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https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.git
synced 2024-11-21 11:50:03 +00:00
Optimization: custom pools are on an intrusive double linked list not sorted vector
Added struct PoolListItemTraits.
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@ -477,14 +477,6 @@ IterT BinaryFindSorted(const IterT& beg, const IterT& end, const KeyT& value, co
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return end;
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}
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struct PointerLess
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{
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bool operator()(const void* lhs, const void* rhs) const
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{
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return lhs < rhs;
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}
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};
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static UINT HeapTypeToIndex(D3D12_HEAP_TYPE type)
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{
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switch(type)
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@ -2714,6 +2706,47 @@ struct CommittedAllocationListItemTraits
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}
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};
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class PoolPimpl
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{
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public:
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PoolPimpl(AllocatorPimpl* allocator, const POOL_DESC& desc);
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HRESULT Init();
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~PoolPimpl();
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AllocatorPimpl* GetAllocator() const { return m_Allocator; }
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const POOL_DESC& GetDesc() const { return m_Desc; }
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BlockVector* GetBlockVector() { return m_BlockVector; }
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HRESULT SetMinBytes(UINT64 minBytes) { return m_BlockVector->SetMinBytes(minBytes); }
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void CalculateStats(StatInfo& outStats);
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void SetName(LPCWSTR Name);
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LPCWSTR GetName() const { return m_Name; }
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private:
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friend class Allocator;
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friend struct PoolListItemTraits;
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AllocatorPimpl* m_Allocator; // Externally owned object.
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POOL_DESC m_Desc;
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BlockVector* m_BlockVector; // Owned object.
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wchar_t* m_Name;
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PoolPimpl* m_PrevPool = NULL;
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PoolPimpl* m_NextPool = NULL;
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void FreeName();
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};
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struct PoolListItemTraits
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{
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typedef PoolPimpl ItemType;
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static ItemType* GetPrev(const ItemType* item) { return item->m_PrevPool; }
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static ItemType* GetNext(const ItemType* item) { return item->m_NextPool; }
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static ItemType*& AccessPrev(ItemType* item) { return item->m_PrevPool; }
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static ItemType*& AccessNext(ItemType* item) { return item->m_NextPool; }
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};
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class AllocatorPimpl
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{
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public:
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@ -2856,8 +2889,8 @@ private:
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CommittedAllocationList m_CommittedAllocations[HEAP_TYPE_COUNT];
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D3D12MA_RW_MUTEX m_CommittedAllocationsMutex[HEAP_TYPE_COUNT];
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typedef Vector<Pool*> PoolVectorType;
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PoolVectorType* m_pPools[HEAP_TYPE_COUNT];
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typedef IntrusiveLinkedList<PoolListItemTraits> PoolList;
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PoolList m_Pools[HEAP_TYPE_COUNT];
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D3D12MA_RW_MUTEX m_PoolsMutex[HEAP_TYPE_COUNT];
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// Default pools.
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@ -2957,9 +2990,9 @@ private:
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// Unregisters Allocation object from m_CommittedAllocations.
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void UnregisterCommittedAllocation(Allocation* alloc, D3D12_HEAP_TYPE heapType);
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// Registers Pool object in m_pPools.
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// Registers Pool object in m_Pools.
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void RegisterPool(Pool* pool, D3D12_HEAP_TYPE heapType);
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// Unregisters Pool object from m_pPools.
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// Unregisters Pool object from m_Pools.
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void UnregisterPool(Pool* pool, D3D12_HEAP_TYPE heapType);
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HRESULT UpdateD3D12Budget();
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@ -4312,35 +4345,6 @@ void BlockVector::WriteBlockInfoToJson(JsonWriter& json)
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////////////////////////////////////////////////////////////////////////////////
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// Private class PoolPimpl
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class PoolPimpl
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{
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public:
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PoolPimpl(AllocatorPimpl* allocator, const POOL_DESC& desc);
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HRESULT Init();
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~PoolPimpl();
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AllocatorPimpl* GetAllocator() const { return m_Allocator; }
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const POOL_DESC& GetDesc() const { return m_Desc; }
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BlockVector* GetBlockVector() { return m_BlockVector; }
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HRESULT SetMinBytes(UINT64 minBytes) { return m_BlockVector->SetMinBytes(minBytes); }
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void CalculateStats(StatInfo& outStats);
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void SetName(LPCWSTR Name);
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LPCWSTR GetName() const { return m_Name; }
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private:
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friend class Allocator;
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AllocatorPimpl* m_Allocator; // Externally owned object.
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POOL_DESC m_Desc;
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BlockVector* m_BlockVector; // Owned object.
