[D3D12] Shared memory - heap creation

This commit is contained in:
Triang3l 2018-07-25 00:47:02 +03:00
parent 82f2abed0d
commit ae1196f29d
4 changed files with 198 additions and 1 deletions

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@ -51,6 +51,12 @@ bool D3D12CommandProcessor::SetupContext() {
}
}
shared_memory_ = std::make_unique<SharedMemory>(context);
if (!shared_memory_->Initialize()) {
XELOGE("Failed to initialize shared memory");
return false;
}
pipeline_cache_ = std::make_unique<PipelineCache>(register_file_, context);
return true;

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@ -15,6 +15,7 @@
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#include "xenia/gpu/d3d12/pipeline_cache.h"
#include "xenia/gpu/d3d12/shared_memory.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/ui/d3d12/command_list.h"
@ -65,7 +66,8 @@ class D3D12CommandProcessor : public CommandProcessor {
std::unique_ptr<ui::d3d12::CommandList>
command_lists_[ui::d3d12::D3D12Context::kQueuedFrames] = {};
std::unique_ptr<PipelineCache> pipeline_cache_;
std::unique_ptr<SharedMemory> shared_memory_ = nullptr;
std::unique_ptr<PipelineCache> pipeline_cache_ = nullptr;
uint32_t current_queue_frame_ = UINT32_MAX;
};

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@ -0,0 +1,124 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/shared_memory.h"
#include <cstring>
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/memory.h"
namespace xe {
namespace gpu {
namespace d3d12 {
SharedMemory::SharedMemory(ui::d3d12::D3D12Context* context)
: context_(context) {
page_size_log2_ = xe::math::log2_ceil(xe::memory::page_size());
pages_in_sync_.resize(kBufferSize >> page_size_log2_ >> 6);
}
SharedMemory::~SharedMemory() { Shutdown(); }
bool SharedMemory::Initialize() {
auto device = context_->GetD3D12Provider()->GetDevice();
buffer_state_ = D3D12_RESOURCE_STATE_COPY_DEST;
D3D12_RESOURCE_DESC buffer_desc;
buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buffer_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
buffer_desc.Width = kBufferSize;
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
buffer_desc.MipLevels = 1;
buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.SampleDesc.Quality = 0;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
if (FAILED(device->CreateReservedResource(&buffer_desc, buffer_state_,
nullptr, IID_PPV_ARGS(&buffer_)))) {
XELOGE("Failed to create the 512 MB shared memory tiled buffer");
Shutdown();
return false;
}
std::memset(heaps_, 0, sizeof(heaps_));
std::memset(pages_in_sync_.data(), 0,
page_in_sync_.size() * sizeof(uint64_t));
return true;
}
void SharedMemory::Shutdown() {
// First free the buffer to detach it from the heaps.
if (buffer_ != nullptr) {
buffer_->Release();
buffer_ = nullptr;
}
for (uint32_t i = 0; i < xe::countof(heaps_); ++i) {
if (heaps_[i] != nullptr) {
heaps_[i]->Release();
heaps_[i] = nullptr;
}
}
}
bool SharedMemory::EnsureRangeAllocated(uint32_t start, uint32_t length) {
if (length == 0) {
// Some texture is empty, for example - safe to draw in this case.
return true;
}
start &= kAddressMask;
if ((kBufferSize - start) < length) {
// Exceeds the physical address space.
return false;
}
uint32_t heap_first = start >> kHeapSizeLog2;
uint32_t heap_last = (start + length - 1) >> kHeapSizeLog2;
for (uint32_t i = heap_first; i <= heap_last; ++i) {
if (heaps_[i] != nullptr) {
continue;
}
// TODO(Triang3l): If heap creation has failed at least once in this frame,
// don't try to allocate heaps until the next frame.
auto provider = context_->GetD3D12Provider();
auto device = provider->GetDevice();
auto direct_queue = provider->GetDirectQueue();
D3D12_HEAP_DESC heap_desc = {};
heap_desc.SizeInBytes = kHeapSize;
heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
return false;
}
D3D12_TILED_RESOURCE_COORDINATE region_start_coordinates;
region_start_coordinates.X = i << kHeapSize;
region_start_coordinates.Y = 0;
region_start_coordinates.Z = 0;
region_start_coordinates.Subresource = 0;
D3D12_TILE_REGION_SIZE region_size;
region_size.NumTiles = kHeapSize >> kTileSizeLog2;
region_size.UseBox = FALSE;
D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
UINT heap_range_start_offset = 0;
UINT range_tile_count = kHeapSize >> kTileSizeLog2;
direct_queue->UpdateTileMappings(
buffer_, 1, &region_start_coordinates, &region_size, heaps_[i], 1,
&range_flags, &heap_range_start_offset, &range_tile_count,
D3D12_TILE_MAPPING_FLAG_NONE);
}
return true;
}
} // namespace d3d12
} // namespace gpu
} // namespace xe

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@ -0,0 +1,65 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_SHARED_MEMORY_H_
#define XENIA_GPU_D3D12_SHARED_MEMORY_H_
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_context.h"
namespace xe {
namespace gpu {
namespace d3d12 {
// Manages memory for unconverted textures, resolve targets, vertex and index
// buffers that can be accessed from shaders with Xenon physical addresses, with
// 4 KB granularity.
class SharedMemory {
public:
SharedMemory(ui::d3d12::D3D12Context* context);
~SharedMemory();
bool Initialize();
void Shutdown();
// Ensures the backing memory for the address range is present in the tiled
// buffer, allocating if needed. If couldn't allocate, false is returned -
// it's unsafe to use this portion (on tiled resources tier 1 at least).
bool EnsureRangeAllocated(uint32_t start, uint32_t length);
private:
ui::d3d12::D3D12Context* context_ = nullptr;
// The 512 MB tiled buffer.
static constexpr uint32_t kBufferSizeLog2 = 29;
static constexpr uint32_t kBufferSize = 1 << kBufferSizeLog2;
static constexpr uint32_t kAddressMask = kBufferSize - 1;
ID3D12Resource* buffer_ = nullptr;
D3D12_RESOURCE_STATES buffer_state_ = D3D12_RESOURCE_STATE_COPY_DEST;
// D3D resource tiles are 64 KB in size.
static constexpr uint32_t kTileSizeLog2 = 16;
static constexpr uint32_t kTileSize = 1 << kTileSizeLog2;
// Heaps are 4 MB, so not too many of them are allocated.
static constexpr uint32_t kHeapSizeLog2 = 22;
static constexpr uint32_t kHeapSize = 1 << kHeapSizeLog2;
// Resident portions of the tiled buffer.
ID3D12Heap* heaps_[kBufferSize >> kHeapSizeLog2] = {};
// Log2 of system page size.
uint32_t page_size_log2_;
// Bit vector containing whether physical memory system pages are up to date.
std::vector<uint64_t> pages_in_sync_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_SHARED_MEMORY_H_