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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
{
size_t ComputeMippedMemoryUsage(unsigned int width,
unsigned int height,
unsigned int depth,
size_t pixelSize,
unsigned int mipLevels)
{
size_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<size_t>(mipWidth * mipHeight * mipDepth) * pixelSize;
}
return sizeSum;
}
size_t ComputeMemoryUsage(const D3D11_TEXTURE2D_DESC *desc)
{
ASSERT(desc);
size_t pixelBytes = static_cast<size_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
return ComputeMippedMemoryUsage(desc->Width, desc->Height, 1, pixelBytes, desc->MipLevels);
}
size_t ComputeMemoryUsage(const D3D11_TEXTURE3D_DESC *desc)
{
ASSERT(desc);
size_t pixelBytes = static_cast<size_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
return ComputeMippedMemoryUsage(desc->Width, desc->Height, desc->Depth, pixelBytes,
desc->MipLevels);
}
size_t ComputeMemoryUsage(const D3D11_BUFFER_DESC *desc)
{
ASSERT(desc);
return static_cast<size_t>(desc->ByteWidth);
}
template <typename T>
size_t ComputeMemoryUsage(const T *desc)
{
return 0;
}
template <ResourceType ResourceT>
size_t ComputeGenericMemoryUsage(ID3D11DeviceChild *genericResource)
{
auto *typedResource = static_cast<GetD3D11Type<ResourceT> *>(genericResource);
GetDescType<ResourceT> desc;
typedResource->GetDesc(&desc);
return ComputeMemoryUsage(&desc);
}
size_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 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 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_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);
}
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>
gl::Error ClearResource(Renderer11 *renderer, const DescT *desc, ResourceT *texture)
{
// No-op.
return gl::NoError();
}
template <>
gl::Error ClearResource(Renderer11 *renderer,
const D3D11_TEXTURE2D_DESC *desc,
ID3D11Texture2D *texture)
{
ID3D11DeviceContext *context = 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(dsvDesc, texture, &dsv));
context->ClearDepthStencilView(dsv.get(), clearFlags, 1.0f, 0);
}
}
else
{
ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0);
d3d11::RenderTargetView rtv;
ANGLE_TRY(renderer->allocateResourceNoDesc(texture, &rtv));
const FLOAT zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
context->ClearRenderTargetView(rtv.get(), zero);
}
return gl::NoError();
}
template <>
gl::Error ClearResource(Renderer11 *renderer,
const D3D11_TEXTURE3D_DESC *desc,
ID3D11Texture3D *texture)
{
ID3D11DeviceContext *context = 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(texture, &rtv));
const FLOAT zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
context->ClearRenderTargetView(rtv.get(), zero);
return gl::NoError();
}
#define ANGLE_RESOURCE_STRINGIFY_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) #RESTYPE
constexpr std::array<const char *, NumResourceTypes> kResourceTypeNames = {
{ANGLE_RESOURCE_TYPE_OP(Stringify, ANGLE_RESOURCE_STRINGIFY_OP)}};
} // anonymous namespace
// ResourceManager11 Implementation.
ResourceManager11::ResourceManager11()
: mAllocatedResourceCounts({{}}), mAllocatedResourceDeviceMemory({{}})
{
}
ResourceManager11::~ResourceManager11()
{
for (size_t count : mAllocatedResourceCounts)
{
ASSERT(count == 0);
}
for (size_t memorySize : mAllocatedResourceDeviceMemory)
{
ASSERT(memorySize == 0);
}
}
template <typename T>
gl::Error ResourceManager11::allocate(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 && renderer->isRobustResourceInitEnabled())
{
shadowInitData = createInitDataIfNeeded<T>(desc);
}
HRESULT hr = CreateResource(device, desc, shadowInitData, &resource);
if (FAILED(hr))
{
ASSERT(!resource);
if (d3d11::isDeviceLostError(hr))
{
renderer->notifyDeviceLost();
}
return gl::OutOfMemory() << "Error allocating "
<< std::string(kResourceTypeNames[ResourceTypeIndex<T>()]) << ". "
<< gl::FmtHR(hr);
}
if (!shadowInitData && renderer->isRobustResourceInitEnabled())
{
ANGLE_TRY(ClearResource(renderer, desc, resource));
}
ASSERT(resource);
incrResource(GetResourceTypeFromD3D11<T>(), ComputeMemoryUsage(desc));
*resourceOut = std::move(Resource11<T>(resource, this));
return gl::NoError();
}
void ResourceManager11::incrResource(ResourceType resourceType, size_t memorySize)
{
mAllocatedResourceCounts[ResourceTypeIndex(resourceType)]++;
mAllocatedResourceDeviceMemory[ResourceTypeIndex(resourceType)] += memorySize;
}
void ResourceManager11::decrResource(ResourceType resourceType, size_t memorySize)
{
ASSERT(mAllocatedResourceCounts[ResourceTypeIndex(resourceType)] > 0);
mAllocatedResourceCounts[ResourceTypeIndex(resourceType)]--;
ASSERT(mAllocatedResourceDeviceMemory[ResourceTypeIndex(resourceType)] >= memorySize);
mAllocatedResourceDeviceMemory[ResourceTypeIndex(resourceType)] -= memorySize;
}
void ResourceManager11::onReleaseResource(ResourceType resourceType, ID3D11Resource *resource)
{
ASSERT(resource);
decrResource(resourceType, ComputeGenericMemoryUsage(resourceType, resource));
}
template <>
void ResourceManager11::onRelease(ID3D11Resource *resource)
{
// For untyped ID3D11Resource, they must call onReleaseResource.
UNREACHABLE();
}
template <typename T>
void ResourceManager11::onRelease(T *resource)
{
ASSERT(resource);
GetDescFromD3D11<T> desc;
resource->GetDesc(&desc);
decrResource(GetResourceTypeFromD3D11<T>(), ComputeMemoryUsage(&desc));
}
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 = ComputeMemoryUsage(desc);
if (mZeroMemory.size() < requiredSize)
{
mZeroMemory.resize(requiredSize);
mZeroMemory.fill(0);
}
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 = ComputeMemoryUsage(desc);
if (mZeroMemory.size() < requiredSize)
{
mZeroMemory.resize(requiredSize);
mZeroMemory.fill(0);
}
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;
}
#define ANGLE_INSTANTIATE_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template gl::Error \
ResourceManager11::allocate(\
Renderer11 *, \
\
const DESCTYPE *, \
\
INITDATATYPE *, \
\
Resource11<D3D11TYPE> *); \
\
\
template void \
ResourceManager11::onRelease(D3D11TYPE *);
ANGLE_RESOURCE_TYPE_OP(Instantitate, ANGLE_INSTANTIATE_OP)
} // namespace rx