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1 // Copyright 2019 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "dawn_native/d3d12/HeapAllocatorD3D12.h"
16 #include "dawn_native/d3d12/D3D12Error.h"
17 #include "dawn_native/d3d12/DeviceD3D12.h"
18 #include "dawn_native/d3d12/HeapD3D12.h"
19 #include "dawn_native/d3d12/ResidencyManagerD3D12.h"
20 
21 namespace dawn_native { namespace d3d12 {
22 
HeapAllocator(Device * device,D3D12_HEAP_TYPE heapType,D3D12_HEAP_FLAGS heapFlags,MemorySegment memorySegment)23     HeapAllocator::HeapAllocator(Device* device,
24                                  D3D12_HEAP_TYPE heapType,
25                                  D3D12_HEAP_FLAGS heapFlags,
26                                  MemorySegment memorySegment)
27         : mDevice(device),
28           mHeapType(heapType),
29           mHeapFlags(heapFlags),
30           mMemorySegment(memorySegment) {
31     }
32 
AllocateResourceHeap(uint64_t size)33     ResultOrError<std::unique_ptr<ResourceHeapBase>> HeapAllocator::AllocateResourceHeap(
34         uint64_t size) {
35         D3D12_HEAP_DESC heapDesc;
36         heapDesc.SizeInBytes = size;
37         heapDesc.Properties.Type = mHeapType;
38         heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
39         heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
40         heapDesc.Properties.CreationNodeMask = 0;
41         heapDesc.Properties.VisibleNodeMask = 0;
42         // It is preferred to use a size that is a multiple of the alignment.
43         // However, MSAA heaps are always aligned to 4MB instead of 64KB. This means
44         // if the heap size is too small, the VMM would fragment.
45         // TODO(crbug.com/dawn/849): Consider having MSAA vs non-MSAA heaps.
46         heapDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
47         heapDesc.Flags = mHeapFlags;
48 
49         // CreateHeap will implicitly make the created heap resident. We must ensure enough free
50         // memory exists before allocating to avoid an out-of-memory error when overcommitted.
51         DAWN_TRY(mDevice->GetResidencyManager()->EnsureCanAllocate(size, mMemorySegment));
52 
53         ComPtr<ID3D12Heap> d3d12Heap;
54         DAWN_TRY(CheckOutOfMemoryHRESULT(
55             mDevice->GetD3D12Device()->CreateHeap(&heapDesc, IID_PPV_ARGS(&d3d12Heap)),
56             "ID3D12Device::CreateHeap"));
57 
58         std::unique_ptr<ResourceHeapBase> heapBase =
59             std::make_unique<Heap>(std::move(d3d12Heap), mMemorySegment, size);
60 
61         // Calling CreateHeap implicitly calls MakeResident on the new heap. We must track this to
62         // avoid calling MakeResident a second time.
63         mDevice->GetResidencyManager()->TrackResidentAllocation(ToBackend(heapBase.get()));
64         return std::move(heapBase);
65     }
66 
DeallocateResourceHeap(std::unique_ptr<ResourceHeapBase> heap)67     void HeapAllocator::DeallocateResourceHeap(std::unique_ptr<ResourceHeapBase> heap) {
68         mDevice->ReferenceUntilUnused(static_cast<Heap*>(heap.get())->GetD3D12Heap());
69     }
70 
71 }}  // namespace dawn_native::d3d12
72