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Xenia-Canary/src/xenia/ui/d3d12/pools.h

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/**
******************************************************************************
* 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_UI_D3D12_POOLS_H_
#define XENIA_UI_D3D12_POOLS_H_
#include <cstdint>
#include "xenia/ui/d3d12/d3d12_api.h"
namespace xe {
namespace ui {
namespace d3d12 {
// Submission index is the fence value or a value derived from it (if reclaiming
// less often than once per fence value, for instance).
class UploadBufferPool {
public:
UploadBufferPool(ID3D12Device* device, uint32_t page_size);
~UploadBufferPool();
void Reclaim(uint64_t completed_submission_index);
void ClearCache();
// Request to write data in a single piece, creating a new page if the current
// one doesn't have enough free space.
uint8_t* Request(uint64_t submission_index, uint32_t size,
ID3D12Resource** buffer_out, uint32_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
// Request to write data in multiple parts, filling the buffer entirely.
uint8_t* RequestPartial(uint64_t submission_index, uint32_t size,
ID3D12Resource** buffer_out, uint32_t* offset_out,
uint32_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
private:
ID3D12Device* device_;
uint32_t page_size_;
struct Page {
ID3D12Resource* buffer;
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
void* mapping;
uint64_t last_submission_index;
Page* next;
};
// A list of buffers with free space, with the first buffer being the one
// currently being filled.
Page* writable_first_ = nullptr;
Page* writable_last_ = nullptr;
// A list of full buffers that can be reclaimed when the GPU doesn't use them
// anymore.
Page* submitted_first_ = nullptr;
Page* submitted_last_ = nullptr;
uint32_t current_page_used_ = 0;
};
class DescriptorHeapPool {
public:
static constexpr uint64_t kHeapIndexInvalid = UINT64_MAX;
DescriptorHeapPool(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size);
~DescriptorHeapPool();
void Reclaim(uint64_t completed_submission_index);
void ClearCache();
// Because all descriptors for a single draw call must be in the same heap,
// sometimes all descriptors, rather than only the modified portion of it,
// needs to be written.
//
// This may happen if there's not enough free space even for a partial update
// in the current heap, or if the heap which contains the unchanged part of
// the descriptors is outdated.
//
// If something uses this pool to do partial updates, it must let this
// function determine whether a partial update is possible. For this purpose,
// this function returns the heap reset index - and it must be called with its
// previous return value for the set of descriptors it's updating.
//
// If this function returns a value that is the same as previous_heap_index, a
// partial update needs to be done - and space for count_for_partial_update is
// allocated.
//
// If it's different, all descriptors must be written again - and space for
// count_for_full_update is allocated.
//
// If kHeapIndexInvalid is returned, there was an error.
//
// This MUST be called even if there's nothing to write in a partial update
// (with count_for_partial_update being 0), because a full update may still be
// required.
uint64_t Request(uint64_t submission_index, uint64_t previous_heap_index,
uint32_t count_for_partial_update,
uint32_t count_for_full_update, uint32_t& index_out);
// The current heap, for binding and actually writing - may be called only
// after a successful request because before a request, the heap may not exist
// yet.
ID3D12DescriptorHeap* GetLastRequestHeap() const {
return writable_first_->heap;
}
D3D12_CPU_DESCRIPTOR_HANDLE GetLastRequestHeapCPUStart() const {
return writable_first_->cpu_start;
}
D3D12_GPU_DESCRIPTOR_HANDLE GetLastRequestHeapGPUStart() const {
return writable_first_->gpu_start;
}
private:
ID3D12Device* device_;
D3D12_DESCRIPTOR_HEAP_TYPE type_;
uint32_t page_size_;
struct Page {
ID3D12DescriptorHeap* heap;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_start;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_start;
uint64_t last_submission_index;
Page* next;
};
// A list of heap with free space, with the first buffer being the one
// currently being filled.
Page* writable_first_ = nullptr;
Page* writable_last_ = nullptr;
// A list of full heaps that can be reclaimed when the GPU doesn't use them
// anymore.
Page* submitted_first_ = nullptr;
Page* submitted_last_ = nullptr;
// Monotonically increased when a new request is going to a different
// ID3D12DescriptorHeap than the one that may be bound currently. See Request
// for more information.
uint64_t current_heap_index_ = 0;
uint32_t current_page_used_ = 0;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_POOLS_H_