Hash :
d50151d3
Author :
Date :
2019-12-17T13:57:12
Move Serial utils to their own file. This will let the front-end access them without pulling in the rest of renderer_utils. The Serial class in particular will be useful for capture/replay. Also adds a very minimal unit test. Bug: angleproject:4223 Change-Id: I9e63b8a8227a245b20a8f024b960fcf60c7840db Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954611 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
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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.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_RESOURCEFACTORY11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_RESOURCEFACTORY11_H_
#include <array>
#include <atomic>
#include <memory>
#include "common/MemoryBuffer.h"
#include "common/angleutils.h"
#include "common/debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/serial_utils.h"
namespace rx
{
// These two methods are declared here to prevent circular includes.
namespace d3d11
{
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
template <typename T>
HRESULT SetDebugName(angle::ComPtr<T> &resource, const char *name)
{
return SetDebugName(resource.Get(), name);
}
} // namespace d3d11
namespace d3d
{
class Context;
} // namespace d3d
class Renderer11;
class ResourceManager11;
template <typename T>
class SharedResource11;
class TextureHelper11;
using InputElementArray = WrappedArray<D3D11_INPUT_ELEMENT_DESC>;
using ShaderData = WrappedArray<uint8_t>;
// Format: ResourceType, D3D11 type, DESC type, init data type.
#define ANGLE_RESOURCE_TYPE_OP(NAME, OP) \
OP(NAME, BlendState, ID3D11BlendState, D3D11_BLEND_DESC, void) \
OP(NAME, Buffer, ID3D11Buffer, D3D11_BUFFER_DESC, const D3D11_SUBRESOURCE_DATA) \
OP(NAME, ComputeShader, ID3D11ComputeShader, ShaderData, void) \
OP(NAME, DepthStencilState, ID3D11DepthStencilState, D3D11_DEPTH_STENCIL_DESC, void) \
OP(NAME, DepthStencilView, ID3D11DepthStencilView, D3D11_DEPTH_STENCIL_VIEW_DESC, \
ID3D11Resource) \
OP(NAME, GeometryShader, ID3D11GeometryShader, ShaderData, \
const std::vector<D3D11_SO_DECLARATION_ENTRY>) \
OP(NAME, InputLayout, ID3D11InputLayout, InputElementArray, const ShaderData) \
OP(NAME, PixelShader, ID3D11PixelShader, ShaderData, void) \
OP(NAME, Query, ID3D11Query, D3D11_QUERY_DESC, void) \
OP(NAME, RasterizerState, ID3D11RasterizerState, D3D11_RASTERIZER_DESC, void) \
OP(NAME, RenderTargetView, ID3D11RenderTargetView, D3D11_RENDER_TARGET_VIEW_DESC, \
ID3D11Resource) \
OP(NAME, SamplerState, ID3D11SamplerState, D3D11_SAMPLER_DESC, void) \
OP(NAME, ShaderResourceView, ID3D11ShaderResourceView, D3D11_SHADER_RESOURCE_VIEW_DESC, \
ID3D11Resource) \
OP(NAME, UnorderedAccessView, ID3D11UnorderedAccessView, D3D11_UNORDERED_ACCESS_VIEW_DESC, \
ID3D11Resource) \
OP(NAME, Texture2D, ID3D11Texture2D, D3D11_TEXTURE2D_DESC, const D3D11_SUBRESOURCE_DATA) \
