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Xenia-Canary/src/xenia/ui/d3d12/d3d12_upload_buffer_pool.cc

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C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_util.h"
namespace xe {
namespace ui {
namespace d3d12 {
// Align to D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT not to waste any space if
// it's smaller (the size of the heap backing the buffer will be aligned to
// D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT anyway).
D3D12UploadBufferPool::D3D12UploadBufferPool(const D3D12Provider& provider,
size_t page_size)
: GraphicsUploadBufferPool(xe::align(
page_size, size_t(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT))),
provider_(provider) {}
uint8_t* D3D12UploadBufferPool::Request(
uint64_t submission_index, size_t size, size_t alignment,
ID3D12Resource** buffer_out, size_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
size_t offset;
const D3D12Page* page =
static_cast<const D3D12Page*>(GraphicsUploadBufferPool::Request(
submission_index, size, alignment, offset));
if (!page) {
return nullptr;
}
if (buffer_out) {
*buffer_out = page->buffer_;
}
if (offset_out) {
*offset_out = offset;
}
if (gpu_address_out) {
*gpu_address_out = page->gpu_address_ + offset;
}
return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
}
uint8_t* D3D12UploadBufferPool::RequestPartial(
uint64_t submission_index, size_t size, size_t alignment,
ID3D12Resource** buffer_out, size_t* offset_out, size_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
size_t offset, size_obtained;
const D3D12Page* page =
static_cast<const D3D12Page*>(GraphicsUploadBufferPool::RequestPartial(
submission_index, size, alignment, offset, size_obtained));
if (!page) {
return nullptr;
}
if (buffer_out) {
*buffer_out = page->buffer_;
}
if (offset_out) {
*offset_out = offset;
}
if (size_out) {
*size_out = size_obtained;
}
if (gpu_address_out) {
*gpu_address_out = page->gpu_address_ + offset;
}
return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
}
GraphicsUploadBufferPool::Page*
D3D12UploadBufferPool::CreatePageImplementation() {
D3D12_RESOURCE_DESC buffer_desc;
util::FillBufferResourceDesc(buffer_desc, page_size_,
D3D12_RESOURCE_FLAG_NONE);
ID3D12Resource* buffer;
if (FAILED(provider_.GetDevice()->CreateCommittedResource(
&util::kHeapPropertiesUpload, provider_.GetHeapFlagCreateNotZeroed(),
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&buffer)))) {
XELOGE("Failed to create a D3D upload buffer with {} bytes", page_size_);
return nullptr;
}
D3D12_RANGE read_range;
read_range.Begin = 0;
read_range.End = 0;
void* mapping;
if (FAILED(buffer->Map(0, &read_range, &mapping))) {
XELOGE("Failed to map a D3D upload buffer with {} bytes", page_size_);
buffer->Release();
return nullptr;
}
D3D12Page* page = new D3D12Page(buffer, mapping);
// Owned by the page now.
buffer->Release();
return page;
}
D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
void* mapping)
: buffer_(buffer), mapping_(mapping) {
buffer_->AddRef();
gpu_address_ = buffer_->GetGPUVirtualAddress();
}
D3D12UploadBufferPool::D3D12Page::~D3D12Page() {
// Unmapping is done implicitly when the buffer is destroyed.
buffer_->Release();
}
} // namespace d3d12
} // namespace ui
} // namespace xe