mirror of https://github.com/PCSX2/pcsx2.git
270 lines
7.6 KiB
C++
270 lines
7.6 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/HashCombine.h"
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#include "common/RedtapeWindows.h"
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#include <bitset>
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#include <cstring>
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#include <d3d12.h>
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#include <unordered_map>
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#include <vector>
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#include <wil/com.h>
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namespace D3D12
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{
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// This class provides an abstraction for D3D12 descriptor heaps.
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struct DescriptorHandle final
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{
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enum : u32
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{
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INVALID_INDEX = 0xFFFFFFFF
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};
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle{};
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle{};
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u32 index = INVALID_INDEX;
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__fi operator bool() const { return index != INVALID_INDEX; }
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__fi operator D3D12_CPU_DESCRIPTOR_HANDLE() const { return cpu_handle; }
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__fi operator D3D12_GPU_DESCRIPTOR_HANDLE() const { return gpu_handle; }
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__fi bool operator==(const DescriptorHandle& rhs) const { return (index == rhs.index); }
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__fi bool operator!=(const DescriptorHandle& rhs) const { return (index != rhs.index); }
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__fi bool operator<(const DescriptorHandle& rhs) const { return (index < rhs.index); }
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__fi bool operator<=(const DescriptorHandle& rhs) const { return (index <= rhs.index); }
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__fi bool operator>(const DescriptorHandle& rhs) const { return (index > rhs.index); }
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__fi bool operator>=(const DescriptorHandle& rhs) const { return (index >= rhs.index); }
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__fi void Clear()
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{
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cpu_handle = {};
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gpu_handle = {};
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index = INVALID_INDEX;
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}
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};
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class DescriptorHeapManager final
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{
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public:
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DescriptorHeapManager();
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~DescriptorHeapManager();
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
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u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
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bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors, bool shader_visible);
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void Destroy();
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bool Allocate(DescriptorHandle* handle);
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void Free(DescriptorHandle* handle);
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void Free(u32 index);
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private:
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wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
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u32 m_num_descriptors = 0;
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u32 m_descriptor_increment_size = 0;
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bool m_shader_visible = false;
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D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
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static constexpr u32 BITSET_SIZE = 1024;
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using BitSetType = std::bitset<BITSET_SIZE>;
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std::vector<BitSetType> m_free_slots = {};
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};
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class DescriptorAllocator
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{
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public:
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DescriptorAllocator();
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~DescriptorAllocator();
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__fi ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
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__fi u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
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bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
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void Destroy();
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bool Allocate(u32 num_handles, DescriptorHandle* out_base_handle);
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void Reset();
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private:
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wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
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u32 m_descriptor_increment_size = 0;
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u32 m_num_descriptors = 0;
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u32 m_current_offset = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
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};
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template <u32 NumSamplers>
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class GroupedSamplerAllocator : private DescriptorAllocator
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{
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struct Key
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{
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u32 idx[NumSamplers];
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__fi bool operator==(const Key& rhs) const
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{
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return (std::memcmp(idx, rhs.idx, sizeof(idx)) == 0);
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}
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__fi bool operator!=(const Key& rhs) const
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{
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return (std::memcmp(idx, rhs.idx, sizeof(idx)) != 0);
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}
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};
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struct KeyHash
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{
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__fi std::size_t operator()(const Key& key) const
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{
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size_t seed = 0;
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for (u32 key : key.idx)
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HashCombine(seed, key);
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return seed;
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}
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};
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public:
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GroupedSamplerAllocator();
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~GroupedSamplerAllocator();
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using DescriptorAllocator::GetDescriptorHeap;
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using DescriptorAllocator::GetDescriptorIncrementSize;
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bool Create(ID3D12Device* device, u32 num_descriptors);
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void Destroy();
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bool LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle);
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bool LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles);
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// Clears cache but doesn't reset allocator.
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void InvalidateCache();
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void Reset();
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bool ShouldReset() const;
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private:
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wil::com_ptr_nothrow<ID3D12Device> m_device;
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std::unordered_map<Key, D3D12::DescriptorHandle, KeyHash> m_groups;
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};
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template <u32 NumSamplers>
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GroupedSamplerAllocator<NumSamplers>::GroupedSamplerAllocator() = default;
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template <u32 NumSamplers>
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GroupedSamplerAllocator<NumSamplers>::~GroupedSamplerAllocator() = default;
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template <u32 NumSamplers>
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bool GroupedSamplerAllocator<NumSamplers>::Create(ID3D12Device* device, u32 num_descriptors)
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{
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if (!DescriptorAllocator::Create(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors))
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return false;
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m_device = device;
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return true;
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}
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template <u32 NumSamplers>
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void GroupedSamplerAllocator<NumSamplers>::Destroy()
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{
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DescriptorAllocator::Destroy();
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m_device.reset();
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}
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template <u32 NumSamplers>
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void GroupedSamplerAllocator<NumSamplers>::Reset()
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{
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m_groups.clear();
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DescriptorAllocator::Reset();
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}
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template <u32 NumSamplers>
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void GroupedSamplerAllocator<NumSamplers>::InvalidateCache()
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{
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m_groups.clear();
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}
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template <u32 NumSamplers>
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bool GroupedSamplerAllocator<NumSamplers>::LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle)
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{
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Key key;
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key.idx[0] = cpu_handle.index;
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for (u32 i = 1; i < NumSamplers; i++)
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key.idx[i] = 0;
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auto it = m_groups.find(key);
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if (it != m_groups.end())
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{
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*gpu_handle = it->second;
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return true;
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}
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if (!Allocate(1, gpu_handle))
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return false;
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m_device->CopyDescriptorsSimple(1, *gpu_handle, cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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m_groups.emplace(key, *gpu_handle);
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return true;
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}
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template <u32 NumSamplers>
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bool GroupedSamplerAllocator<NumSamplers>::LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles)
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{
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Key key;
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for (u32 i = 0; i < NumSamplers; i++)
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key.idx[i] = cpu_handles[i].index;
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auto it = m_groups.find(key);
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if (it != m_groups.end())
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{
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*gpu_handle = it->second;
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return true;
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}
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if (!Allocate(NumSamplers, gpu_handle))
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return false;
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D3D12_CPU_DESCRIPTOR_HANDLE dst_handle = *gpu_handle;
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UINT dst_size = NumSamplers;
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D3D12_CPU_DESCRIPTOR_HANDLE src_handles[NumSamplers];
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UINT src_sizes[NumSamplers];
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for (u32 i = 0; i < NumSamplers; i++)
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{
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src_handles[i] = cpu_handles[i];
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src_sizes[i] = 1;
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}
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m_device->CopyDescriptors(1, &dst_handle, &dst_size, NumSamplers, src_handles, src_sizes, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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m_groups.emplace(key, *gpu_handle);
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return true;
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}
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template <u32 NumSamplers>
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bool GroupedSamplerAllocator<NumSamplers>::ShouldReset() const
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{
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// We only reset the sampler heap if more than half of the descriptors are used.
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// This saves descriptor copying when there isn't a large number of sampler configs per frame.
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return m_groups.size() >= (D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE / 2);
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}
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} // namespace D3D12
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