OP(NAME, Texture3D, ID3D11Texture3D, D3D11_TEXTURE3D_DESC, const D3D11_SUBRESOURCE_DATA) \
OP(NAME, VertexShader, ID3D11VertexShader, ShaderData, void)
#define ANGLE_RESOURCE_TYPE_LIST(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) RESTYPE,
enum class ResourceType
{
ANGLE_RESOURCE_TYPE_OP(List, ANGLE_RESOURCE_TYPE_LIST) Last
};
#undef ANGLE_RESOURCE_TYPE_LIST
constexpr size_t ResourceTypeIndex(ResourceType resourceType)
{
return static_cast<size_t>(resourceType);
}
constexpr size_t NumResourceTypes = ResourceTypeIndex(ResourceType::Last);
#define ANGLE_RESOURCE_TYPE_TO_D3D11(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template <> \
struct NAME<ResourceType::RESTYPE> \
{ \
using Value = D3D11TYPE; \
};
#define ANGLE_RESOURCE_TYPE_TO_DESC(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template <> \
struct NAME<ResourceType::RESTYPE> \
{ \
using Value = DESCTYPE; \
};
#define ANGLE_RESOURCE_TYPE_TO_INIT_DATA(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template <> \
struct NAME<ResourceType::RESTYPE> \
{ \
using Value = INITDATATYPE; \
};
#define ANGLE_RESOURCE_TYPE_TO_TYPE(NAME, OP) \
template <ResourceType Param> \
struct NAME; \
ANGLE_RESOURCE_TYPE_OP(NAME, OP) \
\
template <ResourceType Param> \
struct NAME \
{}; \
\
template <ResourceType Param> \
using Get##NAME = typename NAME<Param>::Value;
ANGLE_RESOURCE_TYPE_TO_TYPE(D3D11Type, ANGLE_RESOURCE_TYPE_TO_D3D11)
ANGLE_RESOURCE_TYPE_TO_TYPE(DescType, ANGLE_RESOURCE_TYPE_TO_DESC)
ANGLE_RESOURCE_TYPE_TO_TYPE(InitDataType, ANGLE_RESOURCE_TYPE_TO_INIT_DATA)
#undef ANGLE_RESOURCE_TYPE_TO_D3D11
#undef ANGLE_RESOURCE_TYPE_TO_DESC
#undef ANGLE_RESOURCE_TYPE_TO_INIT_DATA
#undef ANGLE_RESOURCE_TYPE_TO_TYPE
#define ANGLE_TYPE_TO_RESOURCE_TYPE(NAME, OP) \
template <typename Param> \
struct NAME; \
ANGLE_RESOURCE_TYPE_OP(NAME, OP) \
\
template <typename Param> \
struct NAME \
{}; \
\
template <typename Param> \
constexpr ResourceType Get##NAME() \
{ \
return NAME<Param>::Value; \
}
#define ANGLE_D3D11_TO_RESOURCE_TYPE(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
\
template <> \
struct NAME<D3D11TYPE> \
{ \
static constexpr ResourceType Value = ResourceType::RESTYPE; \
};
ANGLE_TYPE_TO_RESOURCE_TYPE(ResourceTypeFromD3D11, ANGLE_D3D11_TO_RESOURCE_TYPE)
#undef ANGLE_D3D11_TO_RESOURCE_TYPE
#undef ANGLE_TYPE_TO_RESOURCE_TYPE
template <typename T>
using GetDescFromD3D11 = GetDescType<ResourceTypeFromD3D11<T>::Value>;
template <typename T>
using GetInitDataFromD3D11 = GetInitDataType<ResourceTypeFromD3D11<T>::Value>;
template <typename T>
constexpr size_t ResourceTypeIndex()
{
return static_cast<size_t>(GetResourceTypeFromD3D11<T>());
}
template <typename T>
struct TypedData
{
TypedData() {}
~TypedData();
T *object = nullptr;
ResourceManager11 *manager = nullptr;
};
// Smart pointer type. Wraps the resource and a factory for safe deletion.
