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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_texture_cache.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_TEXTURE_CACHE_H_
#define XENIA_GPU_D3D12_D3D12_TEXTURE_CACHE_H_
#include <array>
#include <functional>
#include <memory>
#include <unordered_map>
#include <utility>
#include <vector>
#include "xenia/base/assert.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/d3d12/d3d12_shared_memory.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/texture_cache.h"
#include "xenia/gpu/texture_util.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_provider.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor;
class D3D12TextureCache final : public TextureCache {
public:
// Keys that can be stored for checking validity whether descriptors for host
// shader bindings are up to date.
struct TextureSRVKey {
TextureKey key;
uint32_t host_swizzle;
uint8_t swizzled_signs;
};
// Sampler parameters that can be directly converted to a host sampler or used
// for binding checking validity whether samplers are up to date.
union SamplerParameters {
uint32_t value;
struct {
xenos::ClampMode clamp_x : 3; // 3
xenos::ClampMode clamp_y : 3; // 6
xenos::ClampMode clamp_z : 3; // 9
xenos::BorderColor border_color : 2; // 11
// For anisotropic, these are true.
uint32_t mag_linear : 1; // 12
uint32_t min_linear : 1; // 13
uint32_t mip_linear : 1; // 14
xenos::AnisoFilter aniso_filter : 3; // 17
uint32_t mip_min_level : 4; // 21
// Maximum mip level is in the texture resource itself.
};
SamplerParameters() : value(0) { static_assert_size(*this, sizeof(value)); }
bool operator==(const SamplerParameters& parameters) const {
return value == parameters.value;
}
bool operator!=(const SamplerParameters& parameters) const {
return value != parameters.value;
}
};
static std::unique_ptr<D3D12TextureCache> Create(
const RegisterFile& register_file, D3D12SharedMemory& shared_memory,
uint32_t draw_resolution_scale_x, uint32_t draw_resolution_scale_y,
D3D12CommandProcessor& command_processor, bool bindless_resources_used) {
std::unique_ptr<D3D12TextureCache> texture_cache(new D3D12TextureCache(
register_file, shared_memory, draw_resolution_scale_x,
draw_resolution_scale_y, command_processor, bindless_resources_used));
if (!texture_cache->Initialize()) {
return nullptr;
}
return std::move(texture_cache);
}
~D3D12TextureCache();
void ClearCache();
void BeginSubmission(uint64_t new_submission_index) override;
void BeginFrame() override;
void EndFrame();
// Must be called within a submission - creates and untiles textures needed by
// shaders and puts them in the SRV state. This may bind compute pipelines
// (notifying the command processor about that), so this must be called before
// binding the actual drawing pipeline.
void RequestTextures(uint32_t used_texture_mask) override;
// Returns whether texture SRV keys stored externally are still valid for the
// current bindings and host shader binding layout. Both keys and
// host_shader_bindings must have host_shader_binding_count elements
// (otherwise they are incompatible - like if this function returned false).
bool AreActiveTextureSRVKeysUpToDate(
const TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
size_t host_shader_binding_count) const;
// Exports the current binding data to texture SRV keys so they can be stored
// for checking whether subsequent draw calls can keep using the same
// bindings. Write host_shader_binding_count keys.
void WriteActiveTextureSRVKeys(
TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
size_t host_shader_binding_count) const;
void WriteActiveTextureBindfulSRV(
const D3D12Shader::TextureBinding& host_shader_binding,
D3D12_CPU_DESCRIPTOR_HANDLE handle);
uint32_t GetActiveTextureBindlessSRVIndex(
const D3D12Shader::TextureBinding& host_shader_binding);
SamplerParameters GetSamplerParameters(
const D3D12Shader::SamplerBinding& binding) const;
void WriteSampler(SamplerParameters parameters,
D3D12_CPU_DESCRIPTOR_HANDLE handle) const;
// Returns whether the actual scale is not smaller than the requested one.
static bool ClampDrawResolutionScaleToMaxSupported(
uint32_t& scale_x, uint32_t& scale_y,
const ui::d3d12::D3D12Provider& provider);
// Ensures the tiles backing the range in the buffers are allocated.
bool EnsureScaledResolveMemoryCommitted(uint32_t start_unscaled,
uint32_t length_unscaled) override;
// Makes the specified range of up to 1-2 GB currently accessible on the GPU.
