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190 lines
5 KiB
C++
190 lines
5 KiB
C++
#pragma once
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#include "D3D12Utils.h"
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#include "d3dx12.h"
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#include "../Common/ring_buffer_helper.h"
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#include <list>
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#include <mutex>
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struct d3d12_data_heap : public data_heap
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{
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ComPtr<ID3D12Resource> m_heap;
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public:
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d3d12_data_heap() = default;
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~d3d12_data_heap() = default;
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d3d12_data_heap(const d3d12_data_heap&) = delete;
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d3d12_data_heap(d3d12_data_heap&&) = delete;
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template <typename... arg_type>
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void init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_RESOURCE_STATES state)
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{
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m_size = heap_size;
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m_put_pos = 0;
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m_get_pos = heap_size - 1;
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D3D12_HEAP_PROPERTIES heap_properties = {};
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heap_properties.Type = type;
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CHECK_HRESULT(device->CreateCommittedResource(&heap_properties,
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(heap_size),
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state,
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nullptr,
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IID_PPV_ARGS(m_heap.GetAddressOf()))
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);
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}
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template<typename T>
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T* map(const D3D12_RANGE &range)
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{
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void *buffer;
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CHECK_HRESULT(m_heap->Map(0, &range, &buffer));
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void *mapped_buffer = (char*)buffer + range.Begin;
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return static_cast<T*>(mapped_buffer);
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}
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template<typename T>
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T* map(size_t heap_offset)
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{
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void *buffer;
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CHECK_HRESULT(m_heap->Map(0, nullptr, &buffer));
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void *mapped_buffer = (char*)buffer + heap_offset;
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return static_cast<T*>(mapped_buffer);
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}
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void unmap(const D3D12_RANGE &range)
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{
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m_heap->Unmap(0, &range);
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}
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void unmap()
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{
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m_heap->Unmap(0, nullptr);
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}
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ID3D12Resource* get_heap()
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{
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return m_heap.Get();
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}
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};
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struct texture_entry
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{
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u8 m_format;
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bool m_is_dirty;
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size_t m_width;
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size_t m_height;
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size_t m_mipmap;
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size_t m_depth;
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texture_entry() : m_format(0), m_width(0), m_height(0), m_depth(0), m_is_dirty(true)
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{}
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texture_entry(u8 f, size_t w, size_t h, size_t d, size_t m) : m_format(f), m_width(w), m_height(h), m_depth(d), m_is_dirty(false), m_mipmap(m)
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{}
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bool operator==(const texture_entry &other)
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{
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return (m_format == other.m_format && m_width == other.m_width && m_height == other.m_height && m_mipmap == other.m_mipmap && m_depth == other.m_depth);
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}
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};
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/**
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* Manages cache of data (texture/vertex/index)
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*/
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struct data_cache
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{
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private:
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/**
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* Mutex protecting m_dataCache access
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* Memory protection fault catch can be generated by any thread and
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* modifies it.
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*/
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std::mutex m_mut;
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std::unordered_map<u64, std::pair<texture_entry, ComPtr<ID3D12Resource>> > m_address_to_data; // Storage
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std::list <std::tuple<u64, u32, u32> > m_protected_ranges; // address, start of protected range, size of protected range
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public:
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data_cache() = default;
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~data_cache() = default;
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data_cache(const data_cache&) = delete;
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data_cache(data_cache&&) = delete;
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void store_and_protect_data(u64 key, u32 start, size_t size, u8 format, size_t w, size_t h, size_t d, size_t m, ComPtr<ID3D12Resource> data);
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/**
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* Make memory from start to start + size write protected.
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* Associate key to this range so that when a write is detected, data at key is marked dirty.
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*/
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void protect_data(u64 key, u32 start, size_t size);
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/**
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* Remove all data containing addr from cache, unprotect them. Returns false if no data is modified.
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*/
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bool invalidate_address(u32 addr);
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std::pair<texture_entry, ComPtr<ID3D12Resource> > *find_data_if_available(u64 key);
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void unprotect_all();
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/**
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* Remove data stored at key, and returns a ComPtr owning it.
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* The caller is responsible for releasing the ComPtr.
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*/
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ComPtr<ID3D12Resource> remove_from_cache(u64 key);
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};
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/**
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* Stores data that are "ping ponged" between frame.
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* For instance command allocator : maintains 2 command allocators and
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* swap between them when frame is flipped.
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*/
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struct resource_storage
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{
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resource_storage() = default;
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~resource_storage() = default;
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resource_storage(const resource_storage&) = delete;
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resource_storage(resource_storage&&) = delete;
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bool in_use; // False until command list has been populated at least once
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ComPtr<ID3D12Fence> frame_finished_fence;
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UINT64 fence_value;
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HANDLE frame_finished_handle;
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// Pointer to device, not owned by ResourceStorage
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ID3D12Device *m_device;
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ComPtr<ID3D12CommandAllocator> command_allocator;
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ComPtr<ID3D12GraphicsCommandList> command_list;
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// Descriptor heap
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ComPtr<ID3D12DescriptorHeap> descriptors_heap;
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size_t descriptors_heap_index;
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// Sampler heap
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ComPtr<ID3D12DescriptorHeap> sampler_descriptor_heap[2];
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size_t sampler_descriptors_heap_index;
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size_t current_sampler_index;
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size_t render_targets_descriptors_heap_index;
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ComPtr<ID3D12DescriptorHeap> render_targets_descriptors_heap;
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size_t depth_stencil_descriptor_heap_index;
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ComPtr<ID3D12DescriptorHeap> depth_stencil_descriptor_heap;
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ComPtr<ID3D12Resource> ram_framebuffer;
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/// Texture that were invalidated
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std::list<ComPtr<ID3D12Resource> > dirty_textures;
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/**
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* Start position in heaps of resources used for this frame.
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* This means newer resources shouldn't allocate memory crossing this position
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* until the frame rendering is over.
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*/
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size_t buffer_heap_get_pos;
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size_t readback_heap_get_pos;
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void reset();
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void init(ID3D12Device *device);
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void set_new_command_list();
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void wait_and_clean();
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void release();
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};
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