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Xenia-Canary/src/xenia/gpu/d3d12/shared_memory.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#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 {
namespace d3d12 {
// Manages memory for unconverted textures, resolve targets, vertex and index
// buffers that can be accessed from shaders with Xenon physical addresses, with
// system page size granularity.
class SharedMemory {
public:
SharedMemory(Memory* memory, ui::d3d12::D3D12Context* context);
~SharedMemory();
bool Initialize();
void Shutdown();
D3D12_GPU_VIRTUAL_ADDRESS GetGPUAddress() const {
return buffer_gpu_address_;
}
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);
// 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);
// Makes the buffer usable for vertices, indices and texture untiling.
void UseForReading(ID3D12GraphicsCommandList* command_list);
// Makes the buffer usable for texture tiling after a resolve.
void UseForWriting(ID3D12GraphicsCommandList* command_list);
void CreateSRV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
void CreateUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
private:
Memory* memory_;
ui::d3d12::D3D12Context* context_;
// The 512 MB tiled buffer.
static constexpr uint32_t kBufferSizeLog2 = 29;
static constexpr uint32_t kBufferSize = 1 << kBufferSizeLog2;
static constexpr uint32_t kAddressMask = kBufferSize - 1;
ID3D12Resource* buffer_ = nullptr;
D3D12_GPU_VIRTUAL_ADDRESS buffer_gpu_address_ = 0;
D3D12_RESOURCE_STATES buffer_state_ = D3D12_RESOURCE_STATE_COPY_DEST;
// D3D resource tiles are 64 KB in size.
static constexpr uint32_t kTileSizeLog2 = 16;
static constexpr uint32_t kTileSize = 1 << kTileSizeLog2;
// Heaps are 16 MB, so not too many of them are allocated.
static constexpr uint32_t kHeapSizeLog2 = 24;
static constexpr uint32_t kHeapSize = 1 << kHeapSizeLog2;
// Resident portions of the tiled buffer.
ID3D12Heap* heaps_[kBufferSize >> kHeapSizeLog2] = {};
// Whether creation of a heap has failed in the current frame.
bool heap_creation_failed_ = false;
// Log2 of system page size.
uint32_t page_size_log2_;
// Total physical page count.
uint32_t page_count_;
// Bit vector containing whether physical memory system pages are up to date.
std::vector<uint64_t> pages_in_sync_;
// 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);
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_SHARED_MEMORY_H_