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use std::{backtrace::Backtrace, fmt, sync::Arc};
use log::{debug, warn, Level};
use windows::Win32::{
Foundation::E_OUTOFMEMORY,
Graphics::{Direct3D12::*, Dxgi::Common::DXGI_FORMAT},
};
#[cfg(feature = "public-winapi")]
mod public_winapi {
pub use winapi::um::d3d12 as winapi_d3d12;
use super::*;
/// Trait similar to [`AsRef`]/[`AsMut`],
pub trait ToWinapi<T> {
fn as_winapi(&self) -> *const T;
fn as_winapi_mut(&mut self) -> *mut T;
}
/// [`windows`] types hold their pointer internally and provide drop semantics. As such this trait
/// is usually implemented on the _pointer type_ (`*const`, `*mut`) of the [`winapi`] object so that
/// a **borrow of** that pointer becomes a borrow of the [`windows`] type.
pub trait ToWindows<T> {
fn as_windows(&self) -> &T;
}
impl ToWinapi<winapi_d3d12::ID3D12Resource> for ID3D12Resource {
fn as_winapi(&self) -> *const winapi_d3d12::ID3D12Resource {
unsafe { std::mem::transmute_copy(self) }
}
fn as_winapi_mut(&mut self) -> *mut winapi_d3d12::ID3D12Resource {
unsafe { std::mem::transmute_copy(self) }
}
}
impl ToWinapi<winapi_d3d12::ID3D12Device> for ID3D12Device {
fn as_winapi(&self) -> *const winapi_d3d12::ID3D12Device {
unsafe { std::mem::transmute_copy(self) }
}
fn as_winapi_mut(&mut self) -> *mut winapi_d3d12::ID3D12Device {
unsafe { std::mem::transmute_copy(self) }
}
}
impl ToWindows<ID3D12Device> for *const winapi_d3d12::ID3D12Device {
fn as_windows(&self) -> &ID3D12Device {
unsafe { std::mem::transmute(self) }
}
}
impl ToWindows<ID3D12Device> for *mut winapi_d3d12::ID3D12Device {
fn as_windows(&self) -> &ID3D12Device {
unsafe { std::mem::transmute(self) }
}
}
impl ToWindows<ID3D12Device> for &mut winapi_d3d12::ID3D12Device {
fn as_windows(&self) -> &ID3D12Device {
unsafe { std::mem::transmute(self) }
}
}
impl ToWinapi<winapi_d3d12::ID3D12Heap> for ID3D12Heap {
fn as_winapi(&self) -> *const winapi_d3d12::ID3D12Heap {
unsafe { std::mem::transmute_copy(self) }
}
fn as_winapi_mut(&mut self) -> *mut winapi_d3d12::ID3D12Heap {
unsafe { std::mem::transmute_copy(self) }
}
}
}
#[cfg(feature = "public-winapi")]
pub use public_winapi::*;
#[cfg(feature = "visualizer")]
mod visualizer;
#[cfg(feature = "visualizer")]
pub use visualizer::AllocatorVisualizer;
use super::{allocator, allocator::AllocationType};
use crate::{
allocator::{AllocatorReport, MemoryBlockReport},
AllocationError, AllocationSizes, AllocatorDebugSettings, MemoryLocation, Result,
};
/// [`ResourceCategory`] is used for supporting [`D3D12_RESOURCE_HEAP_TIER_1`].
/// [`ResourceCategory`] will be ignored if device supports [`D3D12_RESOURCE_HEAP_TIER_2`].
