[UI] UploadBufferPool common code
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120
src/xenia/ui/d3d12/d3d12_upload_buffer_pool.cc
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120
src/xenia/ui/d3d12/d3d12_upload_buffer_pool.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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// Align to D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT not to waste any space if
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// it's smaller (the size of the heap backing the buffer will be aligned to
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// D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT anyway).
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D3D12UploadBufferPool::D3D12UploadBufferPool(D3D12Provider& provider,
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size_t page_size)
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: GraphicsUploadBufferPool(xe::align(
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page_size, size_t(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT))),
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provider_(provider) {}
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uint8_t* D3D12UploadBufferPool::Request(
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uint64_t submission_index, size_t size, size_t alignment,
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ID3D12Resource** buffer_out, size_t* offset_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
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size_t offset;
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const D3D12Page* page =
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static_cast<const D3D12Page*>(GraphicsUploadBufferPool::Request(
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submission_index, size, alignment, offset));
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if (!page) {
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_;
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}
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if (offset_out) {
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*offset_out = offset;
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}
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if (gpu_address_out) {
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*gpu_address_out = page->gpu_address_ + offset;
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}
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return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
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}
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uint8_t* D3D12UploadBufferPool::RequestPartial(
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uint64_t submission_index, size_t size, size_t alignment,
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ID3D12Resource** buffer_out, size_t* offset_out, size_t* size_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
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size_t offset, size_obtained;
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const D3D12Page* page =
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static_cast<const D3D12Page*>(GraphicsUploadBufferPool::RequestPartial(
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submission_index, size, alignment, offset, size_obtained));
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if (!page) {
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_;
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}
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if (offset_out) {
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*offset_out = offset;
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}
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if (size_out) {
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*size_out = size_obtained;
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}
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if (gpu_address_out) {
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*gpu_address_out = page->gpu_address_ + offset;
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}
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return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
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}
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GraphicsUploadBufferPool::Page*
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D3D12UploadBufferPool::CreatePageImplementation() {
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D3D12_RESOURCE_DESC buffer_desc;
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util::FillBufferResourceDesc(buffer_desc, page_size_,
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D3D12_RESOURCE_FLAG_NONE);
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ID3D12Resource* buffer;
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if (FAILED(provider_.GetDevice()->CreateCommittedResource(
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&util::kHeapPropertiesUpload, provider_.GetHeapFlagCreateNotZeroed(),
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&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&buffer)))) {
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XELOGE("Failed to create a D3D upload buffer with {} bytes", page_size_);
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return nullptr;
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}
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D3D12_RANGE read_range;
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read_range.Begin = 0;
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read_range.End = 0;
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void* mapping;
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if (FAILED(buffer->Map(0, &read_range, &mapping))) {
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XELOGE("Failed to map a D3D upload buffer with {} bytes", page_size_);
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buffer->Release();
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return nullptr;
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}
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D3D12Page* page = new D3D12Page(buffer, mapping);
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// Owned by the page now.
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buffer->Release();
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return page;
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}
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D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
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void* mapping)
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: buffer_(buffer), mapping_(mapping) {
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buffer_->AddRef();
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gpu_address_ = buffer_->GetGPUVirtualAddress();
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}
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D3D12UploadBufferPool::D3D12Page::~D3D12Page() {
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// Unmapping is done implicitly when the buffer is destroyed.
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buffer_->Release();
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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