mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
187 lines
6.1 KiB
C++
187 lines
6.1 KiB
C++
// Copyright 2015 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
|
|
#include "VideoBackends/D3D12/D3DBase.h"
|
|
#include "VideoBackends/D3D12/D3DState.h"
|
|
|
|
namespace DX12
|
|
{
|
|
bool operator==(const D3DDescriptorHeapManager::SamplerStateSet& lhs,
|
|
const D3DDescriptorHeapManager::SamplerStateSet& rhs)
|
|
{
|
|
// D3D12TODO: Do something more efficient than this.
|
|
return (!memcmp(&lhs, &rhs, sizeof(D3DDescriptorHeapManager::SamplerStateSet)));
|
|
}
|
|
|
|
D3DDescriptorHeapManager::D3DDescriptorHeapManager(D3D12_DESCRIPTOR_HEAP_DESC* desc,
|
|
ID3D12Device* device,
|
|
unsigned int temporarySlots)
|
|
: m_device(device)
|
|
{
|
|
CheckHR(device->CreateDescriptorHeap(desc, IID_PPV_ARGS(&m_descriptor_heap)));
|
|
|
|
m_descriptor_heap_size = desc->NumDescriptors;
|
|
m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(desc->Type);
|
|
m_gpu_visible = (desc->Flags == D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
|
|
|
|
if (m_gpu_visible)
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC cpu_shadow_heap_desc = *desc;
|
|
cpu_shadow_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
|
|
CheckHR(device->CreateDescriptorHeap(&cpu_shadow_heap_desc,
|
|
IID_PPV_ARGS(&m_descriptor_heap_cpu_shadow)));
|
|
|
|
m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
|
|
m_heap_base_gpu_cpu_shadow = m_descriptor_heap_cpu_shadow->GetCPUDescriptorHandleForHeapStart();
|
|
}
|
|
|
|
m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
|
|
|
|
m_first_temporary_slot_in_heap = m_descriptor_heap_size - temporarySlots;
|
|
m_current_temporary_offset_in_heap = m_first_temporary_slot_in_heap;
|
|
}
|
|
|
|
bool D3DDescriptorHeapManager::Allocate(D3D12_CPU_DESCRIPTOR_HANDLE* cpu_handle,
|
|
D3D12_GPU_DESCRIPTOR_HANDLE* gpu_handle,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE* gpu_handle_cpu_shadow,
|
|
bool temporary)
|
|
{
|
|
bool allocated_from_current_heap = true;
|
|
|
|
if (m_current_permanent_offset_in_heap + 1 >= m_first_temporary_slot_in_heap)
|
|
{
|
|
// If out of room in the heap, start back at beginning.
|
|
allocated_from_current_heap = false;
|
|
m_current_permanent_offset_in_heap = 0;
|
|
}
|
|
|
|
CHECK(!gpu_handle || (gpu_handle && m_gpu_visible),
|
|
"D3D12_GPU_DESCRIPTOR_HANDLE used on non-GPU-visible heap.");
|
|
|
|
if (temporary && m_current_temporary_offset_in_heap + 1 >= m_descriptor_heap_size)
|
|
{
|
|
m_current_temporary_offset_in_heap = m_first_temporary_slot_in_heap;
|
|
}
|
|
|
|
unsigned int heapOffsetToUse =
|
|
temporary ? m_current_temporary_offset_in_heap : m_current_permanent_offset_in_heap;
|
|
|
|
if (m_gpu_visible)
|
|
{
|
|
gpu_handle->ptr = m_heap_base_gpu.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
|
|
if (gpu_handle_cpu_shadow)
|
|
gpu_handle_cpu_shadow->ptr =
|
|
m_heap_base_gpu_cpu_shadow.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
}
|
|
|
|
cpu_handle->ptr = m_heap_base_cpu.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
|
|
if (!temporary)
|
|
{
|
|
m_current_permanent_offset_in_heap++;
|
|
}
|
|
|
|
return allocated_from_current_heap;
|
|
}
|
|
|
|
bool D3DDescriptorHeapManager::AllocateGroup(
|
|
D3D12_CPU_DESCRIPTOR_HANDLE* base_cpu_handle, unsigned int num_handles,
|
|
D3D12_GPU_DESCRIPTOR_HANDLE* base_gpu_handle,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE* base_gpu_handle_cpu_shadow, bool temporary)
|
|
{
|
|
bool allocated_from_current_heap = true;
|
|
|
|
if (m_current_permanent_offset_in_heap + num_handles >= m_first_temporary_slot_in_heap)
|
|
{
|
|
// If out of room in the heap, start back at beginning.
