[D3D12] Descriptor heap pool
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2d59231993
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8002de774a
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@ -40,7 +40,7 @@ void UploadBufferPool::BeginFrame() {
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}
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// Try to create new pages again in this frame if failed in the previous.
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creation_failed_ = false;
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page_creation_failed_ = false;
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}
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void UploadBufferPool::EndFrame() {
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@ -117,16 +117,16 @@ void UploadBufferPool::EndPage() {
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current_mapping_ = nullptr;
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}
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if (current_size_ != 0) {
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auto buffer = unsent_;
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buffer->frame_sent = context_->GetCurrentFrame();
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unsent_ = buffer->next;
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buffer->next = nullptr;
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auto page = unsent_;
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page->frame_sent = context_->GetCurrentFrame();
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unsent_ = page->next;
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page->next = nullptr;
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if (sent_last_ != nullptr) {
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sent_last_->next = buffer;
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sent_last_->next = page;
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} else {
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sent_first_ = buffer;
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sent_first_ = page;
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}
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sent_last_ = buffer;
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sent_last_ = page;
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current_size_ = 0;
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}
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}
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@ -134,6 +134,10 @@ void UploadBufferPool::EndPage() {
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bool UploadBufferPool::BeginNextPage() {
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EndPage();
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if (page_creation_failed_) {
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return false;
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}
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if (unsent_ == nullptr) {
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auto device = context_->GetD3D12Provider()->GetDevice();
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D3D12_HEAP_PROPERTIES heap_properties = {};
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@ -156,7 +160,7 @@ bool UploadBufferPool::BeginNextPage() {
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&buffer_resource)))) {
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XELOGE("Failed to create a D3D upload buffer with %u bytes", page_size_);
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creation_failed_ = true;
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page_creation_failed_ = true;
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return false;
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}
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unsent_ = new UploadBuffer;
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@ -170,7 +174,7 @@ bool UploadBufferPool::BeginNextPage() {
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void* mapping;
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if (FAILED(unsent_->buffer->Map(0, &read_range, &mapping))) {
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XELOGE("Failed to map a D3D upload buffer with %u bytes", page_size_);
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creation_failed_ = true;
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page_creation_failed_ = true;
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return false;
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}
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current_mapping_ = reinterpret_cast<uint8_t*>(mapping);
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@ -178,6 +182,132 @@ bool UploadBufferPool::BeginNextPage() {
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return true;
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}
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DescriptorHeapPool::DescriptorHeapPool(D3D12Context* context,
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D3D12_DESCRIPTOR_HEAP_TYPE type,
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uint32_t page_size)
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: context_(context), type_(type), page_size_(page_size) {}
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DescriptorHeapPool::~DescriptorHeapPool() { ClearCache(); }
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void DescriptorHeapPool::BeginFrame() {
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// Don't hold old pages if few descriptors are written, also make 0 usable as
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// an invalid page index.
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++current_page_;
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// Recycle submitted pages not used by the GPU anymore.
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uint64_t last_completed_frame = context_->GetLastCompletedFrame();
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while (sent_first_ != nullptr) {
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auto page = sent_first_;
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if (page->frame_sent > last_completed_frame) {
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break;
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}
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sent_first_ = page->next;
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page->next = unsent_;
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unsent_ = page;
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}
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if (sent_first_ == nullptr) {
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sent_last_ = nullptr;
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}
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// Try to create new pages again in this frame if failed in the previous.
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page_creation_failed_ = false;
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}
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void DescriptorHeapPool::EndFrame() { EndPage(); }
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void DescriptorHeapPool::ClearCache() {
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assert(current_size_ == 0);
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while (unsent_ != nullptr) {
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auto next = unsent_->next;
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unsent_->heap->Release();
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delete unsent_;
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unsent_ = next;
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}
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while (sent_first_ != nullptr) {
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auto next = sent_first_->next;
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sent_first_->heap->Release();
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delete sent_first_;
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sent_first_ = next;
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}
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sent_last_ = nullptr;
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}
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uint64_t DescriptorHeapPool::GetPageForRequest(uint32_t count) const {
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uint64_t page = current_page_;
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if (page_size_ - current_size_ < count) {
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++page;
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}
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return page;
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}
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bool DescriptorHeapPool::Request(uint32_t count, uint32_t& index_out) {
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assert_true(count != 0 && count <= page_size_);
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if (count == 0 || count > page_size_) {
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return false;
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}
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if (page_creation_failed_) {
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// Don't increment the page index every call if there was a failure as well.
