[D3D12] Upload buffer pool class
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ae7ff58f81
commit
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@ -75,9 +75,8 @@ bool SharedMemory::Initialize() {
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watches_triggered_l2_.size() * sizeof(uint64_t));
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std::memset(upload_pages_.data(), 0, upload_pages_.size() * sizeof(uint64_t));
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upload_buffer_available_first_ = nullptr;
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upload_buffer_submitted_first_ = nullptr;
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upload_buffer_submitted_last_ = nullptr;
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upload_buffer_pool_ =
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std::make_unique<ui::d3d12::UploadBufferPool>(context_, 4 * 1024 * 1024);
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memory_->SetGlobalPhysicalAccessWatch(WatchCallbackThunk, this);
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@ -87,18 +86,7 @@ bool SharedMemory::Initialize() {
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void SharedMemory::Shutdown() {
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memory_->SetGlobalPhysicalAccessWatch(nullptr, nullptr);
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while (upload_buffer_available_first_ != nullptr) {
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auto upload_buffer_next = upload_buffer_available_first_->next;
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upload_buffer_available_first_->buffer->Release();
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delete upload_buffer_available_first_;
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upload_buffer_available_first_ = upload_buffer_next;
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}
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while (upload_buffer_submitted_first_ != nullptr) {
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auto upload_buffer_next = upload_buffer_submitted_first_->next;
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upload_buffer_submitted_first_->buffer->Release();
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delete upload_buffer_submitted_first_;
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upload_buffer_submitted_first_ = upload_buffer_next;
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}
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upload_buffer_pool_.reset();
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// First free the buffer to detach it from the heaps.
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if (buffer_ != nullptr) {
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@ -132,20 +120,7 @@ void SharedMemory::BeginFrame() {
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}
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watch_mutex_.unlock();
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// Make processed upload buffers available.
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uint64_t last_completed_frame = context_->GetLastCompletedFrame();
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while (upload_buffer_submitted_first_ != nullptr) {
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auto upload_buffer = upload_buffer_submitted_first_;
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if (upload_buffer->submit_frame > last_completed_frame) {
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break;
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}
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upload_buffer_submitted_first_ = upload_buffer->next;
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upload_buffer->next = upload_buffer_available_first_;
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upload_buffer_available_first_ = upload_buffer;
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}
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if (upload_buffer_submitted_first_ == nullptr) {
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upload_buffer_submitted_last_ = nullptr;
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}
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upload_buffer_pool_->BeginFrame();
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heap_creation_failed_ = false;
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@ -164,12 +139,7 @@ bool SharedMemory::EndFrame(ID3D12GraphicsCommandList* command_list_setup,
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auto device = context_->GetD3D12Provider()->GetDevice();
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// Write ranges to upload buffers and submit them.
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const uint32_t upload_buffer_capacity = kUploadBufferSize >> page_size_log2_;
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assert_true(upload_buffer_capacity > 0);
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uint32_t upload_end = 0;
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void* upload_buffer_mapping = nullptr;
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uint32_t upload_buffer_written = 0;
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uint32_t upload_range_start = 0, upload_range_length;
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uint32_t upload_end = 0, upload_range_start = 0, upload_range_length;
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while ((upload_range_start =
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NextUploadRange(upload_end, upload_range_length)) != UINT_MAX) {
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/* XELOGGPU(
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@ -177,103 +147,32 @@ bool SharedMemory::EndFrame(ID3D12GraphicsCommandList* command_list_setup,
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upload_range_start << page_size_log2_,
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((upload_range_start + upload_range_length) << page_size_log2_) - 1); */
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while (upload_range_length > 0) {
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ID3D12Resource* upload_buffer;
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uint32_t upload_buffer_offset, upload_buffer_size;
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uint8_t* upload_buffer_mapping = upload_buffer_pool_->RequestPartial(
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upload_range_length << page_size_log2_, upload_buffer,
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upload_buffer_offset, upload_buffer_size);
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if (upload_buffer_mapping == nullptr) {
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// Create a completely new upload buffer if the available pool is empty.