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum ResourceCategory {
Buffer,
RtvDsvTexture,
OtherTexture,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum ResourceStateOrBarrierLayout {
ResourceState(D3D12_RESOURCE_STATES),
BarrierLayout(D3D12_BARRIER_LAYOUT),
}
#[derive(Clone, Copy)]
pub struct ResourceCreateDesc<'a> {
pub name: &'a str,
pub memory_location: MemoryLocation,
pub resource_category: ResourceCategory,
pub resource_desc: &'a D3D12_RESOURCE_DESC,
pub castable_formats: &'a [DXGI_FORMAT],
pub clear_value: Option<&'a D3D12_CLEAR_VALUE>,
pub initial_state_or_layout: ResourceStateOrBarrierLayout,
pub resource_type: &'a ResourceType<'a>,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
enum HeapCategory {
All,
Buffer,
RtvDsvTexture,
OtherTexture,
}
impl From<ResourceCategory> for HeapCategory {
fn from(resource_category: ResourceCategory) -> Self {
match resource_category {
ResourceCategory::Buffer => Self::Buffer,
ResourceCategory::RtvDsvTexture => Self::RtvDsvTexture,
ResourceCategory::OtherTexture => Self::OtherTexture,
}
}
}
impl From<&D3D12_RESOURCE_DESC> for ResourceCategory {
fn from(desc: &D3D12_RESOURCE_DESC) -> Self {
if desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER {
Self::Buffer
} else if (desc.Flags
& (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))
!= D3D12_RESOURCE_FLAG_NONE
{
Self::RtvDsvTexture
} else {
Self::OtherTexture
}
}
}
#[cfg(feature = "public-winapi")]
impl From<&winapi_d3d12::D3D12_RESOURCE_DESC> for ResourceCategory {
fn from(desc: &winapi_d3d12::D3D12_RESOURCE_DESC) -> Self {
if desc.Dimension == winapi_d3d12::D3D12_RESOURCE_DIMENSION_BUFFER {
Self::Buffer
} else if (desc.Flags
& (winapi_d3d12::D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET
| winapi_d3d12::D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))
!= 0
{
Self::RtvDsvTexture
} else {
Self::OtherTexture
}
}
}
#[derive(Clone, Debug)]
pub struct AllocationCreateDesc<'a> {
/// Name of the allocation, for tracking and debugging purposes
pub name: &'a str,
/// Location where the memory allocation should be stored
pub location: MemoryLocation,
/// Size of allocation, should be queried using [`ID3D12Device::GetResourceAllocationInfo()`]
pub size: u64,
/// Alignment of allocation, should be queried using [`ID3D12Device::GetResourceAllocationInfo()`]
pub alignment: u64,
/// Resource category based on resource dimension and flags. Can be created from a [`D3D12_RESOURCE_DESC`]
/// using the helper into function. The resource category is ignored when Resource Heap Tier 2 or higher
/// is supported.
pub resource_category: ResourceCategory,
}
impl<'a> AllocationCreateDesc<'a> {
/// Helper conversion function utilizing [`winapi`] types.
///
/// This function is also available for [`windows::Win32::Graphics::Direct3D12`]
/// types as [`from_d3d12_resource_desc()`][Self::from_d3d12_resource_desc()].
#[cfg(feature = "public-winapi")]
pub fn from_winapi_d3d12_resource_desc(
device: *const winapi_d3d12::ID3D12Device,
desc: &winapi_d3d12::D3D12_RESOURCE_DESC,
name: &'a str,
location: MemoryLocation,
) -> Self {
let device = device.as_windows();
// Raw structs are binary-compatible
let desc = unsafe {
std::mem::transmute::<&winapi_d3d12::D3D12_RESOURCE_DESC, &D3D12_RESOURCE_DESC>(desc)
};
let allocation_info =
unsafe { device.GetResourceAllocationInfo(0, std::slice::from_ref(desc)) };
let resource_category: ResourceCategory = desc.into();
AllocationCreateDesc {
name,
location,
size: allocation_info.SizeInBytes,
alignment: allocation_info.Alignment,
resource_category,
}
}
/// Helper conversion function utilizing [`windows::Win32::Graphics::Direct3D12`] types.
///
/// This function is also available for `winapi` types as `from_winapi_d3d12_resource_desc()`
/// when the `public-winapi` feature is enabled.
pub fn from_d3d12_resource_desc(
device: &ID3D12Device,
desc: &D3D12_RESOURCE_DESC,
name: &'a str,
location: MemoryLocation,
) -> Self {
let allocation_info =
unsafe { device.GetResourceAllocationInfo(0, std::slice::from_ref(desc)) };
let resource_category: ResourceCategory = desc.into();
AllocationCreateDesc {
name,
location,
size: allocation_info.SizeInBytes,
alignment: allocation_info.Alignment,
resource_category,
}
}
}
#[derive(Clone, Debug)]
pub enum ID3D12DeviceVersion {
/// Basic device compatible with legacy barriers only, i.e. can only be used in conjunction
/// with [`ResourceStateOrBarrierLayout::ResourceState`].
