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//
// Copyright 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ResourceManager11:
// Centralized point of allocation for all D3D11 Resources.
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "common/debug.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
namespace rx
{
namespace
{
constexpr uint8_t kDebugInitTextureDataValue = 0x48;
constexpr FLOAT kDebugColorInitClearValue[4] = {0.3f, 0.5f, 0.7f, 0.5f};
constexpr FLOAT kDebugDepthInitValue = 0.2f;
constexpr UINT8 kDebugStencilInitValue = 3;
uint64_t ComputeMippedMemoryUsage(unsigned int width,
unsigned int height,
unsigned int depth,
uint64_t pixelSize,
unsigned int mipLevels)
{
uint64_t sizeSum = 0;
for (unsigned int level = 0; level < mipLevels; ++level)
{
unsigned int mipWidth = std::max(width >> level, 1u);
unsigned int mipHeight = std::max(height >> level, 1u);
unsigned int mipDepth = std::max(depth >> level, 1u);
sizeSum += static_cast<uint64_t>(mipWidth * mipHeight * mipDepth) * pixelSize;
}
return sizeSum;
}
uint64_t ComputeMemoryUsage(const D3D11_TEXTURE2D_DESC *desc)
{
ASSERT(desc);
uint64_t pixelBytes =
static_cast<uint64_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
return ComputeMippedMemoryUsage(desc->Width, desc->Height, 1, pixelBytes, desc->MipLevels);
}
uint64_t ComputeMemoryUsage(const D3D11_TEXTURE3D_DESC *desc)
{
ASSERT(desc);
uint64_t pixelBytes =
static_cast<uint64_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
return ComputeMippedMemoryUsage(desc->Width, desc->Height, desc->Depth, pixelBytes,
desc->MipLevels);
}
uint64_t ComputeMemoryUsage(const D3D11_BUFFER_DESC *desc)
{
ASSERT(desc);
return static_cast<uint64_t>(desc->ByteWidth);
}
template <typename T>
uint64_t ComputeMemoryUsage(const T *desc)
{
return 0;
}
template <ResourceType ResourceT>
uint64_t ComputeGenericMemoryUsage(ID3D11DeviceChild *genericResource)
{
auto *typedResource = static_cast<GetD3D11Type<ResourceT> *>(genericResource);
GetDescType<ResourceT> desc;
typedResource->GetDesc(&desc);
return ComputeMemoryUsage(&desc);
}
uint64_t ComputeGenericMemoryUsage(ResourceType resourceType, ID3D11DeviceChild *resource)
{
switch (resourceType)
{
case ResourceType::Texture2D:
return ComputeGenericMemoryUsage<ResourceType::Texture2D>(resource);
case ResourceType::Texture3D:
return ComputeGenericMemoryUsage<ResourceType::Texture3D>(resource);
case ResourceType::Buffer:
return ComputeGenericMemoryUsage<ResourceType::Buffer>(resource);
default:
return 0;
}
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_BLEND_DESC *desc,
void * /*initData*/,
ID3D11BlendState **blendState)
{
return device->CreateBlendState(desc, blendState);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_BUFFER_DESC *desc,
const D3D11_SUBRESOURCE_DATA *initData,
ID3D11Buffer **buffer)
{
return device->CreateBuffer(desc, initData, buffer);
}
HRESULT CreateResource(ID3D11Device *device,
const ShaderData *desc,
void * /*initData*/,
ID3D11ComputeShader **resourceOut)
{
return device->CreateComputeShader(desc->get(), desc->size(), nullptr, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_DEPTH_STENCIL_DESC *desc,
void * /*initData*/,
ID3D11DepthStencilState **resourceOut)
{
return device->CreateDepthStencilState(desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_DEPTH_STENCIL_VIEW_DESC *desc,
ID3D11Resource *resource,
ID3D11DepthStencilView **resourceOut)
{
return device->CreateDepthStencilView(resource, desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const ShaderData *desc,
const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData,
ID3D11GeometryShader **resourceOut)
{
if (initData)
{