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if (upload_buffer_available_first_ == nullptr) {
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D3D12_HEAP_PROPERTIES upload_buffer_heap_properties = {};
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upload_buffer_heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC upload_buffer_desc;
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upload_buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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upload_buffer_desc.Alignment = 0;
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upload_buffer_desc.Width = kUploadBufferSize;
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upload_buffer_desc.Height = 1;
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upload_buffer_desc.DepthOrArraySize = 1;
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upload_buffer_desc.MipLevels = 1;
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upload_buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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upload_buffer_desc.SampleDesc.Count = 1;
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upload_buffer_desc.SampleDesc.Quality = 0;
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upload_buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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upload_buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* upload_buffer_resource;
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if (FAILED(device->CreateCommittedResource(
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&upload_buffer_heap_properties, D3D12_HEAP_FLAG_NONE,
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&upload_buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&upload_buffer_resource)))) {
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XELOGE("Shared memory: Failed to create an upload buffer");
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break;
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}
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upload_buffer_available_first_ = new UploadBuffer;
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upload_buffer_available_first_->buffer = upload_buffer_resource;
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upload_buffer_available_first_->next = nullptr;
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}
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// New buffer, need to map it.
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D3D12_RANGE upload_buffer_read_range;
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upload_buffer_read_range.Begin = 0;
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upload_buffer_read_range.End = 0;
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if (FAILED(upload_buffer_available_first_->buffer->Map(
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0, &upload_buffer_read_range, &upload_buffer_mapping))) {
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XELOGE("Shared memory: Failed to map an upload buffer");
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break;
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}
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XELOGE("Shared memory: Failed to get an upload buffer");
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break;
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}
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// Upload the portion we can upload.
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uint32_t upload_write_length = std::min(
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upload_range_length, upload_buffer_capacity - upload_buffer_written);
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std::memcpy(
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reinterpret_cast<uint8_t*>(upload_buffer_mapping) +
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(upload_buffer_written << page_size_log2_),
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upload_buffer_mapping,
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memory_->TranslatePhysical(upload_range_start << page_size_log2_),
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upload_write_length << page_size_log2_);
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upload_buffer_size);
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command_list_setup->CopyBufferRegion(
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buffer_, upload_range_start << page_size_log2_,
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upload_buffer_available_first_->buffer,
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upload_buffer_written << page_size_log2_,
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upload_write_length << page_size_log2_);
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upload_buffer_written += upload_write_length;
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upload_range_start += upload_write_length;
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upload_range_length -= upload_write_length;
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buffer_, upload_range_start << page_size_log2_, upload_buffer,
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upload_buffer_offset, upload_buffer_size);
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upload_range_start += upload_buffer_size >> page_size_log2_;
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upload_range_length -= upload_buffer_size >> page_size_log2_;
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upload_end = upload_range_start;
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// Check if we are done with this buffer.
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if (upload_buffer_written == upload_buffer_capacity) {
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auto upload_buffer = upload_buffer_available_first_;
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upload_buffer->buffer->Unmap(0, nullptr);
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upload_buffer_mapping = nullptr;
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upload_buffer_available_first_ = upload_buffer->next;
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upload_buffer->next = nullptr;
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upload_buffer->submit_frame = current_frame;
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if (upload_buffer_submitted_last_ != nullptr) {
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upload_buffer_submitted_last_->next = upload_buffer;
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} else {
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upload_buffer_submitted_first_ = upload_buffer;
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}
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upload_buffer_submitted_last_ = upload_buffer;
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upload_buffer_written = 0;
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}
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}
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if (upload_range_length > 0) {
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// Buffer creation or mapping failed.
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break;
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}
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}
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// Mark the last upload buffer as submitted if anything was uploaded from it,
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// also unmap it.
