pcsx2/common/D3D12/DescriptorHeapManager.h

270 lines
7.6 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/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <bitset>
#include <cstring>
#include <d3d12.h>
#include <unordered_map>
#include <vector>
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<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
bool m_shader_visible = false;
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<BITSET_SIZE>;
std::vector<BitSetType> 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<ID3D12DescriptorHeap> 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 <u32 NumSamplers>
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<ID3D12Device> m_device;
std::unordered_map<Key, D3D12::DescriptorHandle, KeyHash> m_groups;
};
template <u32 NumSamplers>
GroupedSamplerAllocator<NumSamplers>::GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
GroupedSamplerAllocator<NumSamplers>::~GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::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 <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::Destroy()
{
DescriptorAllocator::Destroy();
m_device.reset();
}
template <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::Reset()
{
m_groups.clear();
DescriptorAllocator::Reset();
}
template <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::InvalidateCache()
{
m_groups.clear();
}
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::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 <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::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 <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::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