Device(ID3D12Device),
/// Required for enhanced barrier support, i.e. when using
/// [`ResourceStateOrBarrierLayout::BarrierLayout`].
Device10(ID3D12Device10),
/// Required for castable formats support, implies use of enhanced barriers
Device12(ID3D12Device12),
}
impl std::ops::Deref for ID3D12DeviceVersion {
type Target = ID3D12Device;
fn deref(&self) -> &Self::Target {
match self {
Self::Device(device) => device,
Self::Device10(device10) => device10.into(),
Self::Device12(device12) => device12.into(),
}
}
}
#[derive(Debug)]
pub struct AllocatorCreateDesc {
pub device: ID3D12DeviceVersion,
pub debug_settings: AllocatorDebugSettings,
pub allocation_sizes: AllocationSizes,
}
pub enum ResourceType<'a> {
/// Create a D3D12 [`CommittedResource`].
///
/// [`CommittedResource`]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-createcommittedresource
Committed {
heap_properties: &'a D3D12_HEAP_PROPERTIES,
heap_flags: D3D12_HEAP_FLAGS,
},
/// Create a D3D12 [`PlacedResource`].
///
/// [`PlacedResource`]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-createplacedresource
Placed,
}
#[derive(Debug)]
pub struct Resource {
name: String,
pub allocation: Option<Allocation>,
resource: Option<ID3D12Resource>,
pub memory_location: MemoryLocation,
memory_type_index: Option<usize>,
pub size: u64,
}
impl Resource {
pub fn resource(&self) -> &ID3D12Resource {
self.resource.as_ref().expect("Resource was already freed.")
}
}
impl Drop for Resource {
fn drop(&mut self) {
if self.resource.is_some() {
warn!("Dropping resource `{}` that was not freed. Call `Allocator::free_resource(resource)` instead.", self.name);
}
}
}
#[derive(Debug)]
pub struct CommittedAllocationStatistics {
pub num_allocations: usize,
pub total_size: u64,
}
#[derive(Debug)]
pub struct Allocation {
chunk_id: Option<std::num::NonZeroU64>,
offset: u64,
size: u64,
memory_block_index: usize,
memory_type_index: usize,
heap: ID3D12Heap,
name: Option<Box<str>>,
}
impl Allocation {
pub fn chunk_id(&self) -> Option<std::num::NonZeroU64> {
self.chunk_id
}
/// Returns the [`ID3D12Heap`] object that is backing this allocation.
/// This heap object can be shared with multiple other allocations and shouldn't be freed (or allocated from)
/// without this library, because that will lead to undefined behavior.
///
/// # Safety
/// The result of this function be safely passed into [`ID3D12Device::CreatePlacedResource()`].
/// It is exposed for this reason. Keep in mind to also pass [`Self::offset()`] along to it.
pub unsafe fn heap(&self) -> &ID3D12Heap {
&self.heap
}
/// Returns the offset of the allocation on the [`ID3D12Heap`].
/// When creating a placed resources, this offset needs to be supplied as well.
pub fn offset(&self) -> u64 {
self.offset
}
/// Returns the size of the allocation
pub fn size(&self) -> u64 {
self.size
}
pub fn is_null(&self) -> bool {
self.chunk_id.is_none()
}
}
#[derive(Debug)]
struct MemoryBlock {
heap: ID3D12Heap,
size: u64,
sub_allocator: Box<dyn allocator::SubAllocator>,
}
impl MemoryBlock {
fn new(
device: &ID3D12Device,
size: u64,
heap_properties: &D3D12_HEAP_PROPERTIES,
heap_category: HeapCategory,
dedicated: bool,
) -> Result<Self> {
let heap = {
let mut desc = D3D12_HEAP_DESC {
SizeInBytes: size,
Properties: *heap_properties,
Alignment: D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT as u64,
..Default::default()
};
desc.Flags = match heap_category {
HeapCategory::All => D3D12_HEAP_FLAG_NONE,
HeapCategory::Buffer => D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS,
HeapCategory::RtvDsvTexture => D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES,
HeapCategory::OtherTexture => D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES,
};
let mut heap = None;
let hr = unsafe { device.CreateHeap(&desc, &mut heap) };
match hr {
Err(e) if e.code() == E_OUTOFMEMORY => Err(AllocationError::OutOfMemory),
Err(e) => Err(AllocationError::Internal(format!(
"ID3D12Device::CreateHeap failed: {}",
e
))),
Ok(()) => heap.ok_or_else(|| {
AllocationError::Internal(
"ID3D12Heap pointer is null, but should not be.".into(),
)
}),
}?
