dolphin/Source/Core/VideoBackends/D3D12/D3DStreamBuffer.cpp

394 lines
13 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/D3DUtil.h"
namespace DX12
{
D3DStreamBuffer::D3DStreamBuffer(size_t initial_size, size_t max_size,
bool* buffer_reallocation_notification)
: m_buffer_size(initial_size), m_buffer_max_size(max_size),
m_buffer_reallocation_notification(buffer_reallocation_notification)
{
CHECK(initial_size <= max_size,
"Error: Initial size for D3DStreamBuffer is greater than max_size.");
AllocateBuffer(initial_size);
// Register for callback from D3DCommandListManager each time a fence is queued to be signaled.
m_buffer_tracking_fence =
D3D::command_list_mgr->RegisterQueueFenceCallback(this, &D3DStreamBuffer::QueueFenceCallback);
}
D3DStreamBuffer::~D3DStreamBuffer()
{
D3D::command_list_mgr->RemoveQueueFenceCallback(this);
D3D12_RANGE write_range = {0, m_buffer_size};
m_buffer->Unmap(0, &write_range);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_buffer);
}
// Function returns true if (worst case), needed to flush existing command list in order to
// ensure the GPU finished with current use of buffer. The calling function will need to take
// care to reset GPU state to what it was previously.
// Obviously this is non-performant, so the buffer max_size should be large enough to
// ensure this never happens.
bool D3DStreamBuffer::AllocateSpaceInBuffer(size_t allocation_size, size_t alignment,
bool allow_execute)
{
CHECK(allocation_size <= m_buffer_max_size, "Error: Requested allocation size in D3DStreamBuffer "
"is greater than max allowed size of backing "
"buffer.");
if (alignment && m_buffer_offset > 0)
{
size_t padding = m_buffer_offset % alignment;
// Check for case when adding alignment causes CPU offset to equal GPU offset,
// which would imply entire buffer is available (if not corrected).
if (m_buffer_offset < m_buffer_gpu_completion_offset &&
m_buffer_offset + alignment - padding >= m_buffer_gpu_completion_offset)
{
m_buffer_gpu_completion_offset++;
}
m_buffer_offset += alignment - padding;
if (m_buffer_offset > m_buffer_size)
{
m_buffer_offset = 0;
// Correct for case where CPU was about to run into GPU.
if (m_buffer_gpu_completion_offset == 0)
m_buffer_gpu_completion_offset = 1;
}
}
// First, check if there is available (not-in-use-by-GPU) space in existing buffer.
if (AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(allocation_size))
{
return false;
}
// Slow path. No room at front, or back, due to the GPU still (possibly) accessing parts of the
// buffer.
// Resize if possible, else stall.
bool command_list_executed = AttemptBufferResizeOrElseStall(allocation_size, allow_execute);
return command_list_executed;
}
// In VertexManager, we don't know the 'real' size of the allocation at the time
// we call AllocateSpaceInBuffer. We have to conservatively allocate 16MB (!).
// After the vertex data is written, we can choose to specify the 'real' allocation
// size to avoid wasting space.
void D3DStreamBuffer::OverrideSizeOfPreviousAllocation(size_t override_allocation_size)
{
m_buffer_offset = m_buffer_current_allocation_offset + override_allocation_size;
}
void D3DStreamBuffer::AllocateBuffer(size_t size)
{
// First, put existing buffer (if it exists) in deferred destruction list.
if (m_buffer)
{
D3D12_RANGE write_range = {0, m_buffer_size};
m_buffer->Unmap(0, &write_range);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_buffer);
m_buffer = nullptr;
}
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(size), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&m_buffer)));
D3D12_RANGE read_range = {};
CheckHR(m_buffer->Map(0, &read_range, &m_buffer_cpu_address));
m_buffer_gpu_address = m_buffer->GetGPUVirtualAddress();
m_buffer_size = size;
// Start at the beginning of the new buffer.
m_buffer_gpu_completion_offset = 0;
m_buffer_current_allocation_offset = 0;
m_buffer_offset = 0;
// Notify observers.
if (m_buffer_reallocation_notification != nullptr)
*m_buffer_reallocation_notification = true;
// If we had any fences queued, they are no longer relevant.
