/* 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 . */ #pragma once #include "common/Pcsx2Defs.h" #include "common/RedtapeWindows.h" #include #include #include #include namespace D3D12MA { class Allocation; } namespace D3D12 { class StreamBuffer { public: StreamBuffer(); ~StreamBuffer(); bool Create(u32 size); __fi bool IsValid() const { return static_cast(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 m_buffer; wil::com_ptr_nothrow 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> m_tracked_fences; }; } // namespace D3D12