2022-03-19 12:17:18 +00:00
|
|
|
/* PCSX2 - PS2 Emulator for PCs
|
|
|
|
* Copyright (C) 2002-2022 PCSX2 Dev Team
|
|
|
|
*
|
|
|
|
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
|
|
|
* of the GNU Lesser General Public License as published by the Free Software Found-
|
|
|
|
* ation, either version 3 of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
|
|
|
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
|
|
|
* PURPOSE. See the GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License along with PCSX2.
|
|
|
|
* If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "common/Pcsx2Defs.h"
|
|
|
|
#include "common/HashCombine.h"
|
|
|
|
#include "common/RedtapeWindows.h"
|
2022-12-25 05:56:43 +00:00
|
|
|
#include "common/RedtapeWilCom.h"
|
2022-03-19 12:17:18 +00:00
|
|
|
|
|
|
|
#include <bitset>
|
|
|
|
#include <cstring>
|
|
|
|
#include <d3d12.h>
|
|
|
|
#include <unordered_map>
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
namespace D3D12
|
|
|
|
{
|
|
|
|
// This class provides an abstraction for D3D12 descriptor heaps.
|
|
|
|
struct DescriptorHandle final
|
|
|
|
{
|
|
|
|
enum : u32
|
|
|
|
{
|
|
|
|
INVALID_INDEX = 0xFFFFFFFF
|
|
|
|
};
|
|
|
|
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle{};
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle{};
|
|
|
|
u32 index = INVALID_INDEX;
|
|
|
|
|
|
|
|
__fi operator bool() const { return index != INVALID_INDEX; }
|
|
|
|
|
|
|
|
__fi operator D3D12_CPU_DESCRIPTOR_HANDLE() const { return cpu_handle; }
|
|
|
|
__fi operator D3D12_GPU_DESCRIPTOR_HANDLE() const { return gpu_handle; }
|
|
|
|
|
|
|
|
__fi bool operator==(const DescriptorHandle& rhs) const { return (index == rhs.index); }
|
|
|
|
__fi bool operator!=(const DescriptorHandle& rhs) const { return (index != rhs.index); }
|
|
|
|
__fi bool operator<(const DescriptorHandle& rhs) const { return (index < rhs.index); }
|
|
|
|
__fi bool operator<=(const DescriptorHandle& rhs) const { return (index <= rhs.index); }
|
|
|
|
__fi bool operator>(const DescriptorHandle& rhs) const { return (index > rhs.index); }
|
|
|
|
__fi bool operator>=(const DescriptorHandle& rhs) const { return (index >= rhs.index); }
|
|
|
|
|
|
|
|
__fi void Clear()
|
|
|
|
{
|
|
|
|
cpu_handle = {};
|
|
|
|
gpu_handle = {};
|
|
|
|
index = INVALID_INDEX;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
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 shader_visible);
|
|
|
|
void Destroy();
|
|
|
|
|
|
|
|
bool Allocate(DescriptorHandle* handle);
|
|
|
|
void Free(DescriptorHandle* handle);
|
|
|
|
void Free(u32 index);
|
|
|
|
|
|
|
|
private:
|
|
|
|
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
|
|
|
|
u32 m_num_descriptors = 0;
|
|
|
|
u32 m_descriptor_increment_size = 0;
|
2022-05-26 14:07:22 +00:00
|
|
|
bool m_shader_visible = false;
|
2022-03-19 12:17:18 +00:00
|
|
|
|
|
|
|
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 DescriptorAllocator
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
DescriptorAllocator();
|
|
|
|
~DescriptorAllocator();
|
|
|
|
|
|
|
|
__fi ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
|
|
|
|
__fi u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
|
|
|
|
|
|
|
|
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
|
|
|
|
void Destroy();
|
|
|
|
|
|
|
|
bool Allocate(u32 num_handles, DescriptorHandle* out_base_handle);
|
|
|
|
void Reset();
|
|
|
|
|
|
|
|
private:
|
|
|
|
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
|
|
|
|
u32 m_descriptor_increment_size = 0;
|
|
|
|
u32 m_num_descriptors = 0;
|
|
|
|
u32 m_current_offset = 0;
|
|
|
|
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
|
|
|
|
};
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
class GroupedSamplerAllocator : private DescriptorAllocator
|
|
|
|
{
|
|
|
|
struct Key
|
|
|
|
{
|
|
|
|
u32 idx[NumSamplers];
|
|
|
|
|
|
|
|
__fi bool operator==(const Key& rhs) const
|
|
|
|
{
|
|
|
|
return (std::memcmp(idx, rhs.idx, sizeof(idx)) == 0);
|
|
|
|
}
|
|
|
|
__fi bool operator!=(const Key& rhs) const
|
|
|
|
{
|
|
|
|
return (std::memcmp(idx, rhs.idx, sizeof(idx)) != 0);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct KeyHash
|
|
|
|
{
|
|
|
|
__fi std::size_t operator()(const Key& key) const
|
|
|
|
{
|
|
|
|
size_t seed = 0;
|
|
|
|
for (u32 key : key.idx)
|
|
|
|
HashCombine(seed, key);
|
|
|
|
return seed;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
GroupedSamplerAllocator();
|
|
|
|
~GroupedSamplerAllocator();
|
|
|
|
|
|
|
|
using DescriptorAllocator::GetDescriptorHeap;
|
|
|
|
using DescriptorAllocator::GetDescriptorIncrementSize;
|
|
|
|
|
|
|
|
bool Create(ID3D12Device* device, u32 num_descriptors);
|
|
|
|
void Destroy();
|
|
|
|
|
|
|
|
bool LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle);
|
|
|
|
bool LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles);
|
|
|
|
|
|
|
|
// Clears cache but doesn't reset allocator.
