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75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <bitset>
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#include <unordered_map>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoCommon/RenderState.h"
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namespace DX12
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{
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// This class provides an abstraction for D3D12 descriptor heaps.
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struct DescriptorHandle final
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{
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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u32 index;
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operator bool() const { return cpu_handle.ptr != 0; }
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};
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class DescriptorHeapManager final
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{
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public:
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DescriptorHeapManager();
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~DescriptorHeapManager();
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
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u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
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bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
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bool Allocate(DescriptorHandle* handle);
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void Free(const DescriptorHandle& handle);
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void Free(u32 index);
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private:
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ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
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u32 m_num_descriptors = 0;
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u32 m_descriptor_increment_size = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
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static constexpr u32 BITSET_SIZE = 1024;
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using BitSetType = std::bitset<BITSET_SIZE>;
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std::vector<BitSetType> m_free_slots = {};
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};
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class SamplerHeapManager final
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{
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public:
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SamplerHeapManager();
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~SamplerHeapManager();
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
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bool Create(ID3D12Device* device, u32 num_descriptors);
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bool Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle);
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void Clear();
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private:
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ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
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u32 m_num_descriptors = 0;
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u32 m_descriptor_increment_size = 0;
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u32 m_current_offset = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu;
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std::unordered_map<SamplerState::StorageType, D3D12_CPU_DESCRIPTOR_HANDLE> m_sampler_map;
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};
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} // namespace DX12
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