ClearFences();
}
// Function returns true if current command list executed as a result of current command list
// referencing all of buffer's contents, AND we are already at max_size. No alternative but to
// flush. See comments above AllocateSpaceInBuffer for more details.
bool D3DStreamBuffer::AttemptBufferResizeOrElseStall(size_t allocation_size, bool allow_execute)
{
// This function will attempt to increase the size of the buffer, in response
// to running out of room. If the buffer is already at its maximum size specified
// at creation time, then stall waiting for the GPU to finish with the currently
// requested memory.
// Four possibilities, in order of desirability.
// 1) Best - Update GPU tracking progress - maybe the GPU has made enough
// progress such that there is now room.
// 2) Enlarge GPU buffer, up to our max allowed size.
// 3) Stall until GPU finishes existing queued work/advances offset
// in buffer enough to free room.
// 4) Worst - flush current GPU commands and wait, which will free all room
// in buffer.
// 1) First, let's check if GPU has already continued farther along buffer. If it has freed up
// enough of the buffer, we won't have to stall/allocate new memory.
UpdateGPUProgress();
// Now that GPU progress is updated, do we have room in the queue?
if (AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(allocation_size))
{
return false;
}
// 2) Next, prefer increasing buffer size instead of stalling.
size_t new_size = std::min(static_cast<size_t>(m_buffer_size * 1.5f), m_buffer_max_size);
new_size = std::max(new_size, allocation_size);
// Can we grow buffer further?
if (new_size > m_buffer_size)
{
AllocateBuffer(new_size);
m_buffer_offset = allocation_size;
return false;
}
// 3) Bad case - we need to stall.
// This might be ok if we have > 2 frames queued up or something, but
// we don't want to be stalling as we generate the front-of-queue frame.
const bool found_fence_to_wait_on = AttemptToFindExistingFenceToStallOn(allocation_size);
if (found_fence_to_wait_on)
{
return false;
}
// If allow_execute is false, the caller cannot handle command list execution (and the associated
// reset), so re-allocate the same-sized buffer.
if (!allow_execute)
{
AllocateBuffer(new_size);
m_buffer_offset = allocation_size;
return false;
}
// 4) If we get to this point, that means there is no outstanding queued GPU work, and we're still
// out of room.
// This is bad - and performance will suffer due to the CPU/GPU serialization, but the show must
// go on.
// This is guaranteed to succeed, since we've already CHECK'd that the allocation_size <=
// max_buffer_size, and flushing now and waiting will
// free all space in buffer.
D3D::command_list_mgr->ExecuteQueuedWork(true);
m_buffer_offset = allocation_size;
m_buffer_current_allocation_offset = 0;
m_buffer_gpu_completion_offset = 0;
ClearFences();
return true;
}
// Return true if space is found.
bool D3DStreamBuffer::AttemptToAllocateOutOfExistingUnusedSpaceInBuffer(size_t allocation_size)
{
// First, check if there is room at end of buffer. Fast path.
if (m_buffer_offset >= m_buffer_gpu_completion_offset)
{
if (m_buffer_offset + allocation_size <= m_buffer_size)
{
m_buffer_current_allocation_offset = m_buffer_offset;
m_buffer_offset += allocation_size;
return true;
}
if (0 + allocation_size < m_buffer_gpu_completion_offset)
{
m_buffer_current_allocation_offset = 0;
m_buffer_offset = allocation_size;
return true;
}
}
// Next, check if there is room at front of buffer. Fast path.
if (m_buffer_offset < m_buffer_gpu_completion_offset &&
m_buffer_offset + allocation_size < m_buffer_gpu_completion_offset)
{
m_buffer_current_allocation_offset = m_buffer_offset;
m_buffer_offset += allocation_size;
return true;
}
return false;
}
// Returns true if fence was found and waited on.
bool D3DStreamBuffer::AttemptToFindExistingFenceToStallOn(size_t allocation_size)
{
// Let's find the first fence that will free up enough space in our buffer.
