387 lines
12 KiB
C++
387 lines
12 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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namespace DX12
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{
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D3DStreamBuffer::D3DStreamBuffer(size_t initial_size, size_t max_size, bool* buffer_reallocation_notification) :
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m_buffer_size(initial_size),
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m_buffer_max_size(max_size),
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m_buffer_reallocation_notification(buffer_reallocation_notification)
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{
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CHECK(initial_size <= max_size, "Error: Initial size for D3DStreamBuffer is greater than max_size.");
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AllocateBuffer(initial_size);
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// Register for callback from D3DCommandListManager each time a fence is queued to be signaled.
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m_buffer_tracking_fence = D3D::command_list_mgr->RegisterQueueFenceCallback(this, &D3DStreamBuffer::QueueFenceCallback);
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}
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D3DStreamBuffer::~D3DStreamBuffer()
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{
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D3D::command_list_mgr->RemoveQueueFenceCallback(this);
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m_buffer->Unmap(0, nullptr);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_buffer);
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}
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// Function returns true if (worst case), needed to flush existing command list in order to
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// ensure the GPU finished with current use of buffer. The calling function will need to take
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// care to reset GPU state to what it was previously.
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// Obviously this is non-performant, so the buffer max_size should be large enough to
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// ensure this never happens.
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bool D3DStreamBuffer::AllocateSpaceInBuffer(size_t allocation_size, size_t alignment, bool allow_execute)
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{
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CHECK(allocation_size <= m_buffer_max_size, "Error: Requested allocation size in D3DStreamBuffer is greater than max allowed size of backing buffer.");
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if (alignment && m_buffer_offset > 0)
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{
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size_t padding = m_buffer_offset % alignment;
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// Check for case when adding alignment causes CPU offset to equal GPU offset,
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// which would imply entire buffer is available (if not corrected).
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if (m_buffer_offset < m_buffer_gpu_completion_offset &&
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m_buffer_offset + alignment - padding >= m_buffer_gpu_completion_offset)
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{
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m_buffer_gpu_completion_offset++;
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}
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m_buffer_offset += alignment - padding;
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if (m_buffer_offset > m_buffer_size)
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{
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m_buffer_offset = 0;
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// Correct for case where CPU was about to run into GPU.
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if (m_buffer_gpu_completion_offset == 0)
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m_buffer_gpu_completion_offset = 1;
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}
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}
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// First, check if there is available (not-in-use-by-GPU) space in existing buffer.
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if (AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(allocation_size))
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{
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return false;
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}
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// Slow path. No room at front, or back, due to the GPU still (possibly) accessing parts of the buffer.
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// Resize if possible, else stall.
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bool command_list_executed = AttemptBufferResizeOrElseStall(allocation_size, allow_execute);
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return command_list_executed;
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}
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// In VertexManager, we don't know the 'real' size of the allocation at the time
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// we call AllocateSpaceInBuffer. We have to conservatively allocate 16MB (!).
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// After the vertex data is written, we can choose to specify the 'real' allocation
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// size to avoid wasting space.
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void D3DStreamBuffer::OverrideSizeOfPreviousAllocation(size_t override_allocation_size)
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{
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m_buffer_offset = m_buffer_current_allocation_offset + override_allocation_size;
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}
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void D3DStreamBuffer::AllocateBuffer(size_t size)
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{
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// First, put existing buffer (if it exists) in deferred destruction list.
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if (m_buffer)
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{
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m_buffer->Unmap(0, nullptr);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_buffer);
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m_buffer = nullptr;
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}
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CheckHR(
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D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(size),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_buffer)
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)
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);
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CheckHR(m_buffer->Map(0, nullptr, &m_buffer_cpu_address));
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m_buffer_gpu_address = m_buffer->GetGPUVirtualAddress();
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m_buffer_size = size;
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// Start at the beginning of the new buffer.
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m_buffer_gpu_completion_offset = 0;
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m_buffer_current_allocation_offset = 0;
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m_buffer_offset = 0;
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// Notify observers.
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if (m_buffer_reallocation_notification != nullptr)
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*m_buffer_reallocation_notification = true;
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// If we had any fences queued, they are no longer relevant.