// One draw call can access only at most one range - the same memory is
// accessible through different buffers based on the range needed, so aliasing
// barriers are required.
bool MakeScaledResolveRangeCurrent(uint32_t start_unscaled,
uint32_t length_unscaled);
// These functions create a view of the range specified in the last successful
// MakeScaledResolveRangeCurrent call because that function must be called
// before this.
void CreateCurrentScaledResolveRangeUintPow2SRV(
D3D12_CPU_DESCRIPTOR_HANDLE handle, uint32_t element_size_bytes_pow2);
void CreateCurrentScaledResolveRangeUintPow2UAV(
D3D12_CPU_DESCRIPTOR_HANDLE handle, uint32_t element_size_bytes_pow2);
void TransitionCurrentScaledResolveRange(D3D12_RESOURCE_STATES new_state);
void MarkCurrentScaledResolveRangeUAVWritesCommitNeeded() {
assert_true(IsDrawResolutionScaled());
GetCurrentScaledResolveBuffer().SetUAVBarrierPending();
}
// Returns the ID3D12Resource of the front buffer texture (in
// PIXEL_SHADER_RESOURCE state), or nullptr in case of failure, and writes the
// description of its SRV. May call LoadTextureData, so the same restrictions
// (such as about descriptor heap change possibility) apply.
ID3D12Resource* RequestSwapTexture(
D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out,
xenos::TextureFormat& format_out);
protected:
bool IsSignedVersionSeparateForFormat(TextureKey key) const override;
bool IsScaledResolveSupportedForFormat(TextureKey key) const override;
uint32_t GetHostFormatSwizzle(TextureKey key) const override;
uint32_t GetMaxHostTextureWidthHeight(
xenos::DataDimension dimension) const override;
uint32_t GetMaxHostTextureDepthOrArraySize(
xenos::DataDimension dimension) const override;
std::unique_ptr<Texture> CreateTexture(TextureKey key) override;
// This binds pipelines, allocates descriptors, and copies!
bool LoadTextureDataFromResidentMemoryImpl(Texture& texture, bool load_base,
bool load_mips) override;
void UpdateTextureBindingsImpl(uint32_t fetch_constant_mask) override;
private:
static constexpr uint32_t kLoadGuestXThreadsPerGroupLog2 = 2;
static constexpr uint32_t kLoadGuestYBlocksPerGroupLog2 = 5;
enum class LoadMode {
k8bpb,
k16bpb,
k32bpb,
k64bpb,
k128bpb,
kR5G5B5A1ToB5G5R5A1,
kR5G6B5ToB5G6R5,
kR5G5B6ToB5G6R5WithRBGASwizzle,
kR4G4B4A4ToB4G4R4A4,
kGBGR8ToGRGB8,
kGBGR8ToRGBA8,
kBGRG8ToRGBG8,
kBGRG8ToRGBA8,
kR10G11B11ToRGBA16,
kR10G11B11ToRGBA16SNorm,
kR11G11B10ToRGBA16,
kR11G11B10ToRGBA16SNorm,
kDXT1ToRGBA8,
kDXT3ToRGBA8,
kDXT5ToRGBA8,
kDXNToRG8,
kDXT3A,
kDXT3AAs1111ToBGRA4,
kDXT5AToR8,
kCTX1,
kDepthUnorm,
kDepthFloat,
kCount,
kUnknown = kCount
};
struct LoadModeInfo {
// Shader without resolution scaling.
const void* shader;
size_t shader_size;
// Shader with resolution scaling, if available. These shaders are separate
// so the majority of the textures are not affected by the code needed for
// resolution scale support, and also to check if the format allows
// resolution scaling.
const void* shader_scaled;
size_t shader_scaled_size;
// Log2 of the sizes, in bytes, of the source (guest) SRV and the
// destination (host) UAV accessed by the copying shader, since the shader
// may copy multiple blocks per one invocation.
uint32_t srv_bpe_log2;
uint32_t uav_bpe_log2;
// Number of bytes in a host resolution-scaled block (corresponding to a
// guest block if not decompressing, or a host texel if decompressing)
// written by the shader.
uint32_t bytes_per_host_block;
// Log2 of the number of guest resolution-scaled blocks along the X axis
// loaded by a single thread shader group.
uint32_t guest_x_blocks_per_thread_log2;
uint32_t GetGuestXBlocksPerGroupLog2() const {
return kLoadGuestXThreadsPerGroupLog2 + guest_x_blocks_per_thread_log2;
}
};
struct HostFormat {
// Format info for the regular case.