|
|
|
|
void InvalidateCache();
|
|
|
|
|
|
|
|
void Reset();
|
|
|
|
bool ShouldReset() const;
|
|
|
|
|
|
|
|
private:
|
|
|
|
wil::com_ptr_nothrow<ID3D12Device> m_device;
|
|
|
|
std::unordered_map<Key, D3D12::DescriptorHandle, KeyHash> m_groups;
|
|
|
|
};
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
GroupedSamplerAllocator<NumSamplers>::GroupedSamplerAllocator() = default;
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
GroupedSamplerAllocator<NumSamplers>::~GroupedSamplerAllocator() = default;
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
bool GroupedSamplerAllocator<NumSamplers>::Create(ID3D12Device* device, u32 num_descriptors)
|
|
|
|
{
|
|
|
|
if (!DescriptorAllocator::Create(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
m_device = device;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
void GroupedSamplerAllocator<NumSamplers>::Destroy()
|
|
|
|
{
|
|
|
|
DescriptorAllocator::Destroy();
|
|
|
|
m_device.reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
void GroupedSamplerAllocator<NumSamplers>::Reset()
|
|
|
|
{
|
|
|
|
m_groups.clear();
|
|
|
|
DescriptorAllocator::Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
void GroupedSamplerAllocator<NumSamplers>::InvalidateCache()
|
|
|
|
{
|
|
|
|
m_groups.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
bool GroupedSamplerAllocator<NumSamplers>::LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle)
|
|
|
|
{
|
|
|
|
Key key;
|
|
|
|
key.idx[0] = cpu_handle.index;
|
|
|
|
for (u32 i = 1; i < NumSamplers; i++)
|
|
|
|
key.idx[i] = 0;
|
|
|
|
|
|
|
|
auto it = m_groups.find(key);
|
|
|
|
if (it != m_groups.end())
|
|
|
|
{
|
|
|
|
*gpu_handle = it->second;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!Allocate(1, gpu_handle))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
m_device->CopyDescriptorsSimple(1, *gpu_handle, cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
|
|
m_groups.emplace(key, *gpu_handle);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
bool GroupedSamplerAllocator<NumSamplers>::LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles)
|
|
|
|
{
|
|
|
|
Key key;
|
|
|
|
for (u32 i = 0; i < NumSamplers; i++)
|
|
|
|
key.idx[i] = cpu_handles[i].index;
|
|
|
|
|
|
|
|
auto it = m_groups.find(key);
|
|
|
|
if (it != m_groups.end())
|
|
|
|
{
|
|
|
|
*gpu_handle = it->second;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!Allocate(NumSamplers, gpu_handle))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dst_handle = *gpu_handle;
|
|
|
|
UINT dst_size = NumSamplers;
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE src_handles[NumSamplers];
|
|
|
|
UINT src_sizes[NumSamplers];
|
|
|
|
for (u32 i = 0; i < NumSamplers; i++)
|
|
|
|
{
|
|
|
|
src_handles[i] = cpu_handles[i];
|
|
|
|
src_sizes[i] = 1;
|
|
|
|
}
|
|
|
|
m_device->CopyDescriptors(1, &dst_handle, &dst_size, NumSamplers, src_handles, src_sizes, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
|
|
|
|
|
|
m_groups.emplace(key, *gpu_handle);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
template <u32 NumSamplers>
|
|
|
|
bool GroupedSamplerAllocator<NumSamplers>::ShouldReset() const
|
|
|
|
{
|
|
|
|
// We only reset the sampler heap if more than half of the descriptors are used.
|
|
|
|
// This saves descriptor copying when there isn't a large number of sampler configs per frame.
|
|
|
|
return m_groups.size() >= (D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE / 2);
|
|
|
|
}
|
|
|
|
} // namespace D3D12
|