UINT64 fence_value_required = 0;
while (m_queued_fences.size() > 0)
{
FenceTrackingInformation tracking_information = m_queued_fences.front();
m_queued_fences.pop();
if (m_buffer_offset >= m_buffer_gpu_completion_offset)
{
// At this point, we need to wrap around, so req'd gpu offset is allocation_size.
if (tracking_information.buffer_offset >= allocation_size)
{
fence_value_required = tracking_information.fence_value;
m_buffer_current_allocation_offset = 0;
m_buffer_offset = allocation_size;
break;
}
}
else
{
if (m_buffer_offset + allocation_size <= m_buffer_size)
{
if (tracking_information.buffer_offset >= m_buffer_offset + allocation_size)
{
fence_value_required = tracking_information.fence_value;
m_buffer_current_allocation_offset = m_buffer_offset;
m_buffer_offset = m_buffer_offset + allocation_size;
break;
}
}
else
{
if (tracking_information.buffer_offset >= allocation_size)
{
fence_value_required = tracking_information.fence_value;
m_buffer_current_allocation_offset = 0;
m_buffer_offset = allocation_size;
break;
}
}
}
}
// Check if we found a fence we can wait on, for GPU to make sufficient progress.
// If so, wait on it.
if (fence_value_required > 0)
{
D3D::command_list_mgr->WaitOnCPUForFence(m_buffer_tracking_fence, fence_value_required);
return true;
}
return false;
}
void D3DStreamBuffer::UpdateGPUProgress()
{
const UINT64 fence_value = m_buffer_tracking_fence->GetCompletedValue();
while (m_queued_fences.size() > 0)
{
FenceTrackingInformation tracking_information = m_queued_fences.front();
m_queued_fences.pop();
// Has fence gone past this point?
if (fence_value >= tracking_information.fence_value)
{
m_buffer_gpu_completion_offset = tracking_information.buffer_offset;
}
else
{
// Fences are stored in ascending order, so once we hit a fence we haven't yet crossed on GPU,
// abort search.
break;
}
}
}
void D3DStreamBuffer::QueueFenceCallback(void* owning_object, UINT64 fence_value)
{
D3DStreamBuffer* owning_stream_buffer = reinterpret_cast<D3DStreamBuffer*>(owning_object);
if (owning_stream_buffer->HasBufferOffsetChangedSinceLastFence())
owning_stream_buffer->QueueFence(fence_value);
}
void D3DStreamBuffer::ClearFences()
{
while (!m_queued_fences.empty())
m_queued_fences.pop();
}
bool D3DStreamBuffer::HasBufferOffsetChangedSinceLastFence() const
{
if (m_queued_fences.empty())
return true;
// Don't add a new fence tracking entry when our offset hasn't changed.
return (m_queued_fences.back().buffer_offset != m_buffer_offset);
}
void D3DStreamBuffer::QueueFence(UINT64 fence_value)
{
FenceTrackingInformation tracking_information = {};
tracking_information.fence_value = fence_value;
tracking_information.buffer_offset = m_buffer_offset;
m_queued_fences.push(tracking_information);
}
ID3D12Resource* D3DStreamBuffer::GetBuffer() const
{
return m_buffer;
}
D3D12_GPU_VIRTUAL_ADDRESS D3DStreamBuffer::GetGPUAddressOfCurrentAllocation() const
{
return m_buffer_gpu_address + m_buffer_current_allocation_offset;
}
void* D3DStreamBuffer::GetCPUAddressOfCurrentAllocation() const
{
return static_cast<u8*>(m_buffer_cpu_address) + m_buffer_current_allocation_offset;
}
size_t D3DStreamBuffer::GetOffsetOfCurrentAllocation() const
{
return m_buffer_current_allocation_offset;
}
size_t D3DStreamBuffer::GetSize() const
{
return m_buffer_size;
}
void* D3DStreamBuffer::GetBaseCPUAddress() const
{
return m_buffer_cpu_address;
}
D3D12_GPU_VIRTUAL_ADDRESS D3DStreamBuffer::GetBaseGPUAddress() const
{
return m_buffer_gpu_address;
}
}