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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/d3d/GrD3DCpuDescriptorManager.h"
9 
10 #include "src/gpu/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,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         D3D12_TEXTURE_ADDRESS_MODE addressModeU,
97         D3D12_TEXTURE_ADDRESS_MODE addressModeV) {
98     const GrD3DDescriptorHeap::CPUHandle& descriptor = fSamplerDescriptorPool.allocateHandle(gpu);
99     D3D12_SAMPLER_DESC desc = {};
100     desc.Filter = filter;
101     desc.AddressU = addressModeU;
102     desc.AddressV = addressModeV;
103     desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
104     desc.MipLODBias = 0;
105     desc.MaxAnisotropy = 1;
106     desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
107     // desc.BorderColor initialized to { 0, 0, 0, 0 } by default initializer, above.
108     desc.MinLOD = 0;
109     desc.MaxLOD = maxLOD;
110 
111     gpu->device()->CreateSampler(&desc, descriptor.fHandle);
112     return descriptor;
113 }
114 
recycleSampler(const GrD3DDescriptorHeap::CPUHandle & samplerDescriptor)115 void GrD3DCpuDescriptorManager::recycleSampler(
116         const GrD3DDescriptorHeap::CPUHandle& samplerDescriptor) {
117     fSamplerDescriptorPool.releaseHandle(samplerDescriptor);
118 }
119 
120 ////////////////////////////////////////////////////////////////////////////////////////////////
121 
Make(GrD3DGpu * gpu,D3D12_DESCRIPTOR_HEAP_TYPE type,unsigned int numDescriptors)122 std::unique_ptr<GrD3DCpuDescriptorManager::Heap> GrD3DCpuDescriptorManager::Heap::Make(
123         GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type, unsigned int numDescriptors) {
124     std::unique_ptr<GrD3DDescriptorHeap> heap =
125             GrD3DDescriptorHeap::Make(gpu, type, numDescriptors, D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
126     if (!heap) {
127         return nullptr;
128     }
129 
130     return std::unique_ptr<Heap>(new Heap(heap, numDescriptors));
131 }
132 
allocateCPUHandle()133 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::Heap::allocateCPUHandle() {
134     SkBitSet::OptionalIndex freeBlock = fFreeBlocks.findFirst();
135     SkASSERT(freeBlock.has_value());
136     fFreeBlocks.reset(*freeBlock);
137     --fFreeCount;
138     return fHeap->getCPUHandle(*freeBlock);
139 }
140 
freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle & handle)141 void GrD3DCpuDescriptorManager::Heap::freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle& handle) {
142     SkASSERT(this->ownsHandle(handle));
143     size_t index = fHeap->getIndex(handle);
144     fFreeBlocks.set(index);
145     ++fFreeCount;
146 }
147 
148 ////////////////////////////////////////////////////////////////////////////////////////////////
149 
HeapPool(GrD3DGpu * gpu,D3D12_DESCRIPTOR_HEAP_TYPE heapType)150 GrD3DCpuDescriptorManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType)
151     : fMaxAvailableDescriptors(32)
152     , fHeapType(heapType) {
153     std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
154             GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
155     fDescriptorHeaps.push_back(std::move(heap));
156 }
157 
allocateHandle(GrD3DGpu * gpu)158 GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::HeapPool::allocateHandle(
159         GrD3DGpu* gpu) {
160     for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
161         if (fDescriptorHeaps[i]->canAllocate()) {
162             GrD3DDescriptorHeap::CPUHandle handle = fDescriptorHeaps[i]->allocateCPUHandle();
163             return handle;
164         }
165     }
166 
167     // need to allocate more space
168     std::unique_ptr<GrD3DCpuDescriptorManager::Heap> heap =
169             GrD3DCpuDescriptorManager::Heap::Make(gpu, fHeapType, fMaxAvailableDescriptors);
170     // TODO: handle failed heap creation and/or memory restrictions better
171     // skbug.com/11959
172     SkASSERT(heap);
173 
174     fDescriptorHeaps.push_back(std::move(heap));
175     fMaxAvailableDescriptors *= 2;
176     GrD3DDescriptorHeap::CPUHandle handle =
177             fDescriptorHeaps[fDescriptorHeaps.size() - 1]->allocateCPUHandle();
178     return handle;
179 }
180 
releaseHandle(const GrD3DDescriptorHeap::CPUHandle & dsvDescriptor)181 void GrD3DCpuDescriptorManager::HeapPool::releaseHandle(
182         const GrD3DDescriptorHeap::CPUHandle& dsvDescriptor) {
183     for (unsigned int i = 0; i < fDescriptorHeaps.size(); ++i) {
184         if (fDescriptorHeaps[i]->ownsHandle(dsvDescriptor)) {
185             fDescriptorHeaps[i]->freeCPUHandle(dsvDescriptor);
186             return;
187         }
188     }
189     SkASSERT(false);
190 }
191