return device->CreateGeometryShaderWithStreamOutput(
desc->get(), desc->size(), initData->data(), static_cast<UINT>(initData->size()),
nullptr, 0, 0, nullptr, resourceOut);
}
else
{
return device->CreateGeometryShader(desc->get(), desc->size(), nullptr, resourceOut);
}
}
HRESULT CreateResource(ID3D11Device *device,
const InputElementArray *desc,
const ShaderData *initData,
ID3D11InputLayout **resourceOut)
{
return device->CreateInputLayout(desc->get(), static_cast<UINT>(desc->size()), initData->get(),
initData->size(), resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const ShaderData *desc,
void * /*initData*/,
ID3D11PixelShader **resourceOut)
{
return device->CreatePixelShader(desc->get(), desc->size(), nullptr, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_QUERY_DESC *desc,
void * /*initData*/,
ID3D11Query **resourceOut)
{
return device->CreateQuery(desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_RASTERIZER_DESC *desc,
void * /*initData*/,
ID3D11RasterizerState **rasterizerState)
{
return device->CreateRasterizerState(desc, rasterizerState);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_RENDER_TARGET_VIEW_DESC *desc,
ID3D11Resource *resource,
ID3D11RenderTargetView **renderTargetView)
{
return device->CreateRenderTargetView(resource, desc, renderTargetView);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_SAMPLER_DESC *desc,
void * /*initData*/,
ID3D11SamplerState **resourceOut)
{
return device->CreateSamplerState(desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc,
ID3D11Resource *resource,
ID3D11ShaderResourceView **resourceOut)
{
return device->CreateShaderResourceView(resource, desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc,
ID3D11Resource *resource,
ID3D11UnorderedAccessView **resourceOut)
{
return device->CreateUnorderedAccessView(resource, desc, resourceOut);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_TEXTURE2D_DESC *desc,
const D3D11_SUBRESOURCE_DATA *initData,
ID3D11Texture2D **texture)
{
return device->CreateTexture2D(desc, initData, texture);
}
HRESULT CreateResource(ID3D11Device *device,
const D3D11_TEXTURE3D_DESC *desc,
const D3D11_SUBRESOURCE_DATA *initData,
ID3D11Texture3D **texture)
{
return device->CreateTexture3D(desc, initData, texture);
}
HRESULT CreateResource(ID3D11Device *device,
const ShaderData *desc,
void * /*initData*/,
ID3D11VertexShader **resourceOut)
{
return device->CreateVertexShader(desc->get(), desc->size(), nullptr, resourceOut);
}
DXGI_FORMAT GetTypedDepthStencilFormat(DXGI_FORMAT dxgiFormat)
{
switch (dxgiFormat)
{
case DXGI_FORMAT_R16_TYPELESS:
return DXGI_FORMAT_D16_UNORM;
case DXGI_FORMAT_R24G8_TYPELESS:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case DXGI_FORMAT_R32_TYPELESS:
return DXGI_FORMAT_D32_FLOAT;
case DXGI_FORMAT_R32G8X24_TYPELESS:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
default:
return dxgiFormat;
}
}
template <typename DescT, typename ResourceT>
angle::Result ClearResource(d3d::Context *context,
Renderer11 *renderer,
const DescT *desc,
ResourceT *texture)
{
// No-op.
return angle::Result::Continue;
}
template <>
angle::Result ClearResource(d3d::Context *context,
Renderer11 *renderer,
const D3D11_TEXTURE2D_DESC *desc,
ID3D11Texture2D *texture)
{
ID3D11DeviceContext *deviceContext = renderer->getDeviceContext();
if ((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Flags = 0;
dsvDesc.Format = GetTypedDepthStencilFormat(desc->Format);
const auto &format = d3d11_angle::GetFormat(dsvDesc.Format);
UINT clearFlags = (format.depthBits > 0 ? D3D11_CLEAR_DEPTH : 0) |
(format.stencilBits > 0 ? D3D11_CLEAR_STENCIL : 0);
// Must process each mip level individually.