// DXGI format (typeless when different signedness or number representation
// is used) for the texture resource.
DXGI_FORMAT dxgi_format_resource;
// DXGI format for unsigned normalized or unsigned/signed float SRV.
DXGI_FORMAT dxgi_format_unorm;
// The regular load mode, used when special modes (like signed-specific or
// decompressing) aren't needed.
LoadMode load_mode;
// DXGI format for signed normalized or unsigned/signed float SRV.
DXGI_FORMAT dxgi_format_snorm;
// If the signed version needs a different bit representation on the host,
// this is the load mode for the signed version. Otherwise the regular
// load_mode will be used for the signed version, and a single copy will be
// created if both unsigned and signed are used.
LoadMode load_mode_snorm;
// Do NOT add integer DXGI formats to this - they are not filterable, can
// only be read with Load, not Sample! If any game is seen using num_format
// 1 for fixed-point formats (for floating-point, it's normally set to 1
// though), add a constant buffer containing multipliers for the
// textures and multiplication to the tfetch implementation.
// Whether the DXGI format, if not uncompressing the texture, consists of
// blocks, thus copy regions must be aligned to block size (assuming it's
// the same as the guest block size).
bool is_block_compressed;
// Uncompression info for when the regular host format for this texture is
// block-compressed, but the size is not block-aligned, and thus such
// texture cannot be created in Direct3D on PC and needs decompression,
// however, such textures are common, for instance, in 4D5307E6. This only
// supports unsigned normalized formats - let's hope GPUSIGN_SIGNED was not
// used for DXN and DXT5A.
DXGI_FORMAT dxgi_format_uncompressed;
LoadMode decompress_mode;
// Mapping of Xenos swizzle components to DXGI format components.
uint32_t swizzle;
};
class D3D12Texture final : public Texture {
public:
union SRVDescriptorKey {
uint32_t key;
struct {
uint32_t is_signed : 1;
uint32_t host_swizzle : 12;
};
SRVDescriptorKey() : key(0) { static_assert_size(*this, sizeof(key)); }
struct Hasher {
size_t operator()(const SRVDescriptorKey& key) const {
return std::hash<decltype(key.key)>{}(key.key);
}
};
bool operator==(const SRVDescriptorKey& other_key) const {
return key == other_key.key;
}
bool operator!=(const SRVDescriptorKey& other_key) const {
return !(*this == other_key);
}
};
explicit D3D12Texture(D3D12TextureCache& texture_cache,
const TextureKey& key, ID3D12Resource* resource,
D3D12_RESOURCE_STATES resource_state);
~D3D12Texture();
ID3D12Resource* resource() const { return resource_.Get(); }
D3D12_RESOURCE_STATES SetResourceState(D3D12_RESOURCE_STATES new_state) {
D3D12_RESOURCE_STATES old_state = resource_state_;
resource_state_ = new_state;
return old_state;
}
uint32_t GetSRVDescriptorIndex(SRVDescriptorKey descriptor_key) const {
auto it = srv_descriptors_.find(descriptor_key);
return it != srv_descriptors_.cend() ? it->second : UINT32_MAX;
}
void AddSRVDescriptorIndex(SRVDescriptorKey descriptor_key,
uint32_t descriptor_index) {
srv_descriptors_.emplace(descriptor_key, descriptor_index);
}
private:
Microsoft::WRL::ComPtr<ID3D12Resource> resource_;
D3D12_RESOURCE_STATES resource_state_;
// For bindful - indices in the non-shader-visible descriptor cache for
// copying to the shader-visible heap (much faster than recreating, which,
// according to profiling, was often a bottleneck in many games).
