mirror of https://github.com/PCSX2/pcsx2.git
78 lines
2.4 KiB
C
78 lines
2.4 KiB
C
|
/* 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"
|
||
|
|
||
|
#include <d3d12.h>
|
||
|
#include <deque>
|
||
|
#include <utility>
|
||
|
#include <wil/com.h>
|
||
|
|
||
|
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
|