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/GrD3DAMDMemoryAllocator.h"
9 #include "src/gpu/d3d/GrD3DUtil.h"
10
Make(IDXGIAdapter * adapter,ID3D12Device * device)11 sk_sp<GrD3DMemoryAllocator> GrD3DAMDMemoryAllocator::Make(IDXGIAdapter* adapter,
12 ID3D12Device* device) {
13 D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
14 allocatorDesc.pAdapter = adapter;
15 allocatorDesc.pDevice = device;
16 allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED; // faster if we're single-threaded
17
18 D3D12MA::Allocator* allocator;
19 HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
20 if (!SUCCEEDED(hr)) {
21 return nullptr;
22 }
23
24 return sk_sp<GrD3DMemoryAllocator>(new GrD3DAMDMemoryAllocator(allocator));
25 }
26
createResource(D3D12_HEAP_TYPE heapType,const D3D12_RESOURCE_DESC * resourceDesc,D3D12_RESOURCE_STATES initialResourceState,sk_sp<GrD3DAlloc> * allocation,const D3D12_CLEAR_VALUE * clearValue)27 gr_cp<ID3D12Resource> GrD3DAMDMemoryAllocator::createResource(
28 D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC* resourceDesc,
29 D3D12_RESOURCE_STATES initialResourceState, sk_sp<GrD3DAlloc>* allocation,
30 const D3D12_CLEAR_VALUE* clearValue) {
31 D3D12MA::ALLOCATION_DESC allocationDesc = {};
32 allocationDesc.HeapType = heapType;
33 // TODO: Determine flags. For now create new heaps regardless of budget,
34 // and always suballocate and use CreatePlacedResource.
35 // allocationDesc.Flags = ?
36
37 gr_cp<ID3D12Resource> resource;
38 D3D12MA::Allocation* d3d12maAllocation;
39 HRESULT hr = fAllocator->CreateResource(&allocationDesc, resourceDesc,
40 initialResourceState, clearValue,
41 &d3d12maAllocation, IID_PPV_ARGS(&resource));
42 if (!SUCCEEDED(hr)) {
43 return nullptr;
44 }
45
46 allocation->reset(new Alloc(d3d12maAllocation));
47 return resource;
48 }
49
createAliasingResource(sk_sp<GrD3DAlloc> & allocation,uint64_t localOffset,const D3D12_RESOURCE_DESC * resourceDesc,D3D12_RESOURCE_STATES initialResourceState,const D3D12_CLEAR_VALUE * clearValue)50 gr_cp<ID3D12Resource> GrD3DAMDMemoryAllocator::createAliasingResource(
51 sk_sp<GrD3DAlloc>& allocation, uint64_t localOffset,
52 const D3D12_RESOURCE_DESC* resourceDesc, D3D12_RESOURCE_STATES initialResourceState,
53 const D3D12_CLEAR_VALUE* clearValue) {
54 Alloc* alloc = (Alloc*)allocation.get();
55 gr_cp<ID3D12Resource> resource;
56 HRESULT hr = fAllocator->CreateAliasingResource(alloc->fAllocation, localOffset, resourceDesc,
57 initialResourceState, clearValue,
58 IID_PPV_ARGS(&resource));
59 if (!SUCCEEDED(hr)) {
60 return nullptr;
61 }
62
63 return resource;
64 }
65