[GPU] Primitive processor with Vulkan 1.0 base cases, 24-bit indices and clamping
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src/xenia/gpu/d3d12/d3d12_primitive_processor.h
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90
src/xenia/gpu/d3d12/d3d12_primitive_processor.h
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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 2021 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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#ifndef XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_
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#define XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_
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#include <cstdint>
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#include <deque>
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#include <memory>
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#include "xenia/base/assert.h"
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#include "xenia/gpu/primitive_processor.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12CommandProcessor;
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class D3D12PrimitiveProcessor final : public PrimitiveProcessor {
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public:
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D3D12PrimitiveProcessor(const RegisterFile& register_file, Memory& memory,
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TraceWriter& trace_writer,
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SharedMemory& shared_memory,
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D3D12CommandProcessor& command_processor)
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: PrimitiveProcessor(register_file, memory, trace_writer, shared_memory),
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command_processor_(command_processor) {}
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~D3D12PrimitiveProcessor();
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bool Initialize();
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void Shutdown(bool from_destructor = false);
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void ClearCache() { frame_index_buffer_pool_->ClearCache(); }
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void CompletedSubmissionUpdated();
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void BeginSubmission();
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void BeginFrame();
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void EndFrame();
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D3D12_GPU_VIRTUAL_ADDRESS GetBuiltinIndexBufferGpuAddress(
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size_t handle) const {
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assert_not_null(builtin_index_buffer_);
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return D3D12_GPU_VIRTUAL_ADDRESS(builtin_index_buffer_gpu_address_ +
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GetBuiltinIndexBufferOffsetBytes(handle));
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}
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D3D12_GPU_VIRTUAL_ADDRESS GetConvertedIndexBufferGpuAddress(
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size_t handle) const {
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return frame_index_buffers_[handle];
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}
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protected:
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bool InitializeBuiltin16BitIndexBuffer(
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uint32_t index_count,
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std::function<void(uint16_t*)> fill_callback) override;
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void* RequestHostConvertedIndexBufferForCurrentFrame(
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xenos::IndexFormat format, uint32_t index_count, bool coalign_for_simd,
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uint32_t coalignment_original_address,
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size_t& backend_handle_out) override;
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private:
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D3D12CommandProcessor& command_processor_;
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Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_;
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D3D12_GPU_VIRTUAL_ADDRESS builtin_index_buffer_gpu_address_ = 0;
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// Temporary buffer copied in the beginning of the first submission for
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// uploading to builtin_index_buffer_, destroyed when the submission when it
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// was uploaded is completed.
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Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_upload_;
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// UINT64_MAX means not uploaded yet and needs uploading in the first
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// submission (if the upload buffer exists at all).
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uint64_t builtin_index_buffer_upload_submission_ = UINT64_MAX;
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std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> frame_index_buffer_pool_;
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// Indexed by the backend handles.
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std::deque<D3D12_GPU_VIRTUAL_ADDRESS> frame_index_buffers_;
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};
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_
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