for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
{
if (desc->SampleDesc.Count == 0)
{
dsvDesc.Texture2D.MipSlice = mipLevel;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
}
else
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
}
d3d11::DepthStencilView dsv;
ANGLE_TRY(renderer->allocateResource(context, dsvDesc, texture, &dsv));
deviceContext->ClearDepthStencilView(dsv.get(), clearFlags, kDebugDepthInitValue,
kDebugStencilInitValue);
}
}
else
{
ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0);
d3d11::RenderTargetView rtv;
ANGLE_TRY(renderer->allocateResourceNoDesc(context, texture, &rtv));
deviceContext->ClearRenderTargetView(rtv.get(), kDebugColorInitClearValue);
}
return angle::Result::Continue;
}
template <>
angle::Result ClearResource(d3d::Context *context,
Renderer11 *renderer,
const D3D11_TEXTURE3D_DESC *desc,
ID3D11Texture3D *texture)
{
ID3D11DeviceContext *deviceContext = renderer->getDeviceContext();
ASSERT((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) == 0);
ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0);
d3d11::RenderTargetView rtv;
ANGLE_TRY(renderer->allocateResourceNoDesc(context, texture, &rtv));
deviceContext->ClearRenderTargetView(rtv.get(), kDebugColorInitClearValue);
return angle::Result::Continue;
}
#define ANGLE_RESOURCE_STRINGIFY_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
"Error allocating " #RESTYPE,
constexpr std::array<const char *, NumResourceTypes> kResourceTypeErrors = {
{ANGLE_RESOURCE_TYPE_OP(Stringify, ANGLE_RESOURCE_STRINGIFY_OP)}};
static_assert(kResourceTypeErrors[NumResourceTypes - 1] != nullptr,
"All members must be initialized.");
} // anonymous namespace
// ResourceManager11 Implementation.
ResourceManager11::ResourceManager11() : mInitializeAllocations(false)
{
for (auto &count : mAllocatedResourceCounts)
{
count = 0;
}
for (auto &memorySize : mAllocatedResourceDeviceMemory)
{
memorySize = 0;
}
}
ResourceManager11::~ResourceManager11()
{
for (size_t count : mAllocatedResourceCounts)
{
ASSERT(count == 0);
}
for (uint64_t memorySize : mAllocatedResourceDeviceMemory)
{
ASSERT(memorySize == 0);
}
}
template <typename T>
angle::Result ResourceManager11::allocate(d3d::Context *context,
Renderer11 *renderer,
const GetDescFromD3D11<T> *desc,
GetInitDataFromD3D11<T> *initData,
Resource11<T> *resourceOut)
{
ID3D11Device *device = renderer->getDevice();
T *resource = nullptr;
GetInitDataFromD3D11<T> *shadowInitData = initData;
if (!shadowInitData && mInitializeAllocations)
{
shadowInitData = createInitDataIfNeeded<T>(desc);
}
HRESULT hr = CreateResource(device, desc, shadowInitData, &resource);
ANGLE_TRY_HR(context, hr, kResourceTypeErrors[ResourceTypeIndex<T>()]);
if (!shadowInitData && mInitializeAllocations)
{
ANGLE_TRY(ClearResource(context, renderer, desc, resource));
}
ASSERT(resource);
incrResource(GetResourceTypeFromD3D11<T>(), ComputeMemoryUsage(desc));
*resourceOut = std::move(Resource11<T>(resource, this));
return angle::Result::Continue;
}
void ResourceManager11::incrResource(ResourceType resourceType, uint64_t memorySize)
{
size_t typeIndex = ResourceTypeIndex(resourceType);
mAllocatedResourceCounts[typeIndex]++;
mAllocatedResourceDeviceMemory[typeIndex] += memorySize;
// This checks for integer overflow.
