[D3D12] Descriptor heap pool

This commit is contained in:
Triang3l 2018-07-29 15:29:48 +03:00
parent 2d59231993
commit 8002de774a
2 changed files with 203 additions and 13 deletions

View File

@ -40,7 +40,7 @@ void UploadBufferPool::BeginFrame() {
}
// Try to create new pages again in this frame if failed in the previous.
creation_failed_ = false;
page_creation_failed_ = false;
}
void UploadBufferPool::EndFrame() {
@ -117,16 +117,16 @@ void UploadBufferPool::EndPage() {
current_mapping_ = nullptr;
}
if (current_size_ != 0) {
auto buffer = unsent_;
buffer->frame_sent = context_->GetCurrentFrame();
unsent_ = buffer->next;
buffer->next = nullptr;
auto page = unsent_;
page->frame_sent = context_->GetCurrentFrame();
unsent_ = page->next;
page->next = nullptr;
if (sent_last_ != nullptr) {
sent_last_->next = buffer;
sent_last_->next = page;
} else {
sent_first_ = buffer;
sent_first_ = page;
}
sent_last_ = buffer;
sent_last_ = page;
current_size_ = 0;
}
}
@ -134,6 +134,10 @@ void UploadBufferPool::EndPage() {
bool UploadBufferPool::BeginNextPage() {
EndPage();
if (page_creation_failed_) {
return false;
}
if (unsent_ == nullptr) {
auto device = context_->GetD3D12Provider()->GetDevice();
D3D12_HEAP_PROPERTIES heap_properties = {};
@ -156,7 +160,7 @@ bool UploadBufferPool::BeginNextPage() {
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&buffer_resource)))) {
XELOGE("Failed to create a D3D upload buffer with %u bytes", page_size_);
creation_failed_ = true;
page_creation_failed_ = true;
return false;
}
unsent_ = new UploadBuffer;
@ -170,7 +174,7 @@ bool UploadBufferPool::BeginNextPage() {
void* mapping;
if (FAILED(unsent_->buffer->Map(0, &read_range, &mapping))) {
XELOGE("Failed to map a D3D upload buffer with %u bytes", page_size_);
creation_failed_ = true;
page_creation_failed_ = true;
return false;
}
current_mapping_ = reinterpret_cast<uint8_t*>(mapping);
@ -178,6 +182,132 @@ bool UploadBufferPool::BeginNextPage() {
return true;
}
DescriptorHeapPool::DescriptorHeapPool(D3D12Context* context,
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size)
: context_(context), type_(type), page_size_(page_size) {}
DescriptorHeapPool::~DescriptorHeapPool() { ClearCache(); }
void DescriptorHeapPool::BeginFrame() {
// Don't hold old pages if few descriptors are written, also make 0 usable as
// an invalid page index.
++current_page_;
// Recycle submitted pages not used by the GPU anymore.
uint64_t last_completed_frame = context_->GetLastCompletedFrame();
while (sent_first_ != nullptr) {
auto page = sent_first_;
if (page->frame_sent > last_completed_frame) {
break;
}
sent_first_ = page->next;
page->next = unsent_;
unsent_ = page;
}
if (sent_first_ == nullptr) {
sent_last_ = nullptr;
}
// Try to create new pages again in this frame if failed in the previous.
page_creation_failed_ = false;
}
void DescriptorHeapPool::EndFrame() { EndPage(); }
void DescriptorHeapPool::ClearCache() {
assert(current_size_ == 0);
while (unsent_ != nullptr) {
auto next = unsent_->next;
unsent_->heap->Release();
delete unsent_;
unsent_ = next;
}
while (sent_first_ != nullptr) {
auto next = sent_first_->next;
sent_first_->heap->Release();
delete sent_first_;
sent_first_ = next;
}
sent_last_ = nullptr;
}
uint64_t DescriptorHeapPool::GetPageForRequest(uint32_t count) const {
uint64_t page = current_page_;
if (page_size_ - current_size_ < count) {
++page;
}
return page;
}
bool DescriptorHeapPool::Request(uint32_t count, uint32_t& index_out) {
assert_true(count != 0 && count <= page_size_);
if (count == 0 || count > page_size_) {
return false;
}
if (page_creation_failed_) {
// Don't increment the page index every call if there was a failure as well.
return false;
}
// Go to the next page if there's not enough free space on the current one.
if (page_size_ - current_size_ < count) {
EndPage();
++current_page_;
}
// Create the page if needed (may be the first call for the page).
if (unsent_ == nullptr) {
if (page_creation_failed_) {
return false;
}
auto device = context_->GetD3D12Provider()->GetDevice();
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
heap_desc.Type = type_;
heap_desc.NumDescriptors = page_size_;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
ID3D12DescriptorHeap* heap;
if (FAILED(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&heap)))) {
XELOGE("Failed to create a heap for %u shader-visible descriptors",
page_size_);
page_creation_failed_ = true;
return false;
}
unsent_ = new DescriptorHeap;
unsent_->heap = heap;
unsent_->next = nullptr;
}
// If starting a new page, get the handles to the beginning of it.
if (current_size_ == 0) {
current_heap_cpu_start_ =
unsent_->heap->GetCPUDescriptorHandleForHeapStart();
current_heap_gpu_start_ =
unsent_->heap->GetGPUDescriptorHandleForHeapStart();
}
index_out = current_size_;
current_size_ += count;
return true;
}
void DescriptorHeapPool::EndPage() {
if (current_size_ != 0) {
auto page = unsent_;
page->frame_sent = context_->GetCurrentFrame();
unsent_ = page->next;
page->next = nullptr;
if (sent_last_ != nullptr) {
sent_last_->next = page;
} else {
sent_first_ = page;
}
sent_last_ = page;
current_size_ = 0;
}
}
} // namespace d3d12
} // namespace ui
} // namespace xe

