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Xenia-Canary/src/xenia/gpu/d3d12/shared_memory.h
2018-08-23 19:50:11 +03:00

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C++

/**
******************************************************************************
* 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 <vector>
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/pools.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor;
// 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(D3D12CommandProcessor* command_processor, Memory* memory);
~SharedMemory();
bool Initialize();
void Shutdown();
ID3D12Resource* GetBuffer() const { return buffer_; }
D3D12_GPU_VIRTUAL_ADDRESS GetGPUAddress() const {
return buffer_gpu_address_;
}
void BeginFrame();
void EndFrame();
typedef void (*WatchCallback)(void* context, void* data, uint64_t argument);
typedef void* WatchHandle;
// Registers a callback invoked when something is written to the specified
// memory range by the CPU or (if triggered explicitly - such as by a resolve)
// the GPU.
//
// Generally the context is the subsystem pointer (for example, the
// texture cache), the data is the object (such as a texture), and the
// argument is additional subsystem/object-specific data (such as whether the
// range belongs to the base mip level or to the rest of the mips).
//
// The callback is called with the mutex locked. Do NOT watch or unwatch
// ranges from within it! The watch for the callback is cancelled after the
// callback - the handle becomes invalid.
WatchHandle WatchMemoryRange(uint32_t start, uint32_t length,
WatchCallback callback, void* callback_context,
void* callback_data, uint64_t callback_argument);
// Unregisters previously registered watched memory range.
void UnwatchMemoryRange(WatchHandle handle);
// Locks the mutex that gets locked when watch callbacks are invoked - must be
// done when checking variables that may be changed by a watch callback.
inline void LockWatchMutex() { validity_mutex_.lock(); }
inline void UnlockWatchMutex() { validity_mutex_.unlock(); }
// Ensures the buffer tiles backing the range are resident, but doesn't upload
// anything.
bool MakeTilesResident(uint32_t start, uint32_t length);
// Checks if the range has been updated, uploads new data if needed and
// ensures the buffer tiles backing the range are resident. May transition the
// tiled buffer to copy destination - call this before UseForReading or
// UseForWriting. Returns true if the range has been fully updated and is
// usable.
bool RequestRange(uint32_t start, uint32_t length);
// Marks the range as containing GPU-generated data (such as resolves),
// triggering modification callbacks, making it valid (so pages are not
// copied from the main memory until they're modified by the CPU) and
// protecting it.
void RangeWrittenByGPU(uint32_t start, uint32_t length);
// Makes the buffer usable for vertices, indices and texture untiling.
void UseForReading();
// Makes the buffer usable for texture tiling after a resolve.
void UseForWriting();
void CreateSRV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
void CreateRawUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
private:
D3D12CommandProcessor* command_processor_;
Memory* memory_;
// 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_;
// Mutex between the exception handler and the command processor, to be locked
// when checking or updating validity of pages/ranges.
std::recursive_mutex validity_mutex_;
// ***************************************************************************
// Things below should be protected by validity_mutex_.
// ***************************************************************************
// Bit vector containing whether physical memory system pages are up to date.
std::vector<uint64_t> valid_pages_;
// Mark the memory range as updated and protect it.
void MakeRangeValid(uint32_t valid_page_first, uint32_t valid_page_count);
// Whether each physical page is protected by the GPU code (after uploading).
std::vector<uint64_t> protected_pages_;
// Memory access callback.
static bool MemoryWriteCallbackThunk(void* context_ptr, uint32_t address);
bool MemoryWriteCallback(uint32_t address);
struct WatchNode;
// Watched range placed by other GPU subsystems.
struct WatchRange {
union {
struct {
WatchCallback callback;
void* callback_context;
void* callback_data;
uint64_t callback_argument;
WatchNode* node_first;
uint32_t page_first;
uint32_t page_last;
};
WatchRange* next_free;
};
};
// Node for faster checking of watches when pages have been written to - all
// 512 MB are split into smaller equally sized buckets, and then ranges are
// linearly checked.
struct WatchNode {
union {
struct {
WatchRange* range;
// Link to another node of this watched range in the next bucket.
WatchNode* range_node_next;
// Links to nodes belonging to other watched ranges in the bucket.
WatchNode* bucket_node_previous;
WatchNode* bucket_node_next;
};
WatchNode* next_free;
};
};
static constexpr uint32_t kWatchBucketSizeLog2 = 22;
static constexpr uint32_t kWatchBucketCount =
1 << (kBufferSizeLog2 - kWatchBucketSizeLog2);
WatchNode* watch_buckets_[kWatchBucketCount] = {};
// Allocation from pools - taking new WatchRanges and WatchNodes from the free
// list, and if there are none, creating a pool if the current one is fully
// used, and linearly allocating from the current pool.
static constexpr uint32_t kWatchRangePoolSize = 8192;
static constexpr uint32_t kWatchNodePoolSize = 8192;
std::vector<WatchRange*> watch_range_pools_;
std::vector<WatchNode*> watch_node_pools_;
uint32_t watch_range_current_pool_allocated_ = 0;
uint32_t watch_node_current_pool_allocated_ = 0;
WatchRange* watch_range_first_free_ = nullptr;
WatchNode* watch_node_first_free_ = nullptr;
// Unlinks and frees the range and its nodes. Call this with the mutex locked.
void UnlinkWatchRange(WatchRange* range);
// ***************************************************************************
// Things above should be protected by validity_mutex_.
// ***************************************************************************
// First page and length in pages.
typedef std::pair<uint32_t, uint32_t> UploadRange;
// Ranges that need to be uploaded, generated by GetRangesToUpload (a
// persistently allocated vector).
std::vector<UploadRange> upload_ranges_;
void GetRangesToUpload(uint32_t request_page_first,
uint32_t request_page_count);
std::unique_ptr<ui::d3d12::UploadBufferPool> upload_buffer_pool_ = nullptr;
void TransitionBuffer(D3D12_RESOURCE_STATES new_state);
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_SHARED_MEMORY_H_