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wchar_t* m_Name;
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void FreeName();
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};
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PoolPimpl::PoolPimpl(AllocatorPimpl* allocator, const POOL_DESC& desc) :
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m_Allocator(allocator),
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m_Desc(desc),
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@ -4368,6 +4372,7 @@ HRESULT PoolPimpl::Init()
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PoolPimpl::~PoolPimpl()
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{
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D3D12MA_ASSERT(m_PrevPool == NULL && m_NextPool == NULL);
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FreeName();
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D3D12MA_DELETE(m_Allocator->GetAllocs(), m_BlockVector);
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}
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@ -4477,7 +4482,6 @@ AllocatorPimpl::AllocatorPimpl(const ALLOCATION_CALLBACKS& allocationCallbacks,
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// desc.pAllocationCallbacks intentionally ignored here, preprocessed by CreateAllocator.
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ZeroMemory(&m_D3D12Options, sizeof(m_D3D12Options));
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ZeroMemory(m_pPools, sizeof(m_pPools));
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ZeroMemory(m_BlockVectors, sizeof(m_BlockVectors));
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ZeroMemory(m_DefaultPoolTier1MinBytes, sizeof(m_DefaultPoolTier1MinBytes));
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@ -4486,11 +4490,6 @@ AllocatorPimpl::AllocatorPimpl(const ALLOCATION_CALLBACKS& allocationCallbacks,
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m_DefaultPoolHeapTypeMinBytes[i] = UINT64_MAX;
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}
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for(UINT heapTypeIndex = 0; heapTypeIndex < HEAP_TYPE_COUNT; ++heapTypeIndex)
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{
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m_pPools[heapTypeIndex] = D3D12MA_NEW(GetAllocs(), PoolVectorType)(GetAllocs());
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}
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m_Device->AddRef();
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m_Adapter->AddRef();
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}
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@ -4573,12 +4572,10 @@ AllocatorPimpl::~AllocatorPimpl()
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for(UINT i = HEAP_TYPE_COUNT; i--; )
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{
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if(m_pPools[i] && !m_pPools[i]->empty())
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if(!m_Pools[i].IsEmpty())
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{
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D3D12MA_ASSERT(0 && "Unfreed pools found!");
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}
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D3D12MA_DELETE(GetAllocs(), m_pPools[i]);
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}
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for(UINT i = HEAP_TYPE_COUNT; i--; )
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@ -5565,9 +5562,7 @@ void AllocatorPimpl::RegisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
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const UINT heapTypeIndex = HeapTypeToIndex(heapType);
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MutexLockWrite lock(m_PoolsMutex[heapTypeIndex], m_UseMutex);
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PoolVectorType* const pools = m_pPools[heapTypeIndex];
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D3D12MA_ASSERT(pools);
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pools->InsertSorted(pool, PointerLess());
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m_Pools[heapTypeIndex].PushBack(pool->m_Pimpl);
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}
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void AllocatorPimpl::UnregisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
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@ -5575,10 +5570,7 @@ void AllocatorPimpl::UnregisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
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const UINT heapTypeIndex = HeapTypeToIndex(heapType);
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MutexLockWrite lock(m_PoolsMutex[heapTypeIndex], m_UseMutex);
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PoolVectorType* const pools = m_pPools[heapTypeIndex];
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D3D12MA_ASSERT(pools);
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bool success = pools->RemoveSorted(pool, PointerLess());
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D3D12MA_ASSERT(success);
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m_Pools[heapTypeIndex].Remove(pool->m_Pimpl);
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}
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void AllocatorPimpl::FreeCommittedMemory(Allocation* allocation)
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@ -5668,12 +5660,10 @@ void AllocatorPimpl::CalculateStats(Stats& outStats)
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for(size_t heapTypeIndex = 0; heapTypeIndex < HEAP_TYPE_COUNT; ++heapTypeIndex)
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{
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MutexLockRead lock(m_PoolsMutex[heapTypeIndex], m_UseMutex);
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const PoolVectorType* const poolVector = m_pPools[heapTypeIndex];
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D3D12MA_ASSERT(poolVector);
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for(size_t poolIndex = 0, count = poolVector->size(); poolIndex < count; ++poolIndex)
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PoolList& poolList = m_Pools[heapTypeIndex];
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for(PoolPimpl* pool = poolList.Front(); pool != NULL; pool = poolList.GetNext(pool))
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{
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Pool* pool = (*poolVector)[poolIndex];
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pool->m_Pimpl->GetBlockVector()->AddStats(outStats);
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pool->GetBlockVector()->AddStats(outStats);
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}
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}
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