mirror of https://github.com/PCSX2/pcsx2.git
283 lines
9.0 KiB
C++
283 lines
9.0 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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#include "common/PrecompiledHeader.h"
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#include "common/D3D12/StreamBuffer.h"
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#include "common/D3D12/Context.h"
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#include "common/Align.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include "D3D12MemAlloc.h"
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#include <algorithm>
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#include <functional>
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using namespace D3D12;
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StreamBuffer::StreamBuffer() = default;
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StreamBuffer::~StreamBuffer()
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{
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Destroy();
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}
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bool StreamBuffer::Create(u32 size)
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{
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const D3D12_RESOURCE_DESC resource_desc = {
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D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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D3D12_RESOURCE_FLAG_NONE};
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D3D12MA::ALLOCATION_DESC allocationDesc = {};
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allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED;
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allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
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wil::com_ptr_nothrow<ID3D12Resource> buffer;
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wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
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HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocationDesc,
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&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
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pxAssertMsg(SUCCEEDED(hr), "Allocate buffer");
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if (FAILED(hr))
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return false;
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static const D3D12_RANGE read_range = {};
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u8* host_pointer;
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hr = buffer->Map(0, &read_range, reinterpret_cast<void**>(&host_pointer));
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pxAssertMsg(SUCCEEDED(hr), "Map buffer");
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if (FAILED(hr))
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return false;
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Destroy(true);
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m_buffer = std::move(buffer);
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m_allocation = std::move(allocation);
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m_host_pointer = host_pointer;
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m_size = size;
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m_gpu_pointer = m_buffer->GetGPUVirtualAddress();
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return true;
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}
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bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
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{
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const u32 required_bytes = num_bytes + alignment;
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// Check for sane allocations
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if (num_bytes > m_size)
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{
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Console.Error("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
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static_cast<u32>(m_size));
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pxFailRel("Stream buffer overflow");
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return false;
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}
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// Is the GPU behind or up to date with our current offset?
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UpdateCurrentFencePosition();
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if (m_current_offset >= m_current_gpu_position)
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{
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const u32 aligned_required_bytes = (m_current_offset > 0) ? required_bytes : num_bytes;
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const u32 remaining_bytes = m_size - m_current_offset;
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if (aligned_required_bytes <= remaining_bytes)
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{
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// Place at the current position, after the GPU position.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_current_space = m_size - m_current_offset;
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return true;
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}
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// Check for space at the start of the buffer
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// We use < here because we don't want to have the case of m_current_offset ==
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// m_current_gpu_position. That would mean the code above would assume the
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// GPU has caught up to us, which it hasn't.
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if (required_bytes < m_current_gpu_position)
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{
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// Reset offset to zero, since we're allocating behind the gpu now
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m_current_offset = 0;
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m_current_space = m_current_gpu_position;
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return true;
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}
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}
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// Is the GPU ahead of our current offset?
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if (m_current_offset < m_current_gpu_position)
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{
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// We have from m_current_offset..m_current_gpu_position space to use.
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const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
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if (required_bytes < remaining_bytes)
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{
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// Place at the current position, since this is still behind the GPU.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_current_space = m_current_gpu_position - m_current_offset;
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return true;
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}
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}
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// Can we find a fence to wait on that will give us enough memory?
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if (WaitForClearSpace(required_bytes))
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{
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const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
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m_current_offset += align_diff;
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m_current_space -= align_diff;
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return true;
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}
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// We tried everything we could, and still couldn't get anything. This means that too much space
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// in the buffer is being used by the command buffer currently being recorded. Therefore, the
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// only option is to execute it, and wait until it's done.
