[D3D12] Upload data to shared memory during frame (fixes swaying palms in CoD4)

This commit is contained in:
Triang3l
2018-08-16 12:07:53 +03:00
parent 1cec143810
commit c547851626
6 changed files with 184 additions and 249 deletions

View File

@@ -12,6 +12,7 @@
#include <memory>
#include <mutex>
#include <vector>
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_api.h"
@@ -40,15 +41,15 @@ class SharedMemory {
void BeginFrame();
// Returns true if anything has been written to command_list been done.
// The draw command list is needed for the transition.
bool EndFrame(ID3D12GraphicsCommandList* command_list_setup,
ID3D12GraphicsCommandList* command_list_draw);
void EndFrame();
// Marks the range as used in this frame, queues it for upload if it was
// modified. Ensures the backing memory for the address range is present in
// the tiled buffer, allocating if needed. If couldn't allocate, false is
// returned - it's unsafe to use this portion (on tiled resources tier 1 at
// least).
bool UseRange(uint32_t start, uint32_t length);
// Checks if the range has been updated, uploads new data if needed and
// ensures the buffer tiles backing the range are resident. May transition the
// tiled buffer to copy destination - call this before UseForReading or
// UseForWriting. Returns true if the range has been fully updated and is
// usable.
bool RequestRange(uint32_t start, uint32_t length,
ID3D12GraphicsCommandList* command_list);
// Makes the buffer usable for vertices, indices and texture untiling.
void UseForReading(ID3D12GraphicsCommandList* command_list);
@@ -87,32 +88,30 @@ class SharedMemory {
// Total physical page count.
uint32_t page_count_;
// Mutex between the exception handler and the command processor, to be locked
// when checking or updating validity of pages/ranges.
std::mutex validity_mutex_;
// Bit vector containing whether physical memory system pages are up to date.
std::vector<uint64_t> pages_in_sync_;
std::vector<uint64_t> valid_pages_;
// Mark the memory range as updated and watch it.
void MakeRangeValid(uint32_t valid_page_first, uint32_t valid_page_count);
// First page and length in pages.
typedef std::pair<uint32_t, uint32_t> UploadRange;
// Ranges that need to be uploaded, generated by GetRangesToUpload (a
// persistently allocated vector).
std::vector<UploadRange> upload_ranges_;
void GetRangesToUpload(uint32_t request_page_first,
uint32_t request_page_count);
std::unique_ptr<ui::d3d12::UploadBufferPool> upload_buffer_pool_ = nullptr;
// Mutex for the watched pages and the triggered watches.
std::mutex watch_mutex_;
// Whether each physical page is watched by the GPU (after uploading).
// Once a watch is triggered, it's not watched anymore.
std::vector<uint64_t> watched_pages_;
// Whether each page was modified while the current frame is being processed.
// This is checked and cleared in the beginning of a GPU frame.
// Because this is done with a locked CPU-GPU mutex, it's stored in 2 levels,
// so unmodified pages can be skipped quickly, and clearing is also fast.
// On L1, each bit corresponds to a single page, on L2, to 64 pages.
// Checking if L2 is non-zero before accessing L1 is REQUIRED since L1 is not
// cleared!
std::vector<uint64_t> watches_triggered_l1_;
std::vector<uint64_t> watches_triggered_l2_;
// Memory access callback.
static bool WatchCallbackThunk(void* context_ptr, uint32_t address);
bool WatchCallback(uint32_t address);
// Pages that need to be uploaded in this frame (that are used but modified).
std::vector<uint64_t> upload_pages_;
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);
};