// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DDescriptorHeapManager.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(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(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