/* 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 .
*/
#include "common/PrecompiledHeader.h"
#include "common/D3D12/DescriptorHeapManager.h"
#include "common/Assertions.h"
using namespace D3D12;
DescriptorHeapManager::DescriptorHeapManager() = default;
DescriptorHeapManager::~DescriptorHeapManager() = default;
bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors,
bool shader_visible)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast(num_descriptors),
shader_visible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE :
D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(m_descriptor_heap.put()));
pxAssertRel(SUCCEEDED(hr), "Create descriptor heap");
if (FAILED(hr))
return false;
m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
if (shader_visible)
m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
m_num_descriptors = num_descriptors;
m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
m_shader_visible = shader_visible;
// Set all slots to unallocated (1)
const u32 bitset_count = num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
m_free_slots.resize(bitset_count);
for (BitSetType& bs : m_free_slots)
bs.flip();
return true;
}
void DescriptorHeapManager::Destroy()
{
for (BitSetType& bs : m_free_slots)
{
pxAssert(bs.all());
}
m_shader_visible = false;
m_num_descriptors = 0;
m_descriptor_increment_size = 0;
m_heap_base_cpu = {};
m_heap_base_gpu = {};
m_descriptor_heap.reset();
m_free_slots.clear();
}
bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
{
// Start past the temporary slots, no point in searching those.
for (u32 group = 0; group < m_free_slots.size(); group++)
{
BitSetType& bs = m_free_slots[group];
if (bs.none())
continue;
u32 bit = 0;
for (; bit < BITSET_SIZE; bit++)
{
if (bs[bit])
break;
}
u32 index = group * BITSET_SIZE + bit;
bs[bit] = false;
handle->index = index;
handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
handle->gpu_handle.ptr = m_shader_visible ? (m_heap_base_gpu.ptr + index * m_descriptor_increment_size) : 0;
return true;
}
pxFailRel("Out of fixed descriptors");
return false;
}
void DescriptorHeapManager::Free(u32 index)
{
pxAssert(index < m_num_descriptors);
u32 group = index / BITSET_SIZE;
u32 bit = index % BITSET_SIZE;
m_free_slots[group][bit] = true;
}
void DescriptorHeapManager::Free(DescriptorHandle* handle)
{
if (handle->index == DescriptorHandle::INVALID_INDEX)
return;
Free(handle->index);
handle->Clear();
}
DescriptorAllocator::DescriptorAllocator() = default;
DescriptorAllocator::~DescriptorAllocator() = default;
bool DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
u32 num_descriptors)
{
const D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast(num_descriptors),
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
const HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
pxAssertRel(SUCCEEDED(hr), "Creating descriptor heap for linear allocator");
if (FAILED(hr))
return false;
m_num_descriptors = num_descriptors;
m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
return true;
}
void DescriptorAllocator::Destroy()
{
m_descriptor_heap.reset();
m_descriptor_increment_size = 0;
m_num_descriptors = 0;
m_current_offset = 0;
m_heap_base_cpu = {};
m_heap_base_gpu = {};
}
bool DescriptorAllocator::Allocate(u32 num_handles, DescriptorHandle* out_base_handle)
{
if ((m_current_offset + num_handles) > m_num_descriptors)
return false;
out_base_handle->index = m_current_offset;
out_base_handle->cpu_handle.ptr =
m_heap_base_cpu.ptr + m_current_offset * m_descriptor_increment_size;
out_base_handle->gpu_handle.ptr =
m_heap_base_gpu.ptr + m_current_offset * m_descriptor_increment_size;
m_current_offset += num_handles;
return true;
}
void DescriptorAllocator::Reset()
{
m_current_offset = 0;
}