pcsx2/common/D3D12/StreamBuffer.h

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/* 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/RedtapeWindows.h"
2022-12-25 05:56:43 +00:00
#include "common/RedtapeWilCom.h"
#include <d3d12.h>
#include <deque>
#include <utility>
namespace D3D12MA
{
class Allocation;
}
namespace D3D12
{
class StreamBuffer
{
public:
StreamBuffer();
~StreamBuffer();
bool Create(u32 size);
__fi bool IsValid() const { return static_cast<bool>(m_buffer); }
__fi ID3D12Resource* GetBuffer() const { return m_buffer.get(); }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
__fi void* GetHostPointer() const { return m_host_pointer; }
__fi void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; }
__fi u32 GetSize() const { return m_size; }
__fi u32 GetCurrentOffset() const { return m_current_offset; }
__fi u32 GetCurrentSpace() const { return m_current_space; }
bool ReserveMemory(u32 num_bytes, u32 alignment);
void CommitMemory(u32 final_num_bytes);
void Destroy(bool defer = true);
private:
void UpdateCurrentFencePosition();
void UpdateGPUPosition();
// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
bool WaitForClearSpace(u32 num_bytes);
u32 m_size = 0;
u32 m_current_offset = 0;
u32 m_current_space = 0;
u32 m_current_gpu_position = 0;
wil::com_ptr_nothrow<ID3D12Resource> m_buffer;
wil::com_ptr_nothrow<D3D12MA::Allocation> m_allocation;
D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
u8* m_host_pointer = nullptr;
// List of fences and the corresponding positions in the buffer
std::deque<std::pair<u64, u32>> m_tracked_fences;
};
} // namespace D3D12