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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <deque>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D12/Common.h"
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namespace DX12
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{
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class StreamBuffer
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{
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public:
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StreamBuffer();
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~StreamBuffer();
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bool AllocateBuffer(u32 size);
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ID3D12Resource* GetBuffer() const { return m_buffer; }
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D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
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u8* GetHostPointer() const { return m_host_pointer; }
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u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
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D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const
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{
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return m_gpu_pointer + m_current_offset;
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}
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u32 GetSize() const { return m_size; }
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u32 GetCurrentOffset() const { return m_current_offset; }
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bool ReserveMemory(u32 num_bytes, u32 alignment);
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void CommitMemory(u32 final_num_bytes);
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private:
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void UpdateCurrentFencePosition();
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void UpdateGPUPosition();
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// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
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bool WaitForClearSpace(u32 num_bytes);
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u32 m_size = 0;
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u32 m_current_offset = 0;
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u32 m_current_gpu_position = 0;
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u32 m_last_allocation_size = 0;
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ID3D12Resource* m_buffer = nullptr;
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D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
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u8* m_host_pointer = nullptr;
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// List of fences and the corresponding positions in the buffer
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std::deque<std::pair<u64, u32>> m_tracked_fences;
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};
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} // namespace DX12
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