};
let sub_allocator: Box<dyn allocator::SubAllocator> = if dedicated {
Box::new(allocator::DedicatedBlockAllocator::new(size))
} else {
Box::new(allocator::FreeListAllocator::new(size))
};
Ok(Self {
heap,
size,
sub_allocator,
})
}
}
#[derive(Debug)]
struct MemoryType {
memory_blocks: Vec<Option<MemoryBlock>>,
committed_allocations: CommittedAllocationStatistics,
memory_location: MemoryLocation,
heap_category: HeapCategory,
heap_properties: D3D12_HEAP_PROPERTIES,
memory_type_index: usize,
active_general_blocks: usize,
}
impl MemoryType {
fn allocate(
&mut self,
device: &ID3D12DeviceVersion,
desc: &AllocationCreateDesc<'_>,
backtrace: Arc<Backtrace>,
allocation_sizes: &AllocationSizes,
) -> Result<Allocation> {
let allocation_type = AllocationType::Linear;
let memblock_size = if self.heap_properties.Type == D3D12_HEAP_TYPE_DEFAULT {
allocation_sizes.device_memblock_size
} else {
allocation_sizes.host_memblock_size
};
let size = desc.size;
let alignment = desc.alignment;
// Create a dedicated block for large memory allocations
if size > memblock_size {
let mem_block = MemoryBlock::new(
device,
size,
&self.heap_properties,
self.heap_category,
true,
)?;
let block_index = self.memory_blocks.iter().position(|block| block.is_none());
let block_index = match block_index {
Some(i) => {
self.memory_blocks[i].replace(mem_block);
i
}
None => {
self.memory_blocks.push(Some(mem_block));
self.memory_blocks.len() - 1
}
};
let mem_block = self.memory_blocks[block_index]
.as_mut()
.ok_or_else(|| AllocationError::Internal("Memory block must be Some".into()))?;
let (offset, chunk_id) = mem_block.sub_allocator.allocate(
size,
alignment,
allocation_type,
1,
desc.name,
backtrace,
)?;
return Ok(Allocation {
chunk_id: Some(chunk_id),
size,
offset,
memory_block_index: block_index,
memory_type_index: self.memory_type_index,
heap: mem_block.heap.clone(),
name: Some(desc.name.into()),
});
}
let mut empty_block_index = None;
for (mem_block_i, mem_block) in self.memory_blocks.iter_mut().enumerate().rev() {
if let Some(mem_block) = mem_block {
let allocation = mem_block.sub_allocator.allocate(
size,
alignment,
allocation_type,
1,
desc.name,
backtrace.clone(),
);
match allocation {
Ok((offset, chunk_id)) => {
return Ok(Allocation {
chunk_id: Some(chunk_id),
offset,
size,
memory_block_index: mem_block_i,
memory_type_index: self.memory_type_index,
heap: mem_block.heap.clone(),
name: Some(desc.name.into()),
});
}
Err(AllocationError::OutOfMemory) => {} // Block is full, continue search.
Err(err) => return Err(err), // Unhandled error, return.