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ClearFences();
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}
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// Function returns true if current command list executed as a result of current command list
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// referencing all of buffer's contents, AND we are already at max_size. No alternative but to
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// flush. See comments above AllocateSpaceInBuffer for more details.
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bool D3DStreamBuffer::AttemptBufferResizeOrElseStall(size_t allocation_size, bool allow_execute)
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{
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// This function will attempt to increase the size of the buffer, in response
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// to running out of room. If the buffer is already at its maximum size specified
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// at creation time, then stall waiting for the GPU to finish with the currently
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// requested memory.
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// Four possibilities, in order of desirability.
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// 1) Best - Update GPU tracking progress - maybe the GPU has made enough
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// progress such that there is now room.
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// 2) Enlarge GPU buffer, up to our max allowed size.
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// 3) Stall until GPU finishes existing queued work/advances offset
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// in buffer enough to free room.
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// 4) Worst - flush current GPU commands and wait, which will free all room
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// in buffer.
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// 1) First, let's check if GPU has already continued farther along buffer. If it has freed up
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// enough of the buffer, we won't have to stall/allocate new memory.
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UpdateGPUProgress();
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// Now that GPU progress is updated, do we have room in the queue?
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if (AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(allocation_size))
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{
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return false;
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}
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// 2) Next, prefer increasing buffer size instead of stalling.
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size_t new_size = std::min(static_cast<size_t>(m_buffer_size * 1.5f), m_buffer_max_size);
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new_size = std::max(new_size, allocation_size);
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// Can we grow buffer further?
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if (new_size > m_buffer_size)
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{
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AllocateBuffer(new_size);
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m_buffer_offset = allocation_size;
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return false;
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}
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// 3) Bad case - we need to stall.
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// This might be ok if we have > 2 frames queued up or something, but
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// we don't want to be stalling as we generate the front-of-queue frame.
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const bool found_fence_to_wait_on = AttemptToFindExistingFenceToStallOn(allocation_size);
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if (found_fence_to_wait_on)
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{
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return false;
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}
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// If allow_execute is false, the caller cannot handle command list execution (and the associated reset), so re-allocate the same-sized buffer.
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if (!allow_execute)
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{
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AllocateBuffer(new_size);
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m_buffer_offset = allocation_size;
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return false;
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}
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// 4) If we get to this point, that means there is no outstanding queued GPU work, and we're still out of room.
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// This is bad - and performance will suffer due to the CPU/GPU serialization, but the show must go on.
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// This is guaranteed to succeed, since we've already CHECK'd that the allocation_size <= max_buffer_size, and flushing now and waiting will
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// free all space in buffer.
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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m_buffer_offset = allocation_size;
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m_buffer_current_allocation_offset = 0;
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m_buffer_gpu_completion_offset = 0;
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ClearFences();
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return true;
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}
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// Return true if space is found.
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bool D3DStreamBuffer::AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(size_t allocation_size)
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{
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// First, check if there is room at end of buffer. Fast path.
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if (m_buffer_offset >= m_buffer_gpu_completion_offset)
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{
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if (m_buffer_offset + allocation_size <= m_buffer_size)
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{
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m_buffer_current_allocation_offset = m_buffer_offset;
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m_buffer_offset += allocation_size;
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return true;
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}
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if (0 + allocation_size < m_buffer_gpu_completion_offset)
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{
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m_buffer_current_allocation_offset = 0;
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m_buffer_offset = allocation_size;
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return true;
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}
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}
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// Next, check if there is room at front of buffer. Fast path.
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if (m_buffer_offset < m_buffer_gpu_completion_offset && m_buffer_offset + allocation_size < m_buffer_gpu_completion_offset)
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{
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m_buffer_current_allocation_offset = m_buffer_offset;
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m_buffer_offset += allocation_size;
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return true;
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}
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return false;
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}
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// Returns true if fence was found and waited on.
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bool D3DStreamBuffer::AttemptToFindExistingFenceToStallOn(size_t allocation_size)
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{
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// Let's find the first fence that will free up enough space in our buffer.
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UINT64 fence_value_required = 0;
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while (m_queued_fences.size() > 0)
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{
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FenceTrackingInformation tracking_information = m_queued_fences.front();
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m_queued_fences.pop();
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if (m_buffer_offset >= m_buffer_gpu_completion_offset)
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{
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// At this point, we need to wrap around, so req'd gpu offset is allocation_size.
