[D3D12] Upload buffer pool class

This commit is contained in:
Triang3l
2018-07-29 00:56:26 +03:00
parent ae7ff58f81
commit b567b9e9cc
4 changed files with 273 additions and 132 deletions

View File

@@ -75,9 +75,8 @@ bool SharedMemory::Initialize() {
watches_triggered_l2_.size() * sizeof(uint64_t));
std::memset(upload_pages_.data(), 0, upload_pages_.size() * sizeof(uint64_t));
upload_buffer_available_first_ = nullptr;
upload_buffer_submitted_first_ = nullptr;
upload_buffer_submitted_last_ = nullptr;
upload_buffer_pool_ =
std::make_unique<ui::d3d12::UploadBufferPool>(context_, 4 * 1024 * 1024);
memory_->SetGlobalPhysicalAccessWatch(WatchCallbackThunk, this);
@@ -87,18 +86,7 @@ bool SharedMemory::Initialize() {
void SharedMemory::Shutdown() {
memory_->SetGlobalPhysicalAccessWatch(nullptr, nullptr);
while (upload_buffer_available_first_ != nullptr) {
auto upload_buffer_next = upload_buffer_available_first_->next;
upload_buffer_available_first_->buffer->Release();
delete upload_buffer_available_first_;
upload_buffer_available_first_ = upload_buffer_next;
}
while (upload_buffer_submitted_first_ != nullptr) {
auto upload_buffer_next = upload_buffer_submitted_first_->next;
upload_buffer_submitted_first_->buffer->Release();
delete upload_buffer_submitted_first_;
upload_buffer_submitted_first_ = upload_buffer_next;
}
upload_buffer_pool_.reset();
// First free the buffer to detach it from the heaps.
if (buffer_ != nullptr) {
@@ -132,20 +120,7 @@ void SharedMemory::BeginFrame() {
}
watch_mutex_.unlock();
// Make processed upload buffers available.
uint64_t last_completed_frame = context_->GetLastCompletedFrame();
while (upload_buffer_submitted_first_ != nullptr) {
auto upload_buffer = upload_buffer_submitted_first_;
if (upload_buffer->submit_frame > last_completed_frame) {
break;
}
upload_buffer_submitted_first_ = upload_buffer->next;
upload_buffer->next = upload_buffer_available_first_;
upload_buffer_available_first_ = upload_buffer;
}
if (upload_buffer_submitted_first_ == nullptr) {
upload_buffer_submitted_last_ = nullptr;
}
upload_buffer_pool_->BeginFrame();
heap_creation_failed_ = false;
@@ -164,12 +139,7 @@ bool SharedMemory::EndFrame(ID3D12GraphicsCommandList* command_list_setup,
auto device = context_->GetD3D12Provider()->GetDevice();
// Write ranges to upload buffers and submit them.
const uint32_t upload_buffer_capacity = kUploadBufferSize >> page_size_log2_;
assert_true(upload_buffer_capacity > 0);
uint32_t upload_end = 0;
void* upload_buffer_mapping = nullptr;
uint32_t upload_buffer_written = 0;
uint32_t upload_range_start = 0, upload_range_length;
uint32_t upload_end = 0, upload_range_start = 0, upload_range_length;
while ((upload_range_start =
NextUploadRange(upload_end, upload_range_length)) != UINT_MAX) {
/* XELOGGPU(
@@ -177,103 +147,32 @@ bool SharedMemory::EndFrame(ID3D12GraphicsCommandList* command_list_setup,
upload_range_start << page_size_log2_,
((upload_range_start + upload_range_length) << page_size_log2_) - 1); */
while (upload_range_length > 0) {
ID3D12Resource* upload_buffer;
uint32_t upload_buffer_offset, upload_buffer_size;
uint8_t* upload_buffer_mapping = upload_buffer_pool_->RequestPartial(
upload_range_length << page_size_log2_, upload_buffer,
upload_buffer_offset, upload_buffer_size);
if (upload_buffer_mapping == nullptr) {
// Create a completely new upload buffer if the available pool is empty.
if (upload_buffer_available_first_ == nullptr) {
D3D12_HEAP_PROPERTIES upload_buffer_heap_properties = {};
upload_buffer_heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC upload_buffer_desc;
upload_buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
upload_buffer_desc.Alignment = 0;
upload_buffer_desc.Width = kUploadBufferSize;
upload_buffer_desc.Height = 1;
upload_buffer_desc.DepthOrArraySize = 1;
upload_buffer_desc.MipLevels = 1;
upload_buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
upload_buffer_desc.SampleDesc.Count = 1;
upload_buffer_desc.SampleDesc.Quality = 0;
upload_buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
upload_buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* upload_buffer_resource;
if (FAILED(device->CreateCommittedResource(
&upload_buffer_heap_properties, D3D12_HEAP_FLAG_NONE,
&upload_buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&upload_buffer_resource)))) {
XELOGE("Shared memory: Failed to create an upload buffer");
break;
}
upload_buffer_available_first_ = new UploadBuffer;
upload_buffer_available_first_->buffer = upload_buffer_resource;
upload_buffer_available_first_->next = nullptr;
}
// New buffer, need to map it.
D3D12_RANGE upload_buffer_read_range;
upload_buffer_read_range.Begin = 0;
upload_buffer_read_range.End = 0;
if (FAILED(upload_buffer_available_first_->buffer->Map(
0, &upload_buffer_read_range, &upload_buffer_mapping))) {
XELOGE("Shared memory: Failed to map an upload buffer");
break;
}
XELOGE("Shared memory: Failed to get an upload buffer");
break;
}
// Upload the portion we can upload.
uint32_t upload_write_length = std::min(
upload_range_length, upload_buffer_capacity - upload_buffer_written);
std::memcpy(
reinterpret_cast<uint8_t*>(upload_buffer_mapping) +
(upload_buffer_written << page_size_log2_),
upload_buffer_mapping,
memory_->TranslatePhysical(upload_range_start << page_size_log2_),
upload_write_length << page_size_log2_);
upload_buffer_size);
command_list_setup->CopyBufferRegion(
buffer_, upload_range_start << page_size_log2_,
upload_buffer_available_first_->buffer,
upload_buffer_written << page_size_log2_,
upload_write_length << page_size_log2_);
upload_buffer_written += upload_write_length;
upload_range_start += upload_write_length;
upload_range_length -= upload_write_length;
buffer_, upload_range_start << page_size_log2_, upload_buffer,
upload_buffer_offset, upload_buffer_size);
upload_range_start += upload_buffer_size >> page_size_log2_;
upload_range_length -= upload_buffer_size >> page_size_log2_;
upload_end = upload_range_start;
// Check if we are done with this buffer.
if (upload_buffer_written == upload_buffer_capacity) {
auto upload_buffer = upload_buffer_available_first_;
upload_buffer->buffer->Unmap(0, nullptr);
upload_buffer_mapping = nullptr;
upload_buffer_available_first_ = upload_buffer->next;
upload_buffer->next = nullptr;
upload_buffer->submit_frame = current_frame;
if (upload_buffer_submitted_last_ != nullptr) {
upload_buffer_submitted_last_->next = upload_buffer;
} else {
upload_buffer_submitted_first_ = upload_buffer;
}
upload_buffer_submitted_last_ = upload_buffer;
upload_buffer_written = 0;
}
}
if (upload_range_length > 0) {
// Buffer creation or mapping failed.
break;
}
}
// Mark the last upload buffer as submitted if anything was uploaded from it,
// also unmap it.
if (upload_buffer_mapping != nullptr) {
upload_buffer_available_first_->buffer->Unmap(0, nullptr);
}
if (upload_buffer_written > 0) {
auto upload_buffer = upload_buffer_available_first_;
upload_buffer_available_first_ = upload_buffer->next;
upload_buffer->next = nullptr;
upload_buffer->submit_frame = current_frame;
if (upload_buffer_submitted_last_ != nullptr) {
upload_buffer_submitted_last_->next = upload_buffer;
} else {
upload_buffer_submitted_first_ = upload_buffer;
}
upload_buffer_submitted_last_ = upload_buffer;
}
upload_buffer_pool_->EndFrame();
// Protect the uploaded ranges.
// TODO(Triang3l): Add L2 or store ranges in a list - this may hold the mutex