// For bindless - indices in the global shader-visible descriptor heap.
std::unordered_map<SRVDescriptorKey, uint32_t, SRVDescriptorKey::Hasher>
srv_descriptors_;
};
static constexpr uint32_t kSRVDescriptorCachePageSize = 65536;
struct SRVDescriptorCachePage {
public:
explicit SRVDescriptorCachePage(ID3D12DescriptorHeap* heap)
: heap_(heap),
heap_start_(heap->GetCPUDescriptorHandleForHeapStart()) {}
SRVDescriptorCachePage(const SRVDescriptorCachePage& page) = delete;
SRVDescriptorCachePage& operator=(const SRVDescriptorCachePage& page) =
delete;
SRVDescriptorCachePage(SRVDescriptorCachePage&& page) {
std::swap(heap_, page.heap_);
std::swap(heap_start_, page.heap_start_);
}
SRVDescriptorCachePage& operator=(SRVDescriptorCachePage&& page) {
std::swap(heap_, page.heap_);
std::swap(heap_start_, page.heap_start_);
return *this;
}
ID3D12DescriptorHeap* heap() const { return heap_.Get(); }
D3D12_CPU_DESCRIPTOR_HANDLE heap_start() const { return heap_start_; }
private:
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> heap_;
D3D12_CPU_DESCRIPTOR_HANDLE heap_start_;
};
struct D3D12TextureBinding {
// Descriptor indices of texture and texture_signed of the respective
// TextureBinding returned from FindOrCreateTextureDescriptor.
uint32_t descriptor_index;
uint32_t descriptor_index_signed;
D3D12TextureBinding() { Reset(); }
void Reset() {
descriptor_index = UINT32_MAX;
descriptor_index_signed = UINT32_MAX;
}
};
class ScaledResolveVirtualBuffer {
public:
explicit ScaledResolveVirtualBuffer(ID3D12Resource* resource,
D3D12_RESOURCE_STATES resource_state)
: resource_(resource), resource_state_(resource_state) {}
ID3D12Resource* resource() const { return resource_.Get(); }
D3D12_RESOURCE_STATES SetResourceState(D3D12_RESOURCE_STATES new_state) {
D3D12_RESOURCE_STATES old_state = resource_state_;
if (old_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
uav_barrier_pending_ = false;
}
resource_state_ = new_state;
return old_state;
}
// After writing through a UAV.
void SetUAVBarrierPending() {
if (resource_state_ == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
uav_barrier_pending_ = true;
}
}
// After an aliasing barrier (which is even stronger than an UAV barrier).
void ClearUAVBarrierPending() { uav_barrier_pending_ = false; }
private:
Microsoft::WRL::ComPtr<ID3D12Resource> resource_;
D3D12_RESOURCE_STATES resource_state_;
bool uav_barrier_pending_ = false;
};
explicit D3D12TextureCache(const RegisterFile& register_file,
D3D12SharedMemory& shared_memory,
uint32_t draw_resolution_scale_x,
uint32_t draw_resolution_scale_y,
D3D12CommandProcessor& command_processor,
bool bindless_resources_used);
bool Initialize();
// Whether decompression is needed on the host (Direct3D only allows creation
// of block-compressed textures with 4x4-aligned dimensions on PC).
static bool IsDecompressionNeeded(xenos::TextureFormat format, uint32_t width,
uint32_t height);
static DXGI_FORMAT GetDXGIResourceFormat(xenos::TextureFormat format,
uint32_t width, uint32_t height) {
const HostFormat& host_format = host_formats_[uint32_t(format)];
return IsDecompressionNeeded(format, width, height)
? host_format.dxgi_format_uncompressed
: host_format.dxgi_format_resource;
}
static DXGI_FORMAT GetDXGIResourceFormat(TextureKey key) {
return GetDXGIResourceFormat(key.format, key.GetWidth(), key.GetHeight());
}
static DXGI_FORMAT GetDXGIUnormFormat(xenos::TextureFormat format,
uint32_t width, uint32_t height) {
const HostFormat& host_format = host_formats_[uint32_t(format)];
return IsDecompressionNeeded(format, width, height)
? host_format.dxgi_format_uncompressed
: host_format.dxgi_format_unorm;
}
static DXGI_FORMAT GetDXGIUnormFormat(TextureKey key) {
return GetDXGIUnormFormat(key.format, key.GetWidth(), key.GetHeight());
}
static LoadMode GetLoadMode(TextureKey key);
static constexpr bool AreDimensionsCompatible(
xenos::FetchOpDimension binding_dimension,
xenos::DataDimension resource_dimension) {
switch (binding_dimension) {
case xenos::FetchOpDimension::k1D:
case xenos::FetchOpDimension::k2D:
return resource_dimension == xenos::DataDimension::k1D ||
resource_dimension == xenos::DataDimension::k2DOrStacked;
case xenos::FetchOpDimension::k3DOrStacked:
return resource_dimension == xenos::DataDimension::k3D;
case xenos::FetchOpDimension::kCube:
return resource_dimension == xenos::DataDimension::kCube;
default:
return false;
}
}
// Returns the index of an existing of a newly created non-shader-visible
// cached (for bindful) or a shader-visible global (for bindless) descriptor,
// or UINT32_MAX if failed to create.