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if (tracking_information.buffer_offset >= allocation_size)
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{
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fence_value_required = tracking_information.fence_value;
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m_buffer_current_allocation_offset = 0;
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m_buffer_offset = allocation_size;
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break;
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}
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}
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else
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{
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if (m_buffer_offset + allocation_size <= m_buffer_size)
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{
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if (tracking_information.buffer_offset >= m_buffer_offset + allocation_size)
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{
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fence_value_required = tracking_information.fence_value;
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m_buffer_current_allocation_offset = m_buffer_offset;
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m_buffer_offset = m_buffer_offset + allocation_size;
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break;
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}
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}
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else
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{
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if (tracking_information.buffer_offset >= allocation_size)
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{
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fence_value_required = tracking_information.fence_value;
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m_buffer_current_allocation_offset = 0;
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m_buffer_offset = allocation_size;
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break;
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}
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}
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}
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}
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// Check if we found a fence we can wait on, for GPU to make sufficient progress.
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// If so, wait on it.
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if (fence_value_required > 0)
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{
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D3D::command_list_mgr->WaitOnCPUForFence(m_buffer_tracking_fence, fence_value_required);
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return true;
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}
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return false;
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}
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void D3DStreamBuffer::UpdateGPUProgress()
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{
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const UINT64 fence_value = m_buffer_tracking_fence->GetCompletedValue();
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while (m_queued_fences.size() > 0)
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{
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FenceTrackingInformation tracking_information = m_queued_fences.front();
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m_queued_fences.pop();
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// Has fence gone past this point?
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if (fence_value >= tracking_information.fence_value)
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{
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m_buffer_gpu_completion_offset = tracking_information.buffer_offset;
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}
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else
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{
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// Fences are stored in ascending order, so once we hit a fence we haven't yet crossed on GPU, abort search.
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break;
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}
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}
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}
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void D3DStreamBuffer::QueueFenceCallback(void* owning_object, UINT64 fence_value)
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{
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D3DStreamBuffer* owning_stream_buffer = reinterpret_cast<D3DStreamBuffer*>(owning_object);
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if (owning_stream_buffer->HasBufferOffsetChangedSinceLastFence())
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owning_stream_buffer->QueueFence(fence_value);
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}
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void D3DStreamBuffer::ClearFences()
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{
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while (!m_queued_fences.empty())
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m_queued_fences.pop();
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}
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bool D3DStreamBuffer::HasBufferOffsetChangedSinceLastFence() const
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{
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if (m_queued_fences.empty())
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return true;
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// Don't add a new fence tracking entry when our offset hasn't changed.
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return (m_queued_fences.back().buffer_offset != m_buffer_offset);
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}
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void D3DStreamBuffer::QueueFence(UINT64 fence_value)
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{
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FenceTrackingInformation tracking_information = {};
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tracking_information.fence_value = fence_value;
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tracking_information.buffer_offset = m_buffer_offset;
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m_queued_fences.push(tracking_information);
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}
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ID3D12Resource* D3DStreamBuffer::GetBuffer() const
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{
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return m_buffer;
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}
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D3D12_GPU_VIRTUAL_ADDRESS D3DStreamBuffer::GetGPUAddressOfCurrentAllocation() const
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{
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return m_buffer_gpu_address + m_buffer_current_allocation_offset;
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}
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void* D3DStreamBuffer::GetCPUAddressOfCurrentAllocation() const
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{
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return static_cast<u8*>(m_buffer_cpu_address) + m_buffer_current_allocation_offset;
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}
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size_t D3DStreamBuffer::GetOffsetOfCurrentAllocation() const
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{
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return m_buffer_current_allocation_offset;
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}
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size_t D3DStreamBuffer::GetSize() const
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{
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return m_buffer_size;
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}
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void* D3DStreamBuffer::GetBaseCPUAddress() const
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{
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return m_buffer_cpu_address;
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}
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D3D12_GPU_VIRTUAL_ADDRESS D3DStreamBuffer::GetBaseGPUAddress() const
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{
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return m_buffer_gpu_address;
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}
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} |