[D3D12] SHM functions needed for resolves
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@ -193,6 +193,67 @@ void SharedMemory::UnwatchMemoryRange(WatchHandle handle) {
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UnlinkWatchRange(reinterpret_cast<WatchRange*>(handle));
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}
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bool SharedMemory::MakeTilesResident(uint32_t start, uint32_t length) {
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if (length == 0) {
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// Some texture is empty, for example - safe to draw in this case.
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return true;
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}
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start &= kAddressMask;
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if (start >= kBufferSize || (kBufferSize - start) < length) {
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// Exceeds the physical address space.
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return false;
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}
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if (!FLAGS_d3d12_tiled_resources) {
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return true;
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}
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uint32_t heap_first = start >> kHeapSizeLog2;
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uint32_t heap_last = (start + length - 1) >> kHeapSizeLog2;
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for (uint32_t i = heap_first; i <= heap_last; ++i) {
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if (heaps_[i] != nullptr) {
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continue;
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}
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if (heap_creation_failed_) {
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// Don't try to create a heap for every vertex buffer or texture in the
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// current frame anymore if have failed at least once.
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return false;
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}
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auto provider = context_->GetD3D12Provider();
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auto device = provider->GetDevice();
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auto direct_queue = provider->GetDirectQueue();
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D3D12_HEAP_DESC heap_desc = {};
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heap_desc.SizeInBytes = kHeapSize;
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heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
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XELOGE("Shared memory: Failed to create a tile heap");
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heap_creation_failed_ = true;
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return false;
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}
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D3D12_TILED_RESOURCE_COORDINATE region_start_coordinates;
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region_start_coordinates.X = i << (kHeapSizeLog2 - kTileSizeLog2);
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region_start_coordinates.Y = 0;
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region_start_coordinates.Z = 0;
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region_start_coordinates.Subresource = 0;
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles = kHeapSize >> kTileSizeLog2;
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region_size.UseBox = FALSE;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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UINT range_tile_count = kHeapSize >> kTileSizeLog2;
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// FIXME(Triang3l): This may cause issues if the emulator is shut down
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// mid-frame and the heaps are destroyed before tile mappings are updated
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// (AwaitAllFramesCompletion won't catch this then). Defer this until the
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// actual command list submission at the end of the frame.
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direct_queue->UpdateTileMappings(
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buffer_, 1, ®ion_start_coordinates, ®ion_size, heaps_[i], 1,
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&range_flags, &heap_range_start_offset, &range_tile_count,
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D3D12_TILE_MAPPING_FLAG_NONE);
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}
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return true;
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}
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bool SharedMemory::RequestRange(uint32_t start, uint32_t length,
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ID3D12GraphicsCommandList* command_list) {
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if (length == 0) {
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@ -211,50 +272,8 @@ bool SharedMemory::RequestRange(uint32_t start, uint32_t length,
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#endif // FINE_GRAINED_DRAW_SCOPES
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// Ensure all tile heaps are present.
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if (FLAGS_d3d12_tiled_resources) {
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uint32_t heap_first = start >> kHeapSizeLog2;
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uint32_t heap_last = last >> kHeapSizeLog2;
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for (uint32_t i = heap_first; i <= heap_last; ++i) {
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if (heaps_[i] != nullptr) {
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continue;
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}
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if (heap_creation_failed_) {
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// Don't try to create a heap for every vertex buffer or texture in the
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// current frame anymore if have failed at least once.
