2022-03-19 12:17:18 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/RedtapeWindows.h"
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2022-12-25 05:56:43 +00:00
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#include "common/RedtapeWilCom.h"
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2022-03-19 12:17:18 +00:00
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#include <d3d12.h>
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#include <deque>
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#include <utility>
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namespace D3D12MA
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{
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class Allocation;
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}
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namespace D3D12
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{
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class StreamBuffer
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{
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public:
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StreamBuffer();
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~StreamBuffer();
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bool Create(u32 size);
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__fi bool IsValid() const { return static_cast<bool>(m_buffer); }
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__fi ID3D12Resource* GetBuffer() const { return m_buffer.get(); }
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__fi D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
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__fi void* GetHostPointer() const { return m_host_pointer; }
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__fi void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
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__fi D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; }
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__fi u32 GetSize() const { return m_size; }
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__fi u32 GetCurrentOffset() const { return m_current_offset; }
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__fi u32 GetCurrentSpace() const { return m_current_space; }
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bool ReserveMemory(u32 num_bytes, u32 alignment);
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void CommitMemory(u32 final_num_bytes);
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void Destroy(bool defer = true);
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private:
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void UpdateCurrentFencePosition();
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void UpdateGPUPosition();
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// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
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bool WaitForClearSpace(u32 num_bytes);
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u32 m_size = 0;
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u32 m_current_offset = 0;
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u32 m_current_space = 0;
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u32 m_current_gpu_position = 0;
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wil::com_ptr_nothrow<ID3D12Resource> m_buffer;
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wil::com_ptr_nothrow<D3D12MA::Allocation> m_allocation;
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D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
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u8* m_host_pointer = nullptr;
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// List of fences and the corresponding positions in the buffer
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std::deque<std::pair<u64, u32>> m_tracked_fences;
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};
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} // namespace D3D12
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