ASSERT(mAllocatedResourceCounts[typeIndex] > 0);
ASSERT(mAllocatedResourceDeviceMemory[typeIndex] >= memorySize);
}
void ResourceManager11::decrResource(ResourceType resourceType, uint64_t memorySize)
{
size_t typeIndex = ResourceTypeIndex(resourceType);
ASSERT(mAllocatedResourceCounts[typeIndex] > 0);
mAllocatedResourceCounts[typeIndex]--;
ASSERT(mAllocatedResourceDeviceMemory[typeIndex] >= memorySize);
mAllocatedResourceDeviceMemory[typeIndex] -= memorySize;
}
void ResourceManager11::onReleaseGeneric(ResourceType resourceType, ID3D11DeviceChild *resource)
{
ASSERT(resource);
decrResource(resourceType, ComputeGenericMemoryUsage(resourceType, resource));
}
template <>
const D3D11_SUBRESOURCE_DATA *ResourceManager11::createInitDataIfNeeded<ID3D11Texture2D>(
const D3D11_TEXTURE2D_DESC *desc)
{
ASSERT(desc);
if ((desc->BindFlags & (D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_RENDER_TARGET)) != 0)
{
// This will be done using ClearView methods.
return nullptr;
}
size_t requiredSize = static_cast<size_t>(ComputeMemoryUsage(desc));
if (mZeroMemory.size() < requiredSize)
{
mZeroMemory.resize(requiredSize);
mZeroMemory.fill(kDebugInitTextureDataValue);
}
const auto &formatSizeInfo = d3d11::GetDXGIFormatSizeInfo(desc->Format);
UINT subresourceCount = desc->MipLevels * desc->ArraySize;
if (mShadowInitData.size() < subresourceCount)
{
mShadowInitData.resize(subresourceCount);
}
for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
{
for (UINT arrayIndex = 0; arrayIndex < desc->ArraySize; ++arrayIndex)
{
UINT subresourceIndex = D3D11CalcSubresource(mipLevel, arrayIndex, desc->MipLevels);
D3D11_SUBRESOURCE_DATA *data = &mShadowInitData[subresourceIndex];
UINT levelWidth = std::max(desc->Width >> mipLevel, 1u);
UINT levelHeight = std::max(desc->Height >> mipLevel, 1u);
data->SysMemPitch = levelWidth * formatSizeInfo.pixelBytes;
data->SysMemSlicePitch = data->SysMemPitch * levelHeight;
data->pSysMem = mZeroMemory.data();
}
}
return mShadowInitData.data();
}
template <>
const D3D11_SUBRESOURCE_DATA *ResourceManager11::createInitDataIfNeeded<ID3D11Texture3D>(
const D3D11_TEXTURE3D_DESC *desc)
{
ASSERT(desc);
if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0)
{
// This will be done using ClearView methods.
return nullptr;
}
size_t requiredSize = static_cast<size_t>(ComputeMemoryUsage(desc));
if (mZeroMemory.size() < requiredSize)
{
mZeroMemory.resize(requiredSize);
mZeroMemory.fill(kDebugInitTextureDataValue);
}
const auto &formatSizeInfo = d3d11::GetDXGIFormatSizeInfo(desc->Format);
UINT subresourceCount = desc->MipLevels;
if (mShadowInitData.size() < subresourceCount)
{
mShadowInitData.resize(subresourceCount);
}
for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
{
UINT subresourceIndex = D3D11CalcSubresource(mipLevel, 0, desc->MipLevels);
D3D11_SUBRESOURCE_DATA *data = &mShadowInitData[subresourceIndex];
UINT levelWidth = std::max(desc->Width >> mipLevel, 1u);
UINT levelHeight = std::max(desc->Height >> mipLevel, 1u);
data->SysMemPitch = levelWidth * formatSizeInfo.pixelBytes;
data->SysMemSlicePitch = data->SysMemPitch * levelHeight;
data->pSysMem = mZeroMemory.data();
}
return mShadowInitData.data();
}
template <typename T>
GetInitDataFromD3D11<T> *ResourceManager11::createInitDataIfNeeded(const GetDescFromD3D11<T> *desc)
{
// No-op.
return nullptr;
}
void ResourceManager11::setAllocationsInitialized(bool initialize)
{
mInitializeAllocations = initialize;
}
#define ANGLE_INSTANTIATE_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template angle::Result ResourceManager11::allocate( \
d3d::Context *, Renderer11 *, const DESCTYPE *, INITDATATYPE *, Resource11<D3D11TYPE> *);
ANGLE_RESOURCE_TYPE_OP(Instantitate, ANGLE_INSTANTIATE_OP)
} // namespace rx