summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp
blob: 9827057626ecc04a9b35359746a134c2ef4022fe (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#include "VideoBackends/D3D12/DescriptorHeapManager.h"

#include "Common/Assert.h"

#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoCommon/VideoConfig.h"

namespace DX12
{
DescriptorHeapManager::DescriptorHeapManager() = default;
DescriptorHeapManager::~DescriptorHeapManager() = default;

bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
                                   u32 num_descriptors)
{
  D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
                                     D3D12_DESCRIPTOR_HEAP_FLAG_NONE};

  HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
  ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create descriptor heap: {}", DX12HRWrap(hr));
  if (FAILED(hr))
    return false;

  m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
  m_num_descriptors = num_descriptors;
  m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);

  // Set all slots to unallocated (1)
  const u32 bitset_count =
      num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
  m_free_slots.resize(bitset_count);
  for (BitSetType& bs : m_free_slots)
    bs.flip();

  return true;
}

bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
{
  // Start past the temporary slots, no point in searching those.
  for (u32 group = 0; group < m_free_slots.size(); group++)
  {
    BitSetType& bs = m_free_slots[group];
    if (bs.none())
      continue;

    u32 bit = 0;
    for (; bit < BITSET_SIZE; bit++)
    {
      if (bs[bit])
        break;
    }

    u32 index = group * BITSET_SIZE + bit;
    bs[bit] = false;

    handle->index = index;
    handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
    handle->gpu_handle.ptr = 0;
    return true;
  }

  PanicAlertFmt("Out of fixed descriptors");
  return false;
}

void DescriptorHeapManager::Free(u32 index)
{
  ASSERT(index < m_num_descriptors);

  u32 group = index / BITSET_SIZE;
  u32 bit = index % BITSET_SIZE;
  m_free_slots[group][bit] = true;
}

void DescriptorHeapManager::Free(const DescriptorHandle& handle)
{
  Free(handle.index);
}

SamplerHeapManager::SamplerHeapManager() = default;
SamplerHeapManager::~SamplerHeapManager() = default;

static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& state)
{
  if (state.tm0.mipmap_filter == FilterMode::Linear)
  {
    if (state.tm0.min_filter == FilterMode::Linear)
    {
      desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
                         D3D12_FILTER_MIN_MAG_MIP_LINEAR :
                         D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
    }
    else
    {
      desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
                         D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR :
                         D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR;
    }
  }
  else
  {
    if (state.tm0.min_filter == FilterMode::Linear)
    {
      desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
                         D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT :
                         D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
    }
    else
    {
      desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
                         D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
                         D3D12_FILTER_MIN_MAG_MIP_POINT;
    }
  }

  static constexpr std::array<D3D12_TEXTURE_ADDRESS_MODE, 3> address_modes = {
      {D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_WRAP,
       D3D12_TEXTURE_ADDRESS_MODE_MIRROR}};
  desc->AddressU = address_modes[static_cast<u32>(state.tm0.wrap_u.Value())];
  desc->AddressV = address_modes[static_cast<u32>(state.tm0.wrap_v.Value())];
  desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  desc->MaxLOD = state.tm1.max_lod / 16.f;
  desc->MinLOD = state.tm1.min_lod / 16.f;
  desc->MipLODBias = static_cast<s32>(state.tm0.lod_bias) / 256.f;
  desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;

  if (state.tm0.anisotropic_filtering)
  {
    desc->Filter = D3D12_FILTER_ANISOTROPIC;
    desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
  }
}

bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle)
{
  const auto it = m_sampler_map.find(ss);
  if (it != m_sampler_map.end())
  {
    *handle = it->second;
    return true;
  }

  if (m_current_offset == m_num_descriptors)
  {
    // We can clear at any time because the descriptors are copied prior to execution.
    // It's still not free, since we have to recreate all our samplers again.
    WARN_LOG_FMT(VIDEO, "Out of samplers, resetting CPU heap");
    Clear();
  }

  D3D12_SAMPLER_DESC desc = {};
  GetD3DSamplerDesc(&desc, ss);

  const D3D12_CPU_DESCRIPTOR_HANDLE new_handle = {m_heap_base_cpu.ptr +
                                                  m_current_offset * m_descriptor_increment_size};
  g_dx_context->GetDevice()->CreateSampler(&desc, new_handle);

  m_sampler_map.emplace(ss, new_handle);
  m_current_offset++;
  *handle = new_handle;
  return true;
}

void SamplerHeapManager::Clear()
{
  m_sampler_map.clear();
  m_current_offset = 0;
}

bool SamplerHeapManager::Create(ID3D12Device* device, u32 num_descriptors)
{
  const D3D12_DESCRIPTOR_HEAP_DESC desc = {D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors};
  HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
  ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create sampler descriptor heap: {}", DX12HRWrap(hr));
  if (FAILED(hr))
    return false;

  m_num_descriptors = num_descriptors;
  m_descriptor_increment_size =
      device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
  return true;
}
}  // namespace DX12