| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrD3DCpuDescriptorManager_DEFINED |
| #define GrD3DCpuDescriptorManager_DEFINED |
| |
| #include "src/gpu/d3d/GrD3DDescriptorHeap.h" |
| |
| class GrD3DGpu; |
| |
| class GrD3DCpuDescriptorManager { |
| public: |
| GrD3DCpuDescriptorManager(GrD3DGpu*); |
| |
| GrD3DDescriptorHeap::CPUHandle createRenderTargetView(GrD3DGpu*, |
| ID3D12Resource* textureResource); |
| void recycleRenderTargetView(const GrD3DDescriptorHeap::CPUHandle&); |
| |
| GrD3DDescriptorHeap::CPUHandle createDepthStencilView(GrD3DGpu*, |
| ID3D12Resource* textureResource); |
| void recycleDepthStencilView(const GrD3DDescriptorHeap::CPUHandle&); |
| |
| GrD3DDescriptorHeap::CPUHandle createConstantBufferView(GrD3DGpu*, |
| ID3D12Resource* bufferResource, |
| size_t offset, |
| size_t size); |
| GrD3DDescriptorHeap::CPUHandle createShaderResourceView(GrD3DGpu*, |
| ID3D12Resource* resource, |
| unsigned int mostDetailedMip, |
| unsigned int mipLevels); |
| GrD3DDescriptorHeap::CPUHandle createUnorderedAccessView(GrD3DGpu*, |
| ID3D12Resource* resource, |
| unsigned int mipSlice); |
| void recycleShaderView(const GrD3DDescriptorHeap::CPUHandle&); |
| |
| GrD3DDescriptorHeap::CPUHandle createSampler(GrD3DGpu*, |
| D3D12_FILTER filter, |
| float maxLOD, |
| D3D12_TEXTURE_ADDRESS_MODE addressModeU, |
| D3D12_TEXTURE_ADDRESS_MODE addressModeV); |
| void recycleSampler(const GrD3DDescriptorHeap::CPUHandle&); |
| |
| private: |
| class Heap { |
| public: |
| static std::unique_ptr<Heap> Make(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE type, |
| unsigned int numDescriptors); |
| |
| GrD3DDescriptorHeap::CPUHandle allocateCPUHandle(); |
| void freeCPUHandle(const GrD3DDescriptorHeap::CPUHandle&); |
| bool ownsHandle(const GrD3DDescriptorHeap::CPUHandle& handle) { |
| return handle.fHeapID == fHeap->uniqueID(); |
| } |
| |
| bool canAllocate() { return fFreeCount > 0; } |
| |
| private: |
| Heap(std::unique_ptr<GrD3DDescriptorHeap>& heap, unsigned int numDescriptors) |
| : fHeap(std::move(heap)) |
| , fFreeBlocks(numDescriptors) |
| , fFreeCount(numDescriptors) { |
| for (unsigned int i = 0; i < numDescriptors; ++i) { |
| fFreeBlocks.set(i); |
| } |
| } |
| |
| std::unique_ptr<GrD3DDescriptorHeap> fHeap; |
| SkBitSet fFreeBlocks; |
| unsigned int fFreeCount; |
| }; |
| |
| class HeapPool { |
| public: |
| HeapPool(GrD3DGpu*, D3D12_DESCRIPTOR_HEAP_TYPE); |
| |
| GrD3DDescriptorHeap::CPUHandle allocateHandle(GrD3DGpu*); |
| void releaseHandle(const GrD3DDescriptorHeap::CPUHandle&); |
| |
| private: |
| std::vector<std::unique_ptr<Heap>> fDescriptorHeaps; |
| int fMaxAvailableDescriptors; |
| D3D12_DESCRIPTOR_HEAP_TYPE fHeapType; |
| }; |
| |
| HeapPool fRTVDescriptorPool; |
| HeapPool fDSVDescriptorPool; |
| HeapPool fShaderViewDescriptorPool; |
| HeapPool fSamplerDescriptorPool; |
| }; |
| |
| #endif |