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return false;
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}
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auto provider = context_->GetD3D12Provider();
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auto device = provider->GetDevice();
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auto direct_queue = provider->GetDirectQueue();
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D3D12_HEAP_DESC heap_desc = {};
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heap_desc.SizeInBytes = kHeapSize;
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heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
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XELOGE("Shared memory: Failed to create a tile heap");
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heap_creation_failed_ = true;
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return false;
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}
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D3D12_TILED_RESOURCE_COORDINATE region_start_coordinates;
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region_start_coordinates.X = i << (kHeapSizeLog2 - kTileSizeLog2);
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region_start_coordinates.Y = 0;
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region_start_coordinates.Z = 0;
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region_start_coordinates.Subresource = 0;
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles = kHeapSize >> kTileSizeLog2;
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region_size.UseBox = FALSE;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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UINT range_tile_count = kHeapSize >> kTileSizeLog2;
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// FIXME(Triang3l): This may cause issues if the emulator is shut down
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// mid-frame and the heaps are destroyed before tile mappings are updated
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// (AwaitAllFramesCompletion won't catch this then). Defer this until the
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// actual command list submission at the end of the frame.
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direct_queue->UpdateTileMappings(
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buffer_, 1, ®ion_start_coordinates, ®ion_size, heaps_[i], 1,
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&range_flags, &heap_range_start_offset, &range_tile_count,
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D3D12_TILE_MAPPING_FLAG_NONE);
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}
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if (!MakeTilesResident(start, length)) {
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return false;
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}
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// Upload and protect used ranges.
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@ -296,6 +315,42 @@ bool SharedMemory::RequestRange(uint32_t start, uint32_t length,
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return true;
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}
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void SharedMemory::RangeWrittenByGPU(uint32_t start, uint32_t length) {
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start &= kAddressMask;
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if (length == 0 || start >= kBufferSize) {
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return;
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}
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length = std::min(length, kBufferSize - start);
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uint32_t end = start + length - 1;
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uint32_t page_first = start >> page_size_log2_;
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uint32_t page_last = end >> page_size_log2_;
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uint32_t bucket_first = start >> kWatchBucketSizeLog2;
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uint32_t bucket_last = end >> kWatchBucketSizeLog2;
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std::lock_guard<std::recursive_mutex> lock(validity_mutex_);
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// Trigger modification callbacks so, for instance, resolved data is loaded to
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// the texture.
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for (uint32_t i = bucket_first; i <= bucket_last; ++i) {
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WatchNode* node = watch_buckets_[i];
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while (node != nullptr) {
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WatchRange* range = node->range;
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// Store the next node now since when the callback is triggered, the links
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// will be broken.
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node = node->bucket_node_next;
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if (page_first <= range->page_last && page_last >= range->page_first) {
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range->callback(range->callback_context, range->callback_data,
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range->callback_argument);
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UnlinkWatchRange(range);
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}
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}
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}
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// Mark the range as valid (so pages are not reuploaded until modified by the
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// CPU) and protect it so the CPU can reuse it.
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MakeRangeValid(page_first, page_last - page_first + 1);
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}
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void SharedMemory::MakeRangeValid(uint32_t valid_page_first,
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uint32_t valid_page_count) {
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if (valid_page_first >= page_count_ || valid_page_count == 0) {
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@ -67,6 +67,10 @@ class SharedMemory {
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inline void LockWatchMutex() { validity_mutex_.lock(); }
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inline void UnlockWatchMutex() { validity_mutex_.unlock(); }
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// Ensures the buffer tiles backing the range are resident, but doesn't upload
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// anything.
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bool MakeTilesResident(uint32_t start, uint32_t length);
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// Checks if the range has been updated, uploads new data if needed and
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// ensures the buffer tiles backing the range are resident. May transition the
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// tiled buffer to copy destination - call this before UseForReading or
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@ -75,6 +79,12 @@ class SharedMemory {
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bool RequestRange(uint32_t start, uint32_t length,
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ID3D12GraphicsCommandList* command_list);
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// Marks the range as containing GPU-generated data (such as resolves),
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// triggering modification callbacks, making it valid (so pages are not
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// copied from the main memory until they're modified by the CPU) and
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// protecting it.
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void RangeWrittenByGPU(uint32_t start, uint32_t length);
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// Makes the buffer usable for vertices, indices and texture untiling.
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void UseForReading(ID3D12GraphicsCommandList* command_list);
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// Makes the buffer usable for texture tiling after a resolve.
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