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return false;
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}
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void StreamBuffer::CommitMemory(u32 final_num_bytes)
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{
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pxAssert((m_current_offset + final_num_bytes) <= m_size);
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pxAssert(final_num_bytes <= m_current_space);
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m_current_offset += final_num_bytes;
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m_current_space -= final_num_bytes;
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}
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void StreamBuffer::Destroy(bool defer)
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{
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if (m_host_pointer)
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{
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const D3D12_RANGE written_range = {0, m_size};
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m_buffer->Unmap(0, &written_range);
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m_host_pointer = nullptr;
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}
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if (m_buffer && defer)
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g_d3d12_context->DeferResourceDestruction(m_allocation.get(), m_buffer.get());
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m_buffer.reset();
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m_allocation.reset();
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m_current_offset = 0;
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m_current_space = 0;
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m_current_gpu_position = 0;
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m_tracked_fences.clear();
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}
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void StreamBuffer::UpdateCurrentFencePosition()
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{
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// Don't create a tracking entry if the GPU is caught up with the buffer.
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if (m_current_offset == m_current_gpu_position)
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return;
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// Has the offset changed since the last fence?
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const u64 fence = g_d3d12_context->GetCurrentFenceValue();
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if (!m_tracked_fences.empty() && m_tracked_fences.back().first == fence)
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{
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// Still haven't executed a command buffer, so just update the offset.
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m_tracked_fences.back().second = m_current_offset;
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return;
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}
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UpdateGPUPosition();
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m_tracked_fences.emplace_back(fence, m_current_offset);
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}
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void StreamBuffer::UpdateGPUPosition()
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{
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auto start = m_tracked_fences.begin();
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auto end = start;
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const u64 completed_counter = g_d3d12_context->GetCompletedFenceValue();
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while (end != m_tracked_fences.end() && completed_counter >= end->first)
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{
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m_current_gpu_position = end->second;
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++end;
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}
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if (start != end)
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m_tracked_fences.erase(start, end);
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}
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bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
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{
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u32 new_offset = 0;
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u32 new_space = 0;
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u32 new_gpu_position = 0;
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auto iter = m_tracked_fences.begin();
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for (; iter != m_tracked_fences.end(); ++iter)
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{
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// Would this fence bring us in line with the GPU?
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// This is the "last resort" case, where a command buffer execution has been forced
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// after no additional data has been written to it, so we can assume that after the
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// fence has been signaled the entire buffer is now consumed.
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u32 gpu_position = iter->second;
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if (m_current_offset == gpu_position)
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{
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new_offset = 0;
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new_space = m_size;
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new_gpu_position = 0;
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break;
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}
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// Assuming that we wait for this fence, are we allocating in front of the GPU?
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if (m_current_offset > gpu_position)
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{
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// This would suggest the GPU has now followed us and wrapped around, so we have from
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// m_current_position..m_size free, as well as and 0..gpu_position.
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const u32 remaining_space_after_offset = m_size - m_current_offset;
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if (remaining_space_after_offset >= num_bytes)
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{
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// Switch to allocating in front of the GPU, using the remainder of the buffer.
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new_offset = m_current_offset;
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new_space = m_size - m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (gpu_position > num_bytes)
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{
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new_offset = 0;
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new_space = gpu_position;
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new_gpu_position = gpu_position;
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break;
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}
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}
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else
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{
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// We're currently allocating behind the GPU. This would give us between the current
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// offset and the GPU position worth of space to work with. Again, > because we can't
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// align the GPU position with the buffer offset.
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u32 available_space_inbetween = gpu_position - m_current_offset;
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if (available_space_inbetween > num_bytes)
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{
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// Leave the offset as-is, but update the GPU position.
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new_offset = m_current_offset;
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new_space = gpu_position - m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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}
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}
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// Did any fences satisfy this condition?
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// Has the command buffer been executed yet? If not, the caller should execute it.
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if (iter == m_tracked_fences.end() || iter->first == g_d3d12_context->GetCurrentFenceValue())
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return false;
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// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
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g_d3d12_context->WaitForFence(iter->first);
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m_tracked_fences.erase(m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
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m_current_offset = new_offset;
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m_current_space = new_space;
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m_current_gpu_position = new_gpu_position;
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return true;
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}
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