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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
183 lines
5.9 KiB
C++
183 lines
5.9 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/D3D12BoundingBox.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D12/D3D12Renderer.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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namespace DX12
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{
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BoundingBox::BoundingBox() = default;
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BoundingBox::~BoundingBox()
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{
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if (m_gpu_descriptor)
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g_dx_context->GetDescriptorHeapManager().Free(m_gpu_descriptor);
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}
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std::unique_ptr<BoundingBox> BoundingBox::Create()
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{
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auto bbox = std::unique_ptr<BoundingBox>(new BoundingBox());
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if (!bbox->CreateBuffers())
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return nullptr;
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return bbox;
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}
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bool BoundingBox::CreateBuffers()
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{
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static constexpr D3D12_HEAP_PROPERTIES gpu_heap_properties = {D3D12_HEAP_TYPE_DEFAULT};
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static constexpr D3D12_HEAP_PROPERTIES cpu_heap_properties = {D3D12_HEAP_TYPE_READBACK};
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D3D12_RESOURCE_DESC buffer_desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
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0,
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BUFFER_SIZE,
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1,
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1,
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1,
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DXGI_FORMAT_UNKNOWN,
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{1, 0},
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS};
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HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
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&gpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, nullptr, IID_PPV_ARGS(&m_gpu_buffer));
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CHECK(SUCCEEDED(hr), "Creating bounding box GPU buffer failed");
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if (FAILED(hr) || !g_dx_context->GetDescriptorHeapManager().Allocate(&m_gpu_descriptor))
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return false;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {DXGI_FORMAT_R32_SINT, D3D12_UAV_DIMENSION_BUFFER};
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uav_desc.Buffer.NumElements = NUM_VALUES;
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g_dx_context->GetDevice()->CreateUnorderedAccessView(m_gpu_buffer.Get(), nullptr, &uav_desc,
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m_gpu_descriptor.cpu_handle);
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buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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hr = g_dx_context->GetDevice()->CreateCommittedResource(
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&cpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, IID_PPV_ARGS(&m_readback_buffer));
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CHECK(SUCCEEDED(hr), "Creating bounding box CPU buffer failed");
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if (FAILED(hr))
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return false;
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if (!m_upload_buffer.AllocateBuffer(STREAM_BUFFER_SIZE))
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return false;
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// Both the CPU and GPU buffer's contents is unknown, so force a flush the first time.
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m_values.fill(0);
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m_dirty.fill(true);
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m_valid = true;
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return true;
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}
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void BoundingBox::Readback()
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{
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// Copy from GPU->CPU buffer, and wait for the GPU to finish the copy.
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ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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g_dx_context->GetCommandList()->CopyBufferRegion(m_readback_buffer.Get(), 0, m_gpu_buffer.Get(),
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0, BUFFER_SIZE);
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ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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Renderer::GetInstance()->ExecuteCommandList(true);
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// Read back to cached values.
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static constexpr D3D12_RANGE read_range = {0, BUFFER_SIZE};
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void* mapped_pointer;
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HRESULT hr = m_readback_buffer->Map(0, &read_range, &mapped_pointer);
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CHECK(SUCCEEDED(hr), "Map bounding box CPU buffer");
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if (FAILED(hr))
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return;
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static constexpr D3D12_RANGE write_range = {0, 0};
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std::array<s32, NUM_VALUES> new_values;
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std::memcpy(new_values.data(), mapped_pointer, BUFFER_SIZE);
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m_readback_buffer->Unmap(0, &write_range);
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// Preserve dirty values, that way we don't need to sync.
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for (u32 i = 0; i < NUM_VALUES; i++)
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{
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if (!m_dirty[i])
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m_values[i] = new_values[i];
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}
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m_valid = true;
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}
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s32 BoundingBox::Get(size_t index)
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{
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if (!m_valid)
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Readback();
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return m_values[index];
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}
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void BoundingBox::Set(size_t index, s32 value)
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{
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m_values[index] = value;
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m_dirty[index] = true;
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}
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void BoundingBox::Invalidate()
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{
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m_dirty.fill(false);
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m_valid = false;
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}
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void BoundingBox::Flush()
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{
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bool in_copy_state = false;
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for (u32 start = 0; start < NUM_VALUES;)
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{
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if (!m_dirty[start])
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{
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start++;
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continue;
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}
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u32 end = start + 1;
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m_dirty[start] = false;
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for (; end < NUM_VALUES; end++)
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{
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if (!m_dirty[end])
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break;
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m_dirty[end] = false;
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}
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const u32 copy_size = (end - start) * sizeof(ValueType);
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if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(ValueType)))
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{
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WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in bbox stream buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(ValueType)))
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{
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PanicAlertFmt("Failed to allocate bbox stream buffer space");
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return;
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}
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}
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const u32 upload_buffer_offset = m_upload_buffer.GetCurrentOffset();
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std::memcpy(m_upload_buffer.GetCurrentHostPointer(), &m_values[start], copy_size);
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m_upload_buffer.CommitMemory(copy_size);
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if (!in_copy_state)
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{
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ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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in_copy_state = true;
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}
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g_dx_context->GetCommandList()->CopyBufferRegion(m_gpu_buffer.Get(), start * sizeof(ValueType),
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m_upload_buffer.GetBuffer(),
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upload_buffer_offset, copy_size);
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start = end;
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}
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if (in_copy_state)
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{
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ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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}
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}
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}; // namespace DX12
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