dolphin/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.h

74 lines
1.9 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <bitset>
#include <unordered_map>
#include "VideoBackends/D3D12/Common.h"
#include "VideoCommon/RenderState.h"
namespace DX12
{
// This class provides an abstraction for D3D12 descriptor heaps.
struct DescriptorHandle final
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
u32 index;
operator bool() const { return cpu_handle.ptr != 0; }
};
class DescriptorHeapManager final
{
public:
DescriptorHeapManager();
~DescriptorHeapManager();
ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
bool Allocate(DescriptorHandle* handle);
void Free(const DescriptorHandle& handle);
void Free(u32 index);
private:
ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
static constexpr u32 BITSET_SIZE = 1024;
using BitSetType = std::bitset<BITSET_SIZE>;
std::vector<BitSetType> m_free_slots = {};
};
class SamplerHeapManager final
{
public:
SamplerHeapManager();
~SamplerHeapManager();
ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
bool Create(ID3D12Device* device, u32 num_descriptors);
bool Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle);
void Clear();
private:
ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
u32 m_current_offset = 0;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu{};
std::unordered_map<SamplerState, D3D12_CPU_DESCRIPTOR_HANDLE> m_sampler_map;
};
} // namespace DX12