189 lines
6.0 KiB
C++
189 lines
6.0 KiB
C++
// Copyright 2019 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 "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "Common/Assert.h"
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#include "VideoBackends/D3D12/DXContext.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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DescriptorHeapManager::DescriptorHeapManager() = default;
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DescriptorHeapManager::~DescriptorHeapManager() = default;
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bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
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u32 num_descriptors)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
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D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
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HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
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CHECK(SUCCEEDED(hr), "Create descriptor heap");
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if (FAILED(hr))
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return false;
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m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
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m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
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m_num_descriptors = num_descriptors;
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m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
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// Set all slots to unallocated (1)
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const u32 bitset_count =
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num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
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m_free_slots.resize(bitset_count);
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for (BitSetType& bs : m_free_slots)
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bs.flip();
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return true;
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}
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bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
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{
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// Start past the temporary slots, no point in searching those.
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for (u32 group = 0; group < m_free_slots.size(); group++)
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{
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BitSetType& bs = m_free_slots[group];
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if (bs.none())
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continue;
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u32 bit = 0;
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for (; bit < BITSET_SIZE; bit++)
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{
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if (bs[bit])
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break;
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}
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u32 index = group * BITSET_SIZE + bit;
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bs[bit] = false;
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handle->index = index;
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handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
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handle->gpu_handle.ptr = m_heap_base_gpu.ptr + index * m_descriptor_increment_size;
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return true;
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}
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PanicAlertFmt("Out of fixed descriptors");
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return false;
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}
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void DescriptorHeapManager::Free(u32 index)
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{
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ASSERT(index < m_num_descriptors);
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u32 group = index / BITSET_SIZE;
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u32 bit = index % BITSET_SIZE;
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m_free_slots[group][bit] = true;
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}
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void DescriptorHeapManager::Free(const DescriptorHandle& handle)
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{
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Free(handle.index);
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}
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SamplerHeapManager::SamplerHeapManager() = default;
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SamplerHeapManager::~SamplerHeapManager() = default;
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static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& state)
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{
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if (state.mipmap_filter == SamplerState::Filter::Linear)
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{
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if (state.min_filter == SamplerState::Filter::Linear)
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{
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desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D12_FILTER_MIN_MAG_MIP_LINEAR :
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D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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}
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else
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{
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desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR :
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D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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}
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}
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else
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{
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if (state.min_filter == SamplerState::Filter::Linear)
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{
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desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT :
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D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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}
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else
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{
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desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
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D3D12_FILTER_MIN_MAG_MIP_POINT;
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}
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}
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static constexpr std::array<D3D12_TEXTURE_ADDRESS_MODE, 3> address_modes = {
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{D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE_MIRROR}};
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desc->AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
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desc->AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
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desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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desc->MaxLOD = state.max_lod / 16.f;
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desc->MinLOD = state.min_lod / 16.f;
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desc->MipLODBias = static_cast<s32>(state.lod_bias) / 256.f;
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desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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if (state.anisotropic_filtering)
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{
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desc->Filter = D3D12_FILTER_ANISOTROPIC;
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desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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}
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}
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bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle)
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{
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const auto it = m_sampler_map.find(ss.hex);
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if (it != m_sampler_map.end())
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{
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*handle = it->second;
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return true;
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}
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if (m_current_offset == m_num_descriptors)
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{
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// We can clear at any time because the descriptors are copied prior to execution.
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// It's still not free, since we have to recreate all our samplers again.
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WARN_LOG_FMT(VIDEO, "Out of samplers, resetting CPU heap");
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Clear();
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}
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D3D12_SAMPLER_DESC desc = {};
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GetD3DSamplerDesc(&desc, ss);
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const D3D12_CPU_DESCRIPTOR_HANDLE new_handle = {m_heap_base_cpu.ptr +
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m_current_offset * m_descriptor_increment_size};
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g_dx_context->GetDevice()->CreateSampler(&desc, new_handle);
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m_sampler_map.emplace(ss.hex, new_handle);
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m_current_offset++;
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*handle = new_handle;
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return true;
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}
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void SamplerHeapManager::Clear()
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{
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m_sampler_map.clear();
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m_current_offset = 0;
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}
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bool SamplerHeapManager::Create(ID3D12Device* device, u32 num_descriptors)
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{
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const D3D12_DESCRIPTOR_HEAP_DESC desc = {D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors};
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HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
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CHECK(SUCCEEDED(hr), "Failed to create sampler descriptor heap");
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if (FAILED(hr))
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return false;
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m_num_descriptors = num_descriptors;
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m_descriptor_increment_size =
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device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
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return true;
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}
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} // namespace DX12
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