152 lines
5.3 KiB
C++
152 lines
5.3 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_UI_D3D12_POOLS_H_
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#define XENIA_UI_D3D12_POOLS_H_
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#include <cstdint>
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#include "xenia/ui/d3d12/d3d12_api.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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// Submission index is the fence value or a value derived from it (if reclaiming
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// less often than once per fence value, for instance).
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class UploadBufferPool {
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public:
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UploadBufferPool(ID3D12Device* device, uint32_t page_size);
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~UploadBufferPool();
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void Reclaim(uint64_t completed_submission_index);
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void ClearCache();
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// Request to write data in a single piece, creating a new page if the current
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// one doesn't have enough free space.
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uint8_t* Request(uint64_t submission_index, uint32_t size,
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ID3D12Resource** buffer_out, uint32_t* offset_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
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// Request to write data in multiple parts, filling the buffer entirely.
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uint8_t* RequestPartial(uint64_t submission_index, uint32_t size,
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ID3D12Resource** buffer_out, uint32_t* offset_out,
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uint32_t* size_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
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private:
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ID3D12Device* device_;
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uint32_t page_size_;
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struct Page {
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ID3D12Resource* buffer;
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D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
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void* mapping;
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uint64_t last_submission_index;
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Page* next;
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};
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// A list of buffers with free space, with the first buffer being the one
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// currently being filled.
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Page* writable_first_ = nullptr;
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Page* writable_last_ = nullptr;
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// A list of full buffers that can be reclaimed when the GPU doesn't use them
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// anymore.
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Page* submitted_first_ = nullptr;
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Page* submitted_last_ = nullptr;
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uint32_t current_page_used_ = 0;
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};
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class DescriptorHeapPool {
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public:
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static constexpr uint64_t kHeapIndexInvalid = UINT64_MAX;
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DescriptorHeapPool(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
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uint32_t page_size);
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~DescriptorHeapPool();
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void Reclaim(uint64_t completed_submission_index);
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void ClearCache();
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// Because all descriptors for a single draw call must be in the same heap,
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// sometimes all descriptors, rather than only the modified portion of it,
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// needs to be written.
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//
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// This may happen if there's not enough free space even for a partial update
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// in the current heap, or if the heap which contains the unchanged part of
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// the descriptors is outdated.
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//
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// If something uses this pool to do partial updates, it must let this
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// function determine whether a partial update is possible. For this purpose,
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// this function returns the heap reset index - and it must be called with its
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// previous return value for the set of descriptors it's updating.
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//
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// If this function returns a value that is the same as previous_heap_index, a
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// partial update needs to be done - and space for count_for_partial_update is
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// allocated.
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//
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// If it's different, all descriptors must be written again - and space for
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// count_for_full_update is allocated.
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//
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// If kHeapIndexInvalid is returned, there was an error.
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//
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// This MUST be called even if there's nothing to write in a partial update
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// (with count_for_partial_update being 0), because a full update may still be
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// required.
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uint64_t Request(uint64_t submission_index, uint64_t previous_heap_index,
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uint32_t count_for_partial_update,
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uint32_t count_for_full_update, uint32_t& index_out);
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// The current heap, for binding and actually writing - may be called only
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// after a successful request because before a request, the heap may not exist
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// yet.
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ID3D12DescriptorHeap* GetLastRequestHeap() const {
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return writable_first_->heap;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE GetLastRequestHeapCPUStart() const {
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return writable_first_->cpu_start;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE GetLastRequestHeapGPUStart() const {
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return writable_first_->gpu_start;
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}
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private:
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ID3D12Device* device_;
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D3D12_DESCRIPTOR_HEAP_TYPE type_;
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uint32_t page_size_;
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struct Page {
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ID3D12DescriptorHeap* heap;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_start;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_start;
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uint64_t last_submission_index;
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Page* next;
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};
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// A list of heap with free space, with the first buffer being the one
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// currently being filled.
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Page* writable_first_ = nullptr;
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Page* writable_last_ = nullptr;
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// A list of full heaps that can be reclaimed when the GPU doesn't use them
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// anymore.
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Page* submitted_first_ = nullptr;
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Page* submitted_last_ = nullptr;
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// Monotonically increased when a new request is going to a different
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// ID3D12DescriptorHeap than the one that may be bound currently. See Request
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// for more information.
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uint64_t current_heap_index_ = 0;
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uint32_t current_page_used_ = 0;
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};
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_D3D12_POOLS_H_
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