}
} else if empty_block_index.is_none() {
empty_block_index = Some(mem_block_i);
}
}
let new_memory_block = MemoryBlock::new(
device,
memblock_size,
&self.heap_properties,
self.heap_category,
false,
)?;
let new_block_index = if let Some(block_index) = empty_block_index {
self.memory_blocks[block_index] = Some(new_memory_block);
block_index
} else {
self.memory_blocks.push(Some(new_memory_block));
self.memory_blocks.len() - 1
};
self.active_general_blocks += 1;
let mem_block = self.memory_blocks[new_block_index]
.as_mut()
.ok_or_else(|| AllocationError::Internal("Memory block must be Some".into()))?;
let allocation = mem_block.sub_allocator.allocate(
size,
alignment,
allocation_type,
1,
desc.name,
backtrace,
);
let (offset, chunk_id) = match allocation {
Err(AllocationError::OutOfMemory) => Err(AllocationError::Internal(
"Allocation that must succeed failed. This is a bug in the allocator.".into(),
)),
a => a,
}?;
Ok(Allocation {
chunk_id: Some(chunk_id),
offset,
size,
memory_block_index: new_block_index,
memory_type_index: self.memory_type_index,
heap: mem_block.heap.clone(),
name: Some(desc.name.into()),
})
}
#[allow(clippy::needless_pass_by_value)]
fn free(&mut self, allocation: Allocation) -> Result<()> {
let block_idx = allocation.memory_block_index;
let mem_block = self.memory_blocks[block_idx]
.as_mut()
.ok_or_else(|| AllocationError::Internal("Memory block must be Some.".into()))?;
mem_block.sub_allocator.free(allocation.chunk_id)?;
if mem_block.sub_allocator.is_empty() {
if mem_block.sub_allocator.supports_general_allocations() {
if self.active_general_blocks > 1 {
let block = self.memory_blocks[block_idx].take();
if block.is_none() {
return Err(AllocationError::Internal(
"Memory block must be Some.".into(),
));
}
// Note that `block` will be destroyed on `drop` here
self.active_general_blocks -= 1;
}
} else {
let block = self.memory_blocks[block_idx].take();
if block.is_none() {
return Err(AllocationError::Internal(
"Memory block must be Some.".into(),
));
}
// Note that `block` will be destroyed on `drop` here
}
}
Ok(())
}
}
pub struct Allocator {
device: ID3D12DeviceVersion,
debug_settings: AllocatorDebugSettings,
memory_types: Vec<MemoryType>,
allocation_sizes: AllocationSizes,
}
impl Allocator {
pub fn device(&self) -> &ID3D12DeviceVersion {
&self.device
}
pub fn new(desc: &AllocatorCreateDesc) -> Result<Self> {
// Perform AddRef on the device
let device = desc.device.clone();
// Query device for feature level
let mut options = Default::default();
unsafe {
device.CheckFeatureSupport(
D3D12_FEATURE_D3D12_OPTIONS,
<*mut D3D12_FEATURE_DATA_D3D12_OPTIONS>::cast(&mut options),
std::mem::size_of_val(&options) as u32,
)
}
.map_err(|e| {
AllocationError::Internal(format!("ID3D12Device::CheckFeatureSupport failed: {}", e))
})?;
let is_heap_tier1 = options.ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1;
let heap_types = [
(
MemoryLocation::GpuOnly,
D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_DEFAULT,
..Default::default()
},
),
(
MemoryLocation::CpuToGpu,
D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_CUSTOM,
CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE,
MemoryPoolPreference: D3D12_MEMORY_POOL_L0,
..Default::default()
},
),
(
MemoryLocation::GpuToCpu,
D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_CUSTOM,
CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_WRITE_BACK,
MemoryPoolPreference: D3D12_MEMORY_POOL_L0,
..Default::default()
},
),
];
let heap_types = if is_heap_tier1 {
heap_types
.iter()
.flat_map(|(memory_location, heap_properties)| {
[
(HeapCategory::Buffer, *memory_location, *heap_properties),
(
HeapCategory::RtvDsvTexture,
*memory_location,
*heap_properties,
),
(
HeapCategory::OtherTexture,
*memory_location,
*heap_properties,
),
]
.to_vec()
})
.collect::<Vec<_>>()
} else {
heap_types
.iter()
.map(|(memory_location, heap_properties)| {
(HeapCategory::All, *memory_location, *heap_properties)
})
.collect::<Vec<_>>()
};
let memory_types = heap_types
.iter()
.enumerate()
.map(
|(i, &(heap_category, memory_location, heap_properties))| MemoryType {
memory_blocks: Vec::default(),
memory_location,
heap_category,
heap_properties,
memory_type_index: i,
active_general_blocks: 0,
committed_allocations: CommittedAllocationStatistics {