uint32_t FindOrCreateTextureDescriptor(D3D12Texture& texture, bool is_signed,
uint32_t host_swizzle);
void ReleaseTextureDescriptor(uint32_t descriptor_index);
D3D12_CPU_DESCRIPTOR_HANDLE GetTextureDescriptorCPUHandle(
uint32_t descriptor_index) const;
size_t GetScaledResolveBufferCount() const {
assert_true(IsDrawResolutionScaled());
// Make sure any range up to 1 GB is accessible through 1 or 2 buffers.
// 2x2 scale buffers - just one 2 GB buffer for all 2 GB.
// 3x3 scale buffers - 4 buffers:
// +0.0 +0.5 +1.0 +1.5 +2.0 +2.5 +3.0 +3.5 +4.0 +4.5
// |___________________|___________________|
// |___________________|______________|
// Buffer N has an offset of N * 1 GB in the scaled resolve address space.
// The logic is:
// - 2 GB can be accessed through a [0 GB ... 2 GB) buffer - only need one.
// - 2.1 GB needs [0 GB ... 2 GB) and [1 GB ... 2.1 GB) - two buffers.
// - 3 GB needs [0 GB ... 2 GB) and [1 GB ... 3 GB) - two buffers.
// - 3.1 GB needs [0 GB ... 2 GB), [1 GB ... 3 GB) and [2 GB ... 3.1 GB) -
// three buffers.
uint64_t address_space_size =
uint64_t(SharedMemory::kBufferSize) *
(draw_resolution_scale_x() * draw_resolution_scale_y());
return size_t((address_space_size - 1) >> 30);
}
// Returns indices of two scaled resolve virtual buffers that the location in
// memory may be accessible through. May be the same if it's a location near
// the beginning or the end of the address represented only by one buffer.
std::array<size_t, 2> GetPossibleScaledResolveBufferIndices(
uint64_t address_scaled) const {
assert_true(IsDrawResolutionScaled());
size_t address_gb = size_t(address_scaled >> 30);
size_t max_index = GetScaledResolveBufferCount() - 1;
// In different cases for 3x3:
// +0.0 +0.5 +1.0 +1.5 +2.0 +2.5 +3.0 +3.5 +4.0 +4.5
// |12________2________|1_________2________|
// |1_________2________|1_________12__|
return std::array<size_t, 2>{
std::min(address_gb, max_index),
std::min(std::max(address_gb, size_t(1)) - size_t(1), max_index)};
}
// The index is also the gigabyte offset of the buffer from the start of the
// scaled physical memory address space.
size_t GetCurrentScaledResolveBufferIndex() const {
return scaled_resolve_1gb_buffer_indices_
[scaled_resolve_current_range_start_scaled_ >> 30];
}
ScaledResolveVirtualBuffer& GetCurrentScaledResolveBuffer() {
ScaledResolveVirtualBuffer* scaled_resolve_buffer =
scaled_resolve_2gb_buffers_[GetCurrentScaledResolveBufferIndex()].get();
assert_not_null(scaled_resolve_buffer);
return *scaled_resolve_buffer;
}
static const HostFormat host_formats_[64];
D3D12CommandProcessor& command_processor_;
bool bindless_resources_used_;
static const LoadModeInfo load_mode_info_[];
Microsoft::WRL::ComPtr<ID3D12RootSignature> load_root_signature_;
std::array<Microsoft::WRL::ComPtr<ID3D12PipelineState>,
size_t(LoadMode::kCount)>
load_pipelines_;
// Load pipelines for resolution-scaled resolve targets.
std::array<Microsoft::WRL::ComPtr<ID3D12PipelineState>,
size_t(LoadMode::kCount)>
load_pipelines_scaled_;
std::vector<SRVDescriptorCachePage> srv_descriptor_cache_;
uint32_t srv_descriptor_cache_allocated_;
// Indices of cached descriptors used by deleted textures, for reuse.
std::vector<uint32_t> srv_descriptor_cache_free_;
enum class NullSRVDescriptorIndex {
k2DArray,
k3D,
kCube,
kCount,
};
// Contains null SRV descriptors of dimensions from NullSRVDescriptorIndex.
