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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 <dxguids/dxguids.h>
36 
37 struct d3d12_descriptor_pool {
38    ID3D12Device *dev;
39    D3D12_DESCRIPTOR_HEAP_TYPE type;
40    uint32_t num_descriptors;
41    list_head heaps;
42 };
43 
44 struct d3d12_descriptor_heap {
45    struct d3d12_descriptor_pool *pool;
46 
47    D3D12_DESCRIPTOR_HEAP_DESC desc;
48    ID3D12Device *dev;
49    ID3D12DescriptorHeap *heap;
50    uint32_t desc_size;
51    uint64_t cpu_base;
52    uint64_t gpu_base;
53    uint32_t size;
54    uint32_t next;
55    util_dynarray free_list;
56    list_head link;
57 };
58 
59 struct d3d12_descriptor_heap*
d3d12_descriptor_heap_new(ID3D12Device * dev,D3D12_DESCRIPTOR_HEAP_TYPE type,D3D12_DESCRIPTOR_HEAP_FLAGS flags,uint32_t num_descriptors)60 d3d12_descriptor_heap_new(ID3D12Device *dev,
61                           D3D12_DESCRIPTOR_HEAP_TYPE type,
62                           D3D12_DESCRIPTOR_HEAP_FLAGS flags,
63                           uint32_t num_descriptors)
64 {
65    struct d3d12_descriptor_heap *heap = CALLOC_STRUCT(d3d12_descriptor_heap);
66 
67    heap->desc.NumDescriptors = num_descriptors;
68    heap->desc.Type = type;
69    heap->desc.Flags = flags;
70    if (FAILED(dev->CreateDescriptorHeap(&heap->desc,
71                                         IID_PPV_ARGS(&heap->heap)))) {
72       FREE(heap);
73       return NULL;
74    }
75 
76    heap->dev = dev;
77    heap->desc_size = dev->GetDescriptorHandleIncrementSize(type);
78    heap->size = num_descriptors * heap->desc_size;
79    heap->cpu_base = GetCPUDescriptorHandleForHeapStart(heap->heap).ptr;
80    if (flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)
81       heap->gpu_base = GetGPUDescriptorHandleForHeapStart(heap->heap).ptr;
82    util_dynarray_init(&heap->free_list, NULL);
83 
84    return heap;
85 }
86 
87 void
d3d12_descriptor_heap_free(struct d3d12_descriptor_heap * heap)88 d3d12_descriptor_heap_free(struct d3d12_descriptor_heap *heap)
89 {
90    heap->heap->Release();
91    util_dynarray_fini(&heap->free_list);
92    FREE(heap);
93 }
94 
95 ID3D12DescriptorHeap*
d3d12_descriptor_heap_get(struct d3d12_descriptor_heap * heap)96 d3d12_descriptor_heap_get(struct d3d12_descriptor_heap *heap)
97 {
98    return heap->heap;
99 }
100 
101 static uint32_t
d3d12_descriptor_heap_is_online(struct d3d12_descriptor_heap * heap)102 d3d12_descriptor_heap_is_online(struct d3d12_descriptor_heap *heap)
103 {
104    return (heap->desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE) ? 1 : 0;
105 }
106 
107 static uint32_t
d3d12_descriptor_heap_can_allocate(struct d3d12_descriptor_heap * heap)108 d3d12_descriptor_heap_can_allocate(struct d3d12_descriptor_heap *heap)
109 {
110    return (heap->free_list.size > 0 ||
111            heap->size >= heap->next + heap->desc_size);
112 }
113 
114 uint32_t
d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap * heap)115 d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap *heap)
116 {
117    return (heap->size - heap->next) / heap->desc_size;
118 }
119 
120 void
d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap * heap,struct d3d12_descriptor_handle * handle)121 d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap *heap,
122                                       struct d3d12_descriptor_handle *handle)
123 {
124    handle->heap = heap;
125    handle->cpu_handle.ptr = heap->cpu_base + heap->next;
126    handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
127                             heap->gpu_base + heap->next : 0;
128 }
129 
130 uint32_t
d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap * heap,struct d3d12_descriptor_handle * handle)131 d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap *heap,
132                                    struct d3d12_descriptor_handle *handle)
133 {
134    uint32_t offset = 0;
135 
136    assert(handle != NULL);
137 
138    if (heap->free_list.size > 0) {
139       offset = util_dynarray_pop(&heap->free_list, uint32_t);
140    } else if (heap->size >= heap->next + heap->desc_size) {
141       offset = heap->next;
142       heap->next += heap->desc_size;
143    } else {
144       /* Todo: we should add a new descriptor heap to get more handles */
145       assert(0 && "No handles available in descriptor heap");
146       return 0;
147    }
148 
149    handle->heap = heap;
150    handle->cpu_handle.ptr = heap->cpu_base + offset;
151    handle->gpu_handle.ptr = d3d12_descriptor_heap_is_online(heap) ?