View File

@@ -10,11 +10,13 @@
#ifndef XENIA_GPU_D3D12_SHARED_MEMORY_H_
#define XENIA_GPU_D3D12_SHARED_MEMORY_H_
#include <memory>
#include <mutex>
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/pools.h"
namespace xe {
namespace gpu {
@@ -100,19 +102,8 @@ class SharedMemory {
// Pages that need to be uploaded in this frame (that are used but modified).
std::vector<uint64_t> upload_pages_;
static constexpr uint32_t kUploadBufferSize = 4 * 1024 * 1024;
struct UploadBuffer {
ID3D12Resource* buffer;
// Next free or submitted upload buffer.
UploadBuffer* next;
// When this buffer was submitted (only valid for submitted buffers).
uint64_t submit_frame;
};
// Buffers are moved to available in BeginFrame and to submitted in EndFrame.
UploadBuffer* upload_buffer_submitted_first_ = nullptr;
UploadBuffer* upload_buffer_submitted_last_ = nullptr;
UploadBuffer* upload_buffer_available_first_ = nullptr;
uint32_t NextUploadRange(uint32_t search_start, uint32_t& length) const;
std::unique_ptr<ui::d3d12::UploadBufferPool> upload_buffer_pool_ = nullptr;
void TransitionBuffer(D3D12_RESOURCE_STATES new_state,
ID3D12GraphicsCommandList* command_list);