// For copying, not shader-visible.
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> null_srv_descriptor_heap_;
D3D12_CPU_DESCRIPTOR_HANDLE null_srv_descriptor_heap_start_;
std::array<D3D12TextureBinding, xenos::kTextureFetchConstantCount>
d3d12_texture_bindings_;
// Unsupported texture formats used during this frame (for research and
// testing).
enum : uint8_t {
kUnsupportedResourceBit = 1,
kUnsupportedUnormBit = kUnsupportedResourceBit << 1,
kUnsupportedSnormBit = kUnsupportedUnormBit << 1,
};
uint8_t unsupported_format_features_used_[64];
// The tiled buffer for resolved data with resolution scaling.
// Because on Direct3D 12 (at least on Windows 10 2004) typed SRV or UAV
// creation fails for offsets above 4 GB, a single tiled 4.5 GB buffer can't
// be used for 3x3 resolution scaling.
// Instead, "sliding window" buffers allowing to access a single range of up
// to 1 GB (or up to 2 GB, depending on the low bits) at any moment are used.
// Parts of 4.5 GB address space can be accessed through 2 GB buffers as:
// +0.0 +0.5 +1.0 +1.5 +2.0 +2.5 +3.0 +3.5 +4.0 +4.5
// |___________________|___________________| or
// |___________________|______________|
// (2 GB is also the amount of scaled physical memory with 2x resolution
// scale, and older Intel GPUs, while support tiled resources, only support 31
// virtual address bits per resource).
// Index is first gigabyte. Only including buffers containing over 1 GB
// (because otherwise the data will be fully contained in another).
// Size is calculated the same as in GetScaledResolveBufferCount.
std::array<std::unique_ptr<ScaledResolveVirtualBuffer>,
(uint64_t(SharedMemory::kBufferSize) *
(kMaxDrawResolutionScaleAlongAxis *
kMaxDrawResolutionScaleAlongAxis) -
1) /
(UINT32_C(1) << 30)>
scaled_resolve_2gb_buffers_;
// Not very big heaps (16 MB) because they are needed pretty sparsely. One
// 2x-scaled 1280x720x32bpp texture is slighly bigger than 14 MB.
static constexpr uint32_t kScaledResolveHeapSizeLog2 = 24;
static constexpr uint32_t kScaledResolveHeapSize =
uint32_t(1) << kScaledResolveHeapSizeLog2;
static_assert(
(kScaledResolveHeapSize % D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES) == 0,
"Scaled resolve heap size must be a multiple of Direct3D tile size");
static_assert(
kScaledResolveHeapSizeLog2 <= SharedMemory::kBufferSizeLog2,
"Scaled resolve heaps are assumed to be wholly mappable irrespective of "
"resolution scale, never truncated, for example, if the scaled resolve "
"address space is 4.5 GB, but the heap size is 1 GB");
static_assert(
kScaledResolveHeapSizeLog2 <= 30,
"Scaled resolve heaps are assumed to only be wholly mappable to up to "
"two 2 GB buffers");
// Resident portions of the tiled buffer.
std::vector<Microsoft::WRL::ComPtr<ID3D12Heap>> scaled_resolve_heaps_;
// Number of currently resident portions of the tiled buffer, for profiling.
uint32_t scaled_resolve_heap_count_ = 0;
// Current scaled resolve state.
// For aliasing barrier placement, last owning buffer index for each of 1 GB.
size_t
scaled_resolve_1gb_buffer_indices_[(uint64_t(SharedMemory::kBufferSize) *
kMaxDrawResolutionScaleAlongAxis *
kMaxDrawResolutionScaleAlongAxis +
((uint32_t(1) << 30) - 1)) >>
30];
// Range used in the last successful MakeScaledResolveRangeCurrent call.
uint64_t scaled_resolve_current_range_start_scaled_;
uint64_t scaled_resolve_current_range_length_scaled_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_TEXTURE_CACHE_H_