120 lines
4.0 KiB
C++
120 lines
4.0 KiB
C++
/**
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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_UI_D3D12_D3D12_CPU_DESCRIPTOR_POOL_H_
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#define XENIA_UI_D3D12_D3D12_CPU_DESCRIPTOR_POOL_H_
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#include <cstdint>
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#include <memory>
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#include <utility>
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#include <vector>
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#include "xenia/base/assert.h"
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#include "xenia/ui/d3d12/d3d12_provider.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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// Single-descriptor pool with reference counting and unique ownership of
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// allocations, safe to use in environments where the order of releasing of the
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// descriptor heap and of allocated descriptors is undefined.
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class D3D12CpuDescriptorPool
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: public std::enable_shared_from_this<D3D12CpuDescriptorPool> {
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public:
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class Descriptor {
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public:
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Descriptor() = default;
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// shared_ptr to ensure correct release order with between render targets
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// and descriptor pools.
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Descriptor(std::shared_ptr<D3D12CpuDescriptorPool> pool, size_t index)
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: pool_(pool), index_(index) {}
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// Owns a descriptor in the pool exclusively.
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Descriptor(const Descriptor& descriptor) = delete;
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Descriptor& operator=(const Descriptor& descriptor) = delete;
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Descriptor(Descriptor&& descriptor) {
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pool_ = std::move(descriptor.pool_);
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index_ = descriptor.index_;
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}
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Descriptor& operator=(Descriptor&& descriptor) {
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if (IsValid() && pool_ == descriptor.pool_ &&
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index_ == descriptor.index_) {
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// If moving to self, don't free.
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return *this;
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}
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Free();
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pool_ = std::move(descriptor.pool_);
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index_ = descriptor.index_;
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return *this;
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}
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~Descriptor() { Free(); }
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void Free() {
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if (!pool_) {
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return;
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}
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pool_->FreeDescriptor(index_);
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pool_.reset();
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}
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bool IsValid() const { return pool_.get() != nullptr; }
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operator bool() const { return IsValid(); }
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D3D12_CPU_DESCRIPTOR_HANDLE GetHandle() const {
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assert_true(IsValid());
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return pool_->GetHandle(index_);
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}
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private:
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std::shared_ptr<D3D12CpuDescriptorPool> pool_;
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size_t index_ = 0;
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};
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D3D12CpuDescriptorPool(const ui::d3d12::D3D12Provider& provider,
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D3D12_DESCRIPTOR_HEAP_TYPE type,
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uint32_t heap_size_log2)
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: provider_(provider), type_(type), heap_size_log2_(heap_size_log2) {
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assert_true(heap_size_log2 <= 31);
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}
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D3D12CpuDescriptorPool(const D3D12CpuDescriptorPool& pool) = delete;
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D3D12CpuDescriptorPool& operator=(const D3D12CpuDescriptorPool& pool) =
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delete;
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// No point in moving, created only via make_shared.
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D3D12CpuDescriptorPool(D3D12CpuDescriptorPool&& pool) = delete;
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D3D12CpuDescriptorPool& operator=(D3D12CpuDescriptorPool&& pool) = delete;
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~D3D12CpuDescriptorPool() {
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for (ID3D12DescriptorHeap* heap : heaps_) {
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heap->Release();
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}
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}
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Descriptor AllocateDescriptor();
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private:
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void FreeDescriptor(size_t index) { freed_indices_.push_back(index); }
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D3D12_CPU_DESCRIPTOR_HANDLE GetHandle(size_t index) const {
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D3D12_CPU_DESCRIPTOR_HANDLE heap_start =
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heaps_[index >> heap_size_log2_]->GetCPUDescriptorHandleForHeapStart();
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uint32_t heap_local_index =
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uint32_t(index & ((uint32_t(1) << heap_size_log2_) - 1));
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return provider_.OffsetDescriptor(type_, heap_start, heap_local_index);
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}
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const ui::d3d12::D3D12Provider& provider_;
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D3D12_DESCRIPTOR_HEAP_TYPE type_;
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uint32_t heap_size_log2_;
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std::vector<ID3D12DescriptorHeap*> heaps_;
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std::vector<size_t> freed_indices_;
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uint32_t last_heap_allocated_ = 0;
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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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#endif // XENIA_UI_D3D12_D3D12_CPU_DESCRIPTOR_POOL_H_
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