49 lines
1.2 KiB
C++
49 lines
1.2 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 <memory>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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namespace DX12
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{
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class BoundingBox
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{
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public:
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~BoundingBox();
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static std::unique_ptr<BoundingBox> Create();
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const DescriptorHandle& GetGPUDescriptor() const { return m_gpu_descriptor; }
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s32 Get(size_t index);
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void Set(size_t index, s32 value);
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void Invalidate();
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void Flush();
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private:
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using ValueType = s32;
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static const u32 NUM_VALUES = 4;
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static const u32 BUFFER_SIZE = sizeof(ValueType) * NUM_VALUES;
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static const u32 MAX_UPDATES_PER_FRAME = 128;
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static const u32 STREAM_BUFFER_SIZE = BUFFER_SIZE * MAX_UPDATES_PER_FRAME;
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BoundingBox();
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bool CreateBuffers();
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void Readback();
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// Three buffers: GPU for read/write, CPU for reading back, and CPU for staging changes.
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ComPtr<ID3D12Resource> m_gpu_buffer;
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ComPtr<ID3D12Resource> m_readback_buffer;
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StreamBuffer m_upload_buffer;
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DescriptorHandle m_gpu_descriptor;
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std::array<ValueType, NUM_VALUES> m_values = {};
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std::array<bool, NUM_VALUES> m_dirty = {};
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bool m_valid = true;
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};
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}; // namespace DX12
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