template <typename T, template <class> class Pointer, typename DataT>
class Resource11Base : angle::NonCopyable
{
public:
T *get() const { return mData->object; }
T *const *getPointer() const { return &mData->object; }
void setDebugName(const char *name) { d3d11::SetDebugName(mData->object, name); }
void set(T *object)
{
ASSERT(!valid());
mData->object = object;
}
bool valid() const { return (mData->object != nullptr); }
void reset()
{
if (valid())
mData.reset(new DataT());
}
ResourceSerial getSerial() const
{
return ResourceSerial(reinterpret_cast<uintptr_t>(mData->object));
}
protected:
friend class TextureHelper11;
Resource11Base() : mData(new DataT()) {}
Resource11Base(Resource11Base &&movedObj) : mData(new DataT())
{
std::swap(mData, movedObj.mData);
}
virtual ~Resource11Base() { mData.reset(); }
Resource11Base &operator=(Resource11Base &&movedObj)
{
std::swap(mData, movedObj.mData);
return *this;
}
Pointer<DataT> mData;
};
template <typename T>
using UniquePtr = typename std::unique_ptr<T, std::default_delete<T>>;
template <typename ResourceT>
class Resource11 : public Resource11Base<ResourceT, UniquePtr, TypedData<ResourceT>>
{
public:
Resource11() {}
Resource11(Resource11 &&other)
: Resource11Base<ResourceT, UniquePtr, TypedData<ResourceT>>(std::move(other))
{}
Resource11 &operator=(Resource11 &&other)
{
std::swap(this->mData, other.mData);
return *this;
}
private:
template <typename T>
friend class SharedResource11;
friend class ResourceManager11;
Resource11(ResourceT *object, ResourceManager11 *manager)
{
this->mData->object = object;
this->mData->manager = manager;
}
};
template <typename T>
class SharedResource11 : public Resource11Base<T, std::shared_ptr, TypedData<T>>
{
public:
SharedResource11() {}
SharedResource11(SharedResource11 &&movedObj)
: Resource11Base<T, std::shared_ptr, TypedData<T>>(std::move(movedObj))
{}
SharedResource11 &operator=(SharedResource11 &&other)
{
std::swap(this->mData, other.mData);
return *this;
}
SharedResource11 makeCopy() const
{
SharedResource11 copy;
copy.mData = this->mData;
return std::move(copy);
}
private:
friend class ResourceManager11;
SharedResource11(Resource11<T> &&obj) : Resource11Base<T, std::shared_ptr, TypedData<T>>()
{
std::swap(this->mData->manager, obj.mData->manager);
// Can't use std::swap because of ID3D11Resource.
auto temp = this->mData->object;
this->mData->object = obj.mData->object;
obj.mData->object = static_cast<T *>(temp);
}
};
class ResourceManager11 final : angle::NonCopyable
{
public:
ResourceManager11();
~ResourceManager11();
template <typename T>
angle::Result allocate(d3d::Context *context,
Renderer11 *renderer,
const GetDescFromD3D11<T> *desc,
GetInitDataFromD3D11<T> *initData,
Resource11<T> *resourceOut);
template <typename T>
angle::Result allocate(d3d::Context *context,
Renderer11 *renderer,
const GetDescFromD3D11<T> *desc,
GetInitDataFromD3D11<T> *initData,
SharedResource11<T> *sharedRes)
{
Resource11<T> res;
ANGLE_TRY(allocate(context, renderer, desc, initData, &res));
*sharedRes = std::move(res);
return angle::Result::Continue;
}
template <typename T>
void onRelease(T *resource)
{
onReleaseGeneric(GetResourceTypeFromD3D11<T>(), resource);
}
void onReleaseGeneric(ResourceType resourceType, ID3D11DeviceChild *resource);
void setAllocationsInitialized(bool initialize);
private:
void incrResource(ResourceType resourceType, uint64_t memorySize);
void decrResource(ResourceType resourceType, uint64_t memorySize);
template <typename T>
GetInitDataFromD3D11<T> *createInitDataIfNeeded(const GetDescFromD3D11<T> *desc);
bool mInitializeAllocations;
std::array<std::atomic_size_t, NumResourceTypes> mAllocatedResourceCounts;
std::array<std::atomic_uint64_t, NumResourceTypes> mAllocatedResourceDeviceMemory;
angle::MemoryBuffer mZeroMemory;
std::vector<D3D11_SUBRESOURCE_DATA> mShadowInitData;
};
template <typename ResourceT>
TypedData<ResourceT>::~TypedData()
{
if (object)
{
// We can have a nullptr factory when holding passed-in resources.
if (manager)
{
manager->onRelease(object);
}
object->Release();
}
}
#define ANGLE_RESOURCE_TYPE_CLASS(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
using RESTYPE = Resource11<D3D11TYPE>;
namespace d3d11
{
ANGLE_RESOURCE_TYPE_OP(ClassList, ANGLE_RESOURCE_TYPE_CLASS)
using SharedSRV = SharedResource11<ID3D11ShaderResourceView>;
using SharedUAV = SharedResource11<ID3D11UnorderedAccessView>;
} // namespace d3d11
#undef ANGLE_RESOURCE_TYPE_CLASS
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RESOURCEFACTORY11_H_