/* 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/HashCombine.h" #include "common/RedtapeWindows.h" #include #include #include #include #include #include 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 m_descriptor_heap; u32 m_num_descriptors = 0; u32 m_descriptor_increment_size = 0; 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; std::vector 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 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 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 m_device; std::unordered_map m_groups; }; template GroupedSamplerAllocator::GroupedSamplerAllocator() = default; template GroupedSamplerAllocator::~GroupedSamplerAllocator() = default; template bool GroupedSamplerAllocator::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 void GroupedSamplerAllocator::Destroy() { DescriptorAllocator::Destroy(); m_device.reset(); } template void GroupedSamplerAllocator::Reset() { m_groups.clear(); DescriptorAllocator::Reset(); } template void GroupedSamplerAllocator::InvalidateCache() { m_groups.clear(); } template bool GroupedSamplerAllocator::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 bool GroupedSamplerAllocator::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 bool GroupedSamplerAllocator::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