|
|
allocated_from_current_heap = false;
|
|
m_current_permanent_offset_in_heap = 0;
|
|
}
|
|
|
|
CHECK(!base_gpu_handle || (base_gpu_handle && m_gpu_visible),
|
|
"D3D12_GPU_DESCRIPTOR_HANDLE used on non-GPU-visible heap.");
|
|
|
|
if (temporary && m_current_temporary_offset_in_heap + num_handles >= m_descriptor_heap_size)
|
|
{
|
|
m_current_temporary_offset_in_heap = m_first_temporary_slot_in_heap;
|
|
}
|
|
|
|
unsigned int heapOffsetToUse =
|
|
temporary ? m_current_temporary_offset_in_heap : m_current_permanent_offset_in_heap;
|
|
|
|
if (m_gpu_visible)
|
|
{
|
|
base_gpu_handle->ptr = m_heap_base_gpu.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
|
|
if (base_gpu_handle_cpu_shadow)
|
|
base_gpu_handle_cpu_shadow->ptr =
|
|
m_heap_base_gpu_cpu_shadow.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
}
|
|
|
|
base_cpu_handle->ptr = m_heap_base_cpu.ptr + heapOffsetToUse * m_descriptor_increment_size;
|
|
|
|
if (temporary)
|
|
{
|
|
m_current_temporary_offset_in_heap += num_handles;
|
|
}
|
|
else
|
|
{
|
|
m_current_permanent_offset_in_heap += num_handles;
|
|
}
|
|
|
|
return allocated_from_current_heap;
|
|
}
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE
|
|
D3DDescriptorHeapManager::GetHandleForSamplerGroup(SamplerState* sampler_state,
|
|
unsigned int num_sampler_samples)
|
|
{
|
|
auto it = m_sampler_map.find(*reinterpret_cast<SamplerStateSet*>(sampler_state));
|
|
|
|
if (it == m_sampler_map.end())
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE base_sampler_cpu_handle;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE base_sampler_gpu_handle;
|
|
|
|
bool allocatedFromExistingHeap =
|
|
AllocateGroup(&base_sampler_cpu_handle, num_sampler_samples, &base_sampler_gpu_handle);
|
|
|
|
if (!allocatedFromExistingHeap)
|
|
{
|
|
m_sampler_map.clear();
|
|
}
|
|
|
|
for (unsigned int i = 0; i < num_sampler_samples; i++)
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE destinationDescriptor;
|
|
destinationDescriptor.ptr = base_sampler_cpu_handle.ptr + i * D3D::sampler_descriptor_size;
|
|
|
|
D3D::device12->CreateSampler(&StateCache::GetDesc12(sampler_state[i]), destinationDescriptor);
|
|
}
|
|
|
|
m_sampler_map[*reinterpret_cast<SamplerStateSet*>(sampler_state)] = base_sampler_gpu_handle;
|
|
|
|
return base_sampler_gpu_handle;
|
|
}
|
|
else
|
|
{
|
|
return it->second;
|
|
}
|
|
}
|
|
|
|
ID3D12DescriptorHeap* D3DDescriptorHeapManager::GetDescriptorHeap() const
|
|
{
|
|
return m_descriptor_heap;
|
|
}
|
|
|
|
D3DDescriptorHeapManager::~D3DDescriptorHeapManager()
|
|
{
|
|
SAFE_RELEASE(m_descriptor_heap);
|
|
SAFE_RELEASE(m_descriptor_heap_cpu_shadow);
|
|
}
|
|
|
|
} // namespace DX12
|