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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_primitive_processor.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2021 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_
#define XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_
#include <cstdint>
#include <deque>
#include <memory>
#include "xenia/base/assert.h"
#include "xenia/gpu/primitive_processor.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor;
class D3D12PrimitiveProcessor final : public PrimitiveProcessor {
public:
D3D12PrimitiveProcessor(const RegisterFile& register_file, Memory& memory,
TraceWriter& trace_writer,
SharedMemory& shared_memory,
D3D12CommandProcessor& command_processor)
: PrimitiveProcessor(register_file, memory, trace_writer, shared_memory),
command_processor_(command_processor) {}
~D3D12PrimitiveProcessor();
bool Initialize();
void Shutdown(bool from_destructor = false);
void ClearCache() { frame_index_buffer_pool_->ClearCache(); }
void CompletedSubmissionUpdated();
void BeginSubmission();
void BeginFrame();
void EndFrame();
D3D12_GPU_VIRTUAL_ADDRESS GetBuiltinIndexBufferGpuAddress(
size_t handle) const {
assert_not_null(builtin_index_buffer_);
return D3D12_GPU_VIRTUAL_ADDRESS(builtin_index_buffer_gpu_address_ +
GetBuiltinIndexBufferOffsetBytes(handle));
}
D3D12_GPU_VIRTUAL_ADDRESS GetConvertedIndexBufferGpuAddress(
size_t handle) const {
return frame_index_buffers_[handle];
}
protected:
bool InitializeBuiltinIndexBuffer(
size_t size_bytes, std::function<void(void*)> fill_callback) override;
void* RequestHostConvertedIndexBufferForCurrentFrame(
xenos::IndexFormat format, uint32_t index_count, bool coalign_for_simd,
uint32_t coalignment_original_address,
size_t& backend_handle_out) override;
private:
D3D12CommandProcessor& command_processor_;
Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_;
D3D12_GPU_VIRTUAL_ADDRESS builtin_index_buffer_gpu_address_ = 0;
// Temporary buffer copied in the beginning of the first submission for
// uploading to builtin_index_buffer_, destroyed when the submission when it
// was uploaded is completed.
Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_upload_;
// UINT64_MAX means not uploaded yet and needs uploading in the first
// submission (if the upload buffer exists at all).
uint64_t builtin_index_buffer_upload_submission_ = UINT64_MAX;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> frame_index_buffer_pool_;
// Indexed by the backend handles.
std::deque<D3D12_GPU_VIRTUAL_ADDRESS> frame_index_buffers_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_PRIMITIVE_PROCESSOR_H_