num_allocations: 0,
total_size: 0,
},
},
)
.collect::<Vec<_>>();
Ok(Self {
memory_types,
device,
debug_settings: desc.debug_settings,
allocation_sizes: desc.allocation_sizes,
})
}
pub fn allocate(&mut self, desc: &AllocationCreateDesc<'_>) -> Result<Allocation> {
let size = desc.size;
let alignment = desc.alignment;
let backtrace = Arc::new(if self.debug_settings.store_stack_traces {
Backtrace::force_capture()
} else {
Backtrace::disabled()
});
if self.debug_settings.log_allocations {
debug!(
"Allocating `{}` of {} bytes with an alignment of {}.",
&desc.name, size, alignment
);
if self.debug_settings.log_stack_traces {
let backtrace = Backtrace::force_capture();
debug!("Allocation stack trace: {}", backtrace);
}
}
if size == 0 || !alignment.is_power_of_two() {
return Err(AllocationError::InvalidAllocationCreateDesc);
}
// Find memory type
let memory_type = self
.memory_types
.iter_mut()
.find(|memory_type| {
let is_location_compatible = desc.location == MemoryLocation::Unknown
|| desc.location == memory_type.memory_location;
let is_category_compatible = memory_type.heap_category == HeapCategory::All
|| memory_type.heap_category == desc.resource_category.into();
is_location_compatible && is_category_compatible
})
.ok_or(AllocationError::NoCompatibleMemoryTypeFound)?;
memory_type.allocate(&self.device, desc, backtrace, &self.allocation_sizes)
}
pub fn free(&mut self, allocation: Allocation) -> Result<()> {
if self.debug_settings.log_frees {
let name = allocation.name.as_deref().unwrap_or("<null>");
debug!("Freeing `{}`.", name);
if self.debug_settings.log_stack_traces {
let backtrace = Backtrace::force_capture();
debug!("Free stack trace: {}", backtrace);
}
}
if allocation.is_null() {
return Ok(());
}
self.memory_types[allocation.memory_type_index].free(allocation)?;
Ok(())
}
pub fn rename_allocation(&mut self, allocation: &mut Allocation, name: &str) -> Result<()> {
allocation.name = Some(name.into());
if allocation.is_null() {
return Ok(());
}
let mem_type = &mut self.memory_types[allocation.memory_type_index];
let mem_block = mem_type.memory_blocks[allocation.memory_block_index]
.as_mut()
.ok_or_else(|| AllocationError::Internal("Memory block must be Some.".into()))?;
mem_block
.sub_allocator
.rename_allocation(allocation.chunk_id, name)?;
Ok(())
}
pub fn report_memory_leaks(&self, log_level: Level) {
for (mem_type_i, mem_type) in self.memory_types.iter().enumerate() {
for (block_i, mem_block) in mem_type.memory_blocks.iter().enumerate() {
if let Some(mem_block) = mem_block {
mem_block
.sub_allocator
.report_memory_leaks(log_level, mem_type_i, block_i);
}
}
}
}
fn d3d12_resource_desc_1(desc: &D3D12_RESOURCE_DESC) -> D3D12_RESOURCE_DESC1 {
D3D12_RESOURCE_DESC1 {
Dimension: desc.Dimension,
Alignment: desc.Alignment,
Width: desc.Width,
Height: desc.Height,
DepthOrArraySize: desc.DepthOrArraySize,
MipLevels: desc.MipLevels,
Format: desc.Format,
SampleDesc: desc.SampleDesc,
Layout: desc.Layout,
Flags: desc.Flags,
// TODO: This is the only new field
SamplerFeedbackMipRegion: D3D12_MIP_REGION::default(),
}
}
fn resource_allocation_info(
device: &ID3D12DeviceVersion,
desc: &ResourceCreateDesc<'_>,
) -> D3D12_RESOURCE_ALLOCATION_INFO {
match device {
ID3D12DeviceVersion::Device(device) => unsafe {
device.GetResourceAllocationInfo(0, &[*desc.resource_desc])
},
ID3D12DeviceVersion::Device10(device) => unsafe {
device.GetResourceAllocationInfo(0, &[*desc.resource_desc])
},
ID3D12DeviceVersion::Device12(device) => unsafe {
let resource_desc1 = Self::d3d12_resource_desc_1(desc.resource_desc);
let resource_descs = &[resource_desc1];
// We always have one resource desc, hence we only have one mapping castable format array
let num_castable_formats = desc.castable_formats.len() as u32;
let num_castable_formats_array = &[num_castable_formats];
let castable_formats_array = &[desc.castable_formats.as_ptr()];
let (num_castable_formats_opt, castable_formats_opt) = if num_castable_formats > 0 {
(
Some(num_castable_formats_array.as_ptr()),
Some(castable_formats_array.as_ptr()),
)
} else {
(None, None)
};
device.GetResourceAllocationInfo3(
0,
resource_descs.len() as u32,
resource_descs.as_ptr(),
num_castable_formats_opt,
castable_formats_opt,
None,
)
},
}
}
/// Create a resource according to the provided parameters.
