Files
Xenia-Canary/src/xenia/ui/d3d12/d3d12_upload_buffer_pool.cc
Triang3l fe3f0f26e4 [UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing
[UI] Add FidelityFX FSR and CAS post-processing
[UI] Add blue noise dithering from 10bpc to 8bpc
[GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color
[UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event
[UI] Allow variable refresh rate (or tearing)
[UI] Present the newest frame (restart) on DXGI
[UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management
[UI] Connect presentation to windows via the Surface class, not native window handles
[Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around
[Vulkan] Lower the minimum required Vulkan version to 1.0
[UI/GPU] Various cleanup, mainly ComPtr usage
[UI] Support per-monitor DPI awareness v2 on Windows
[UI] DPI-scale Dear ImGui
[UI] Replace the remaining non-detachable window delegates with unified window event and input listeners
[UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem
[UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing
[UI] Add explicit window lifecycle phases
[UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback
[UI] GTK: Apply the initial size to the drawing area
[UI] Limit internal UI frame rate to that of the monitor
[UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
2022-01-29 13:22:03 +03:00

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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. *
******************************************************************************
*/
#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_.Get();
}
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_.Get();
}
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);
Microsoft::WRL::ComPtr<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;
}
// Unmapping will be done implicitly when the resource is destroyed.
return new D3D12Page(buffer.Get(), mapping);
}
D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
void* mapping)
: buffer_(buffer), mapping_(mapping) {
gpu_address_ = buffer_->GetGPUVirtualAddress();
}
} // namespace d3d12
} // namespace ui
} // namespace xe