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if (upload_buffer_mapping != nullptr) {
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upload_buffer_available_first_->buffer->Unmap(0, nullptr);
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}
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if (upload_buffer_written > 0) {
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auto upload_buffer = upload_buffer_available_first_;
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upload_buffer_available_first_ = upload_buffer->next;
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upload_buffer->next = nullptr;
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upload_buffer->submit_frame = current_frame;
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if (upload_buffer_submitted_last_ != nullptr) {
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upload_buffer_submitted_last_->next = upload_buffer;
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} else {
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upload_buffer_submitted_first_ = upload_buffer;
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}
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upload_buffer_submitted_last_ = upload_buffer;
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}
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upload_buffer_pool_->EndFrame();
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// Protect the uploaded ranges.
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// TODO(Triang3l): Add L2 or store ranges in a list - this may hold the mutex
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@ -10,11 +10,13 @@
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#ifndef XENIA_GPU_D3D12_SHARED_MEMORY_H_
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#define XENIA_GPU_D3D12_SHARED_MEMORY_H_
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#include <memory>
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#include <mutex>
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#include "xenia/memory.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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#include "xenia/ui/d3d12/pools.h"
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namespace xe {
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namespace gpu {
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@ -100,19 +102,8 @@ class SharedMemory {
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// Pages that need to be uploaded in this frame (that are used but modified).
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std::vector<uint64_t> upload_pages_;
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static constexpr uint32_t kUploadBufferSize = 4 * 1024 * 1024;
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struct UploadBuffer {
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ID3D12Resource* buffer;
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// Next free or submitted upload buffer.
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UploadBuffer* next;
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// When this buffer was submitted (only valid for submitted buffers).
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uint64_t submit_frame;
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};
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// Buffers are moved to available in BeginFrame and to submitted in EndFrame.
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UploadBuffer* upload_buffer_submitted_first_ = nullptr;
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UploadBuffer* upload_buffer_submitted_last_ = nullptr;
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UploadBuffer* upload_buffer_available_first_ = nullptr;
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uint32_t NextUploadRange(uint32_t search_start, uint32_t& length) const;
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std::unique_ptr<ui::d3d12::UploadBufferPool> upload_buffer_pool_ = nullptr;
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void TransitionBuffer(D3D12_RESOURCE_STATES new_state,
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ID3D12GraphicsCommandList* command_list);
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@ -0,0 +1,183 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/pools.h"
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#include <algorithm>
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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UploadBufferPool::UploadBufferPool(D3D12Context* context, uint32_t page_size)
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: context_(context), page_size_(page_size) {}
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UploadBufferPool::~UploadBufferPool() { ClearCache(); }
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void UploadBufferPool::BeginFrame() {
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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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creation_failed_ = false;
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}
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void UploadBufferPool::EndFrame() {
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// If something is written to the current page, mark it as submitted.
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EndPage();
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}
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void UploadBufferPool::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_->buffer->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_->buffer->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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uint8_t* UploadBufferPool::RequestFull(uint32_t size,
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ID3D12Resource*& buffer_out,
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uint32_t& offset_out) {
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assert_true(size != 0 && size <= page_size_);
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if (size == 0 || size > page_size_) {
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return nullptr;
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}
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if (page_size_ - current_size_ < size || current_mapping_ == nullptr) {
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// Start a new page if can't fit all the bytes or don't have an open page.
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if (!BeginNextPage()) {
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return nullptr;
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}
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}
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buffer_out = unsent_->buffer;
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offset_out = current_size_;
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uint8_t* mapping = current_mapping_ + current_size_;
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current_size_ += size;
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return mapping;
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}
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uint8_t* UploadBufferPool::RequestPartial(uint32_t size,
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ID3D12Resource*& buffer_out,
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uint32_t& offset_out,
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uint32_t& size_out) {
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assert_true(size != 0);
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if (size == 0) {
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return nullptr;
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}
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if (current_size_ == page_size_ || current_mapping_ == nullptr) {
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// Start a new page if can't fit any bytes or don't have an open page.
