137 lines
5.0 KiB
C++
137 lines
5.0 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 2020 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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#include "xenia/ui/d3d12/d3d12_descriptor_heap_pool.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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D3D12DescriptorHeapPool::D3D12DescriptorHeapPool(
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ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t page_size)
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: device_(device), type_(type), page_size_(page_size) {}
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D3D12DescriptorHeapPool::~D3D12DescriptorHeapPool() { ClearCache(); }
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void D3D12DescriptorHeapPool::Reclaim(uint64_t completed_submission_index) {
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while (submitted_first_) {
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if (submitted_first_->last_submission_index > completed_submission_index) {
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break;
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}
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if (writable_last_) {
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writable_last_->next = submitted_first_;
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} else {
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writable_first_ = submitted_first_;
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}
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writable_last_ = submitted_first_;
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submitted_first_ = submitted_first_->next;
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writable_last_->next = nullptr;
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}
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if (!submitted_first_) {
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submitted_last_ = nullptr;
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}
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}
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void D3D12DescriptorHeapPool::ClearCache() {
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// Not checking current_page_used_ != 0 because asking for 0 descriptors
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// returns a valid heap also - but actually the new heap will be different now
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// and the old one must be unbound since it doesn't exist anymore.
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++current_heap_index_;
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current_page_used_ = 0;
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while (submitted_first_) {
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auto next = submitted_first_->next;
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submitted_first_->heap->Release();
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delete submitted_first_;
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submitted_first_ = next;
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}
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submitted_last_ = nullptr;
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while (writable_first_) {
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auto next = writable_first_->next;
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writable_first_->heap->Release();
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delete writable_first_;
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writable_first_ = next;
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}
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writable_last_ = nullptr;
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}
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uint64_t D3D12DescriptorHeapPool::Request(uint64_t submission_index,
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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,
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uint32_t& index_out) {
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assert_true(count_for_partial_update <= count_for_full_update);
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assert_true(count_for_full_update <= page_size_);
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if (count_for_partial_update > count_for_full_update ||
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count_for_full_update > page_size_) {
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return kHeapIndexInvalid;
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}
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assert_true(!current_page_used_ ||
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submission_index >= writable_first_->last_submission_index);
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assert_true(!submitted_last_ ||
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submission_index >= submitted_last_->last_submission_index);
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// If the last full update happened on the current page, a partial update is
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// possible.
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uint32_t count = previous_heap_index == current_heap_index_
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? count_for_partial_update
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: count_for_full_update;
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// Go to the next page if there's not enough free space on the current one,
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// or because the previous page may be outdated. In this case, a full update
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// is necessary.
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if (page_size_ - current_page_used_ < count) {
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// Close the page that was current.
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if (submitted_last_) {
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submitted_last_->next = writable_first_;
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} else {
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submitted_first_ = writable_first_;
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}
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submitted_last_ = writable_first_;
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writable_first_ = writable_first_->next;
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submitted_last_->next = nullptr;
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if (!writable_first_) {
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writable_last_ = nullptr;
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}
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++current_heap_index_;
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current_page_used_ = 0;
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count = count_for_full_update;
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}
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// Create the page if needed (may be the first call for the page).
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if (!writable_first_) {
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D3D12_DESCRIPTOR_HEAP_DESC new_heap_desc;
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new_heap_desc.Type = type_;
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new_heap_desc.NumDescriptors = page_size_;
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new_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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new_heap_desc.NodeMask = 0;
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ID3D12DescriptorHeap* new_heap;
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if (FAILED(device_->CreateDescriptorHeap(&new_heap_desc,
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IID_PPV_ARGS(&new_heap)))) {
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XELOGE("Failed to create a heap for {} shader-visible descriptors",
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page_size_);
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return kHeapIndexInvalid;
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}
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writable_first_ = new Page;
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writable_first_->heap = new_heap;
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writable_first_->cpu_start = new_heap->GetCPUDescriptorHandleForHeapStart();
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writable_first_->gpu_start = new_heap->GetGPUDescriptorHandleForHeapStart();
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writable_first_->last_submission_index = submission_index;
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writable_first_->next = nullptr;
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writable_last_ = writable_first_;
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}
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writable_first_->last_submission_index = submission_index;
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index_out = current_page_used_;
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current_page_used_ += count;
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return current_heap_index_;
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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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