207 list_inithead(&pool->heaps);
208
209 return pool;
210 }
211
212 void
d3d12_descriptor_pool_free(struct d3d12_descriptor_pool * pool)213 d3d12_descriptor_pool_free(struct d3d12_descriptor_pool *pool)
214 {
215 list_for_each_entry_safe(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
216 list_del(&heap->link);
217 d3d12_descriptor_heap_free(heap);
218 }
219 FREE(pool);
220 }
221
222 uint32_t
d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool * pool,struct d3d12_descriptor_handle * handle)223 d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool *pool,
224 struct d3d12_descriptor_handle *handle)
225 {
226 struct d3d12_descriptor_heap *valid_heap = NULL;
227
228 list_for_each_entry(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
229 if (d3d12_descriptor_heap_can_allocate(heap)) {
230 valid_heap = heap;
231 break;
232 }
233 }
234
235 if (!valid_heap) {
236 valid_heap = d3d12_descriptor_heap_new(pool->dev,
237 pool->type,
238 D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
239 pool->num_descriptors);
240 list_addtail(&valid_heap->link, &pool->heaps);
241 }
242
243 return d3d12_descriptor_heap_alloc_handle(valid_heap, handle);
244 }
245