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if (!BeginNextPage()) {
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return nullptr;
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}
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}
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size = std::min(size, page_size_ - current_size_);
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buffer_out = unsent_->buffer;
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offset_out = current_size_;
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size_out = size;
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uint8_t* mapping = current_mapping_ + current_size_;
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current_size_ += size;
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return mapping;
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}
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void UploadBufferPool::EndPage() {
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if (current_mapping_ != nullptr) {
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D3D12_RANGE written_range;
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written_range.Begin = 0;
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written_range.End = current_size_;
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unsent_->buffer->Unmap(0, &written_range);
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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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if (sent_last_ != nullptr) {
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sent_last_->next = buffer;
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} else {
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sent_first_ = buffer;
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}
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sent_last_ = buffer;
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current_size_ = 0;
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}
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}
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bool UploadBufferPool::BeginNextPage() {
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EndPage();
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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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heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC buffer_desc;
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buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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buffer_desc.Alignment = 0;
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buffer_desc.Width = page_size_;
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buffer_desc.Height = 1;
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buffer_desc.DepthOrArraySize = 1;
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buffer_desc.MipLevels = 1;
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buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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buffer_desc.SampleDesc.Count = 1;
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buffer_desc.SampleDesc.Quality = 0;
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buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* buffer_resource;
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if (FAILED(device->CreateCommittedResource(
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&heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
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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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return false;
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}
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unsent_ = new UploadBuffer;
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unsent_->buffer = buffer_resource;
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unsent_->next = nullptr;
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}
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D3D12_RANGE read_range;
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read_range.Begin = 0;
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read_range.End = 0;
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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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return false;
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}
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current_mapping_ = reinterpret_cast<uint8_t*>(mapping);
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return true;
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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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@ -0,0 +1,68 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_UI_D3D12_POOLS_H_
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#define XENIA_UI_D3D12_POOLS_H_
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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class UploadBufferPool {
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public:
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UploadBufferPool(D3D12Context* context, uint32_t page_size);
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~UploadBufferPool();
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void BeginFrame();
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void EndFrame();
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void ClearCache();
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// Request to write data in a single piece, creating a new page if the current
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// one doesn't have enough free space.
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uint8_t* RequestFull(uint32_t size, ID3D12Resource*& buffer_out,
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uint32_t& offset_out);
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// Request to write data in multiple parts, filling the buffer entirely.
|
||||
uint8_t* RequestPartial(uint32_t size, ID3D12Resource*& buffer_out,
|
||||
uint32_t& offset_out, uint32_t& size_out);
|
||||
|
||||
private:
|
||||
D3D12Context* context_;
|
||||
uint32_t page_size_;
|
||||
|
||||
void EndPage();
|
||||
bool BeginNextPage();
|
||||
|
||||
struct UploadBuffer {
|
||||
ID3D12Resource* buffer;
|
||||
UploadBuffer* next;
|
||||
uint64_t frame_sent;
|
||||
};
|
||||
|
||||
// A list of unsent buffers, with the first one being the current.
|
||||
UploadBuffer* unsent_ = nullptr;
|
||||
// A list of sent buffers, moved to unsent in the beginning of a frame.
|
||||
UploadBuffer* sent_first_ = nullptr;
|
||||
UploadBuffer* sent_last_ = nullptr;
|
||||
|
||||
uint32_t current_size_ = 0;
|
||||
uint8_t* current_mapping_ = nullptr;
|
||||
|
||||
// Reset in the beginning of a frame - don't try and fail to create a new
|
||||
// buffer if failed to create one in the current frame.
|
||||
bool creation_failed_ = false;
|
||||
};
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace ui
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_UI_D3D12_POOLS_H_
|
Loading…
Reference in New Issue