/// Created resources should be freed at the end of their lifetime by calling [`Self::free_resource()`].
pub fn create_resource(&mut self, desc: &ResourceCreateDesc<'_>) -> Result<Resource> {
match desc.resource_type {
ResourceType::Committed {
heap_properties,
heap_flags,
} => {
let mut result: Option<ID3D12Resource> = None;
let clear_value: Option<*const D3D12_CLEAR_VALUE> =
desc.clear_value.map(|v| -> *const _ { v });
if let Err(e) = unsafe {
match (&self.device, desc.initial_state_or_layout) {
(_, ResourceStateOrBarrierLayout::ResourceState(_))
if !desc.castable_formats.is_empty() =>
{
return Err(AllocationError::CastableFormatsRequiresEnhancedBarriers)
}
(
ID3D12DeviceVersion::Device12(device),
ResourceStateOrBarrierLayout::BarrierLayout(initial_layout),
) => {
let resource_desc1 = Self::d3d12_resource_desc_1(desc.resource_desc);
device.CreateCommittedResource3(
*heap_properties,
*heap_flags,
&resource_desc1,
initial_layout,
clear_value,
None, // TODO
Some(desc.castable_formats),
&mut result,
)
}
(_, ResourceStateOrBarrierLayout::BarrierLayout(_))
if !desc.castable_formats.is_empty() =>
{
return Err(AllocationError::CastableFormatsRequiresAtLeastDevice12)
}
(
ID3D12DeviceVersion::Device10(device),
ResourceStateOrBarrierLayout::BarrierLayout(initial_layout),
) => {
let resource_desc1 = Self::d3d12_resource_desc_1(desc.resource_desc);
device.CreateCommittedResource3(
*heap_properties,
*heap_flags,
&resource_desc1,
initial_layout,
clear_value,
None, // TODO
None,
&mut result,
)
}
(_, ResourceStateOrBarrierLayout::BarrierLayout(_)) => {
return Err(AllocationError::BarrierLayoutNeedsDevice10)
}
(device, ResourceStateOrBarrierLayout::ResourceState(initial_state)) => {
device.CreateCommittedResource(
*heap_properties,
*heap_flags,
desc.resource_desc,
initial_state,
clear_value,
&mut result,
)
}
}
} {
return Err(AllocationError::Internal(format!(
"ID3D12Device::CreateCommittedResource failed: {}",
e
)));
}
let resource = result.expect("Allocation succeeded but no resource was returned?");
let allocation_info = Self::resource_allocation_info(&self.device, desc);
let memory_type = self
.memory_types
.iter_mut()
.find(|memory_type| {
let is_location_compatible = desc.memory_location
== MemoryLocation::Unknown
|| desc.memory_location == memory_type.memory_location;
let is_category_compatible = memory_type.heap_category == HeapCategory::All
|| memory_type.heap_category == desc.resource_category.into();
is_location_compatible && is_category_compatible
})
.ok_or(AllocationError::NoCompatibleMemoryTypeFound)?;
memory_type.committed_allocations.num_allocations += 1;
memory_type.committed_allocations.total_size += allocation_info.SizeInBytes;
Ok(Resource {
name: desc.name.into(),
allocation: None,
resource: Some(resource),
size: allocation_info.SizeInBytes,
memory_location: desc.memory_location,
memory_type_index: Some(memory_type.memory_type_index),
})
}
ResourceType::Placed => {
let allocation_desc = {
let allocation_info = Self::resource_allocation_info(&self.device, desc);
AllocationCreateDesc {
name: desc.name,
location: desc.memory_location,
size: allocation_info.SizeInBytes,
alignment: allocation_info.Alignment,
resource_category: desc.resource_category,
}
};
let allocation = self.allocate(&allocation_desc)?;
let mut result: Option<ID3D12Resource> = None;
if let Err(e) = unsafe {
match (&self.device, desc.initial_state_or_layout) {
(_, ResourceStateOrBarrierLayout::ResourceState(_))
if !desc.castable_formats.is_empty() =>
{
return Err(AllocationError::CastableFormatsRequiresEnhancedBarriers)
}
(