152                             heap->gpu_base + offset : 0;
153 
154    return 1;
155 }
156 
157 void
d3d12_descriptor_handle_free(struct d3d12_descriptor_handle * handle)158 d3d12_descriptor_handle_free(struct d3d12_descriptor_handle *handle)
159 {
160    const uint32_t index = handle->cpu_handle.ptr - handle->heap->cpu_base;
161    if (index + handle->heap->desc_size == handle->heap->next) {
162       handle->heap->next = index;
163    } else {
164       util_dynarray_append(&handle->heap->free_list, uint32_t, index);
165    }
166 
167    handle->heap = NULL;
168    handle->cpu_handle.ptr = 0;
169    handle->gpu_handle.ptr = 0;
170 }
171 
172 void
d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap * heap,D3D12_CPU_DESCRIPTOR_HANDLE * handles,unsigned num_handles)173 d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap *heap,
174                                      D3D12_CPU_DESCRIPTOR_HANDLE *handles,
175                                      unsigned num_handles)
176 {
177    D3D12_CPU_DESCRIPTOR_HANDLE dst;
178 
179    assert(heap->next + (num_handles * heap->desc_size) <= heap->size);
180    dst.ptr = heap->cpu_base + heap->next;
181    heap->dev->CopyDescriptors(1, &dst, &num_handles,
182                               num_handles, handles, NULL,
183                               heap->desc.Type);
184    heap->next += num_handles * heap->desc_size;
185 }
186 
187 void
d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap * heap)188 d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap *heap)
189 {
190    heap->next = 0;
191    util_dynarray_clear(&heap->free_list);
192 }
193 
194 struct d3d12_descriptor_pool*
d3d12_descriptor_pool_new(struct d3d12_screen * screen,D3D12_DESCRIPTOR_HEAP_TYPE type,uint32_t num_descriptors)195 d3d12_descriptor_pool_new(struct d3d12_screen *screen,
196                           D3D12_DESCRIPTOR_HEAP_TYPE type,
197                           uint32_t num_descriptors)
198 {
199    struct d3d12_descriptor_pool *pool = CALLOC_STRUCT(d3d12_descriptor_pool);
200    if (!pool)
201       return NULL;
202 
203    pool->dev = screen->dev;
204    pool->type = type;
205    pool->num_descriptors = num_descriptors;
206    list_inithead(&pool->heaps);
207 
208    return pool;
209 }
210 
211 void
d3d12_descriptor_pool_free(struct d3d12_descriptor_pool * pool)212 d3d12_descriptor_pool_free(struct d3d12_descriptor_pool *pool)
213 {
214    list_for_each_entry_safe(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
215       list_del(&heap->link);
216       d3d12_descriptor_heap_free(heap);
217    }
218    FREE(pool);
219 }
220 
221 uint32_t
d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool * pool,struct d3d12_descriptor_handle * handle)222 d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool *pool,
223                                    struct d3d12_descriptor_handle *handle)
224 {
225    struct d3d12_descriptor_heap *valid_heap = NULL;
226 
227    list_for_each_entry(struct d3d12_descriptor_heap, heap, &pool->heaps, link) {
228       if (d3d12_descriptor_heap_can_allocate(heap)) {
229          valid_heap = heap;
230          break;
231       }
232    }
233 
234    if (!valid_heap) {
235       valid_heap = d3d12_descriptor_heap_new(pool->dev,
236                                              pool->type,
237                                              D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
238                                              pool->num_descriptors);
239       list_addtail(&valid_heap->link, &pool->heaps);
240    }
241 
242    return d3d12_descriptor_heap_alloc_handle(valid_heap, handle);
243 }
244