// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/DescriptorHeapManager.h" #include "Common/Assert.h" #include "VideoBackends/D3D12/DXContext.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { DescriptorHeapManager::DescriptorHeapManager() = default; DescriptorHeapManager::~DescriptorHeapManager() = default; bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors) { D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast(num_descriptors), D3D12_DESCRIPTOR_HEAP_FLAG_NONE}; HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap)); CHECK(SUCCEEDED(hr), "Create descriptor heap"); if (FAILED(hr)) return false; m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart(); m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart(); m_num_descriptors = num_descriptors; m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type); // Set all slots to unallocated (1) const u32 bitset_count = num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0); m_free_slots.resize(bitset_count); for (BitSetType& bs : m_free_slots) bs.flip(); return true; } bool DescriptorHeapManager::Allocate(DescriptorHandle* handle) { // Start past the temporary slots, no point in searching those. for (u32 group = 0; group < m_free_slots.size(); group++) { BitSetType& bs = m_free_slots[group]; if (bs.none()) continue; u32 bit = 0; for (; bit < BITSET_SIZE; bit++) { if (bs[bit]) break; } u32 index = group * BITSET_SIZE + bit; bs[bit] = false; handle->index = index; handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size; handle->gpu_handle.ptr = m_heap_base_gpu.ptr + index * m_descriptor_increment_size; return true; } PanicAlert("Out of fixed descriptors"); return false; } void DescriptorHeapManager::Free(u32 index) { ASSERT(index < m_num_descriptors); u32 group = index / BITSET_SIZE; u32 bit = index % BITSET_SIZE; m_free_slots[group][bit] = true; } void DescriptorHeapManager::Free(const DescriptorHandle& handle) { Free(handle.index); } SamplerHeapManager::SamplerHeapManager() = default; SamplerHeapManager::~SamplerHeapManager() = default; static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& state) { if (state.mipmap_filter == SamplerState::Filter::Linear) { if (state.min_filter == SamplerState::Filter::Linear) { desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ? D3D12_FILTER_MIN_MAG_MIP_LINEAR : D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; } else { desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ? D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR : D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR; } } else { if (state.min_filter == SamplerState::Filter::Linear) { desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ? D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT : D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT; } else { desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ? D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_POINT; } } static constexpr std::array address_modes = { {D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_MIRROR}}; desc->AddressU = address_modes[static_cast(state.wrap_u.Value())]; desc->AddressV = address_modes[static_cast(state.wrap_v.Value())]; desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; desc->MaxLOD = state.max_lod / 16.f; desc->MinLOD = state.min_lod / 16.f; desc->MipLODBias = static_cast(state.lod_bias) / 256.f; desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; if (state.anisotropic_filtering) { desc->Filter = D3D12_FILTER_ANISOTROPIC; desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy; } } bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle) { const auto it = m_sampler_map.find(ss.hex); if (it != m_sampler_map.end()) { *handle = it->second; return true; } if (m_current_offset == m_num_descriptors) { // We can clear at any time because the descriptors are copied prior to execution. // It's still not free, since we have to recreate all our samplers again. WARN_LOG_FMT(VIDEO, "Out of samplers, resetting CPU heap"); Clear(); } D3D12_SAMPLER_DESC desc = {}; GetD3DSamplerDesc(&desc, ss); const D3D12_CPU_DESCRIPTOR_HANDLE new_handle = {m_heap_base_cpu.ptr + m_current_offset * m_descriptor_increment_size}; g_dx_context->GetDevice()->CreateSampler(&desc, new_handle); m_sampler_map.emplace(ss.hex, new_handle); m_current_offset++; *handle = new_handle; return true; } void SamplerHeapManager::Clear() { m_sampler_map.clear(); m_current_offset = 0; } bool SamplerHeapManager::Create(ID3D12Device* device, u32 num_descriptors) { const D3D12_DESCRIPTOR_HEAP_DESC desc = {D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors}; HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap)); CHECK(SUCCEEDED(hr), "Failed to create sampler descriptor heap"); if (FAILED(hr)) return false; m_num_descriptors = num_descriptors; m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart(); return true; } } // namespace DX12