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return false;
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}
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// Go to the next page if there's not enough free space on the current one.
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if (page_size_ - current_size_ < count) {
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EndPage();
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++current_page_;
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}
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// Create the page if needed (may be the first call for the page).
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if (unsent_ == nullptr) {
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if (page_creation_failed_) {
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return false;
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}
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auto device = context_->GetD3D12Provider()->GetDevice();
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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heap_desc.Type = type_;
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heap_desc.NumDescriptors = page_size_;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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ID3D12DescriptorHeap* heap;
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if (FAILED(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&heap)))) {
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XELOGE("Failed to create a heap for %u shader-visible descriptors",
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page_size_);
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page_creation_failed_ = true;
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return false;
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}
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unsent_ = new DescriptorHeap;
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unsent_->heap = heap;
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unsent_->next = nullptr;
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}
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// If starting a new page, get the handles to the beginning of it.
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if (current_size_ == 0) {
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current_heap_cpu_start_ =
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unsent_->heap->GetCPUDescriptorHandleForHeapStart();
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current_heap_gpu_start_ =
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unsent_->heap->GetGPUDescriptorHandleForHeapStart();
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}
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index_out = current_size_;
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current_size_ += count;
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return true;
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}
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void DescriptorHeapPool::EndPage() {
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if (current_size_ != 0) {
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auto page = unsent_;
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page->frame_sent = context_->GetCurrentFrame();
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unsent_ = page->next;
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page->next = nullptr;
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if (sent_last_ != nullptr) {
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sent_last_->next = page;
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} else {
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sent_first_ = page;
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}
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sent_last_ = page;
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current_size_ = 0;
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}
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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@ -56,9 +56,69 @@ class UploadBufferPool {
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uint32_t current_size_ = 0;
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uint8_t* current_mapping_ = nullptr;
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// Reset in the beginning of a frame - don't try and fail to create a new
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// buffer if failed to create one in the current frame.
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bool creation_failed_ = false;
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// Reset in the beginning of a frame - don't try and fail to create a new page
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// if failed to create one in the current frame.
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bool page_creation_failed_ = false;
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};
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class DescriptorHeapPool {
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public:
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DescriptorHeapPool(D3D12Context* context, D3D12_DESCRIPTOR_HEAP_TYPE type,
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uint32_t page_size);
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~DescriptorHeapPool();
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void BeginFrame();
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void EndFrame();
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void ClearCache();
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// To check if a rebind will be required, and thus may possibly need to write
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// all the descriptors needed for a draw call rather than only the modified
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// ones. The page number can never be 0 if a frame has started, and it's
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// changed every frame, so it's safe to use 0 to indicate that the descriptors
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// for some data have never been written.
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uint64_t GetPageForRequest(uint32_t count) const;
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bool Request(uint32_t count, uint32_t& index_out);
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// The current heap, for binding and actually writing - may be called only
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// after a successful request because before a request, the heap may not exist
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// yet.
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ID3D12DescriptorHeap* GetLastRequestHeap() const { return unsent_->heap; }
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D3D12_CPU_DESCRIPTOR_HANDLE GetLastRequestHeapCPUStart() const {
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return current_heap_cpu_start_;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE GetLastRequestHeapGPUStart() const {
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return current_heap_gpu_start_;
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}
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uint64_t GetLastRequestPageNumber() const { return current_page_; }
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private:
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D3D12Context* context_;
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D3D12_DESCRIPTOR_HEAP_TYPE type_;
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uint32_t page_size_;
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void EndPage();
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bool BeginNextPage();
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struct DescriptorHeap {
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ID3D12DescriptorHeap* heap;
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DescriptorHeap* next;
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uint64_t frame_sent;
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};
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// A list of unsent heaps, with the first one being the current.
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DescriptorHeap* unsent_ = nullptr;
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// A list of sent heaps, moved to unsent in the beginning of a frame.
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DescriptorHeap* sent_first_ = nullptr;
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DescriptorHeap* sent_last_ = nullptr;
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uint64_t current_page_ = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE current_heap_cpu_start_ = {};
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D3D12_GPU_DESCRIPTOR_HANDLE current_heap_gpu_start_ = {};
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uint32_t current_size_ = 0;
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// Reset in the beginning of a frame - don't try and fail to create a new page
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// if failed to create one in the current frame.
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bool page_creation_failed_ = false;
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};
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} // namespace d3d12
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