ID3D12DeviceVersion::Device12(device),
ResourceStateOrBarrierLayout::BarrierLayout(initial_layout),
) => {
let resource_desc1 = Self::d3d12_resource_desc_1(desc.resource_desc);
device.CreatePlacedResource2(
allocation.heap(),
allocation.offset(),
&resource_desc1,
initial_layout,
None,
Some(desc.castable_formats),
&mut result,
)
}
(_, ResourceStateOrBarrierLayout::BarrierLayout(_))
if !desc.castable_formats.is_empty() =>
{
return Err(AllocationError::CastableFormatsRequiresAtLeastDevice12)
}
(
ID3D12DeviceVersion::Device10(device),
ResourceStateOrBarrierLayout::BarrierLayout(initial_layout),
) => {
let resource_desc1 = Self::d3d12_resource_desc_1(desc.resource_desc);
device.CreatePlacedResource2(
allocation.heap(),
allocation.offset(),
&resource_desc1,
initial_layout,
None,
None,
&mut result,
)
}
(_, ResourceStateOrBarrierLayout::BarrierLayout(_)) => {
return Err(AllocationError::BarrierLayoutNeedsDevice10)
}
(device, ResourceStateOrBarrierLayout::ResourceState(initial_state)) => {
device.CreatePlacedResource(
allocation.heap(),
allocation.offset(),
desc.resource_desc,
initial_state,
None,
&mut result,
)
}
}
} {
return Err(AllocationError::Internal(format!(
"ID3D12Device::CreatePlacedResource failed: {}",
e
)));
}
let resource = result.expect("Allocation succeeded but no resource was returned?");
let size = allocation.size();
Ok(Resource {
name: desc.name.into(),
allocation: Some(allocation),
resource: Some(resource),
size,
memory_location: desc.memory_location,
memory_type_index: None,
})
}
}
}
/// Free a resource and its memory.
pub fn free_resource(&mut self, mut resource: Resource) -> Result<()> {
// Explicitly drop the resource (which is backed by a refcounted COM object)
// before freeing allocated memory. Windows-rs performs a Release() on drop().
let _ = resource
.resource
.take()
.expect("Resource was already freed.");
if let Some(allocation) = resource.allocation.take() {
self.free(allocation)
} else {
// Dx12 CommittedResources do not have an application managed allocation.
// We only have to update the tracked allocation count and memory usage.
if let Some(memory_type_index) = resource.memory_type_index {
let memory_type = &mut self.memory_types[memory_type_index];
memory_type.committed_allocations.num_allocations -= 1;
memory_type.committed_allocations.total_size -= resource.size;
}
Ok(())
}
}
pub fn generate_report(&self) -> AllocatorReport {
let mut allocations = vec![];
let mut blocks = vec![];
let mut total_reserved_bytes = 0;
for memory_type in &self.memory_types {
for block in memory_type.memory_blocks.iter().flatten() {
total_reserved_bytes += block.size;
let first_allocation = allocations.len();
allocations.extend(block.sub_allocator.report_allocations());
blocks.push(MemoryBlockReport {
size: block.size,
allocations: first_allocation..allocations.len(),
});
}
}
let total_allocated_bytes = allocations.iter().map(|report| report.size).sum();
AllocatorReport {
allocations,
blocks,
total_allocated_bytes,
total_reserved_bytes,
}
}
}
impl fmt::Debug for Allocator {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
self.generate_report().fmt(f)
}
}
impl Drop for Allocator {
fn drop(&mut self) {
if self.debug_settings.log_leaks_on_shutdown {
self.report_memory_leaks(Level::Warn);
}
// Because Rust drop rules drop members in source-code order (that would be the
// ID3D12Device before the ID3D12Heaps nested in these memory blocks), free
// all remaining memory blocks manually first by dropping.
for mem_type in self.memory_types.iter_mut() {
mem_type.memory_blocks.clear();
}
}
}