View File

@ -56,9 +56,69 @@ class UploadBufferPool {
uint32_t current_size_ = 0;
uint8_t* current_mapping_ = nullptr;
// Reset in the beginning of a frame - don't try and fail to create a new
// buffer if failed to create one in the current frame.
bool creation_failed_ = false;
// Reset in the beginning of a frame - don't try and fail to create a new page
// if failed to create one in the current frame.
bool page_creation_failed_ = false;
};
class DescriptorHeapPool {
public:
DescriptorHeapPool(D3D12Context* context, D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size);
~DescriptorHeapPool();
void BeginFrame();
void EndFrame();
void ClearCache();
// To check if a rebind will be required, and thus may possibly need to write
// all the descriptors needed for a draw call rather than only the modified
// ones. The page number can never be 0 if a frame has started, and it's
// changed every frame, so it's safe to use 0 to indicate that the descriptors
// for some data have never been written.
uint64_t GetPageForRequest(uint32_t count) const;
bool Request(uint32_t count, uint32_t& index_out);
// The current heap, for binding and actually writing - may be called only
// after a successful request because before a request, the heap may not exist
// yet.
ID3D12DescriptorHeap* GetLastRequestHeap() const { return unsent_->heap; }
D3D12_CPU_DESCRIPTOR_HANDLE GetLastRequestHeapCPUStart() const {
return current_heap_cpu_start_;
}
D3D12_GPU_DESCRIPTOR_HANDLE GetLastRequestHeapGPUStart() const {
return current_heap_gpu_start_;
}
uint64_t GetLastRequestPageNumber() const { return current_page_; }
private:
D3D12Context* context_;
D3D12_DESCRIPTOR_HEAP_TYPE type_;
uint32_t page_size_;
void EndPage();
bool BeginNextPage();
struct DescriptorHeap {
ID3D12DescriptorHeap* heap;
DescriptorHeap* next;
uint64_t frame_sent;
};
// A list of unsent heaps, with the first one being the current.
DescriptorHeap* unsent_ = nullptr;
// A list of sent heaps, moved to unsent in the beginning of a frame.
DescriptorHeap* sent_first_ = nullptr;
DescriptorHeap* sent_last_ = nullptr;
uint64_t current_page_ = 0;
D3D12_CPU_DESCRIPTOR_HANDLE current_heap_cpu_start_ = {};
D3D12_GPU_DESCRIPTOR_HANDLE current_heap_gpu_start_ = {};
uint32_t current_size_ = 0;
// Reset in the beginning of a frame - don't try and fail to create a new page
// if failed to create one in the current frame.
bool page_creation_failed_ = false;
};
} // namespace d3d12