2023-08-13 03:42:02 +00:00
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// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
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2022-12-04 11:03:45 +00:00
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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2021-07-10 11:37:08 +00:00
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2023-08-13 03:42:02 +00:00
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#include "metal_stream_buffer.h"
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#include "metal_device.h"
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2023-08-13 03:42:02 +00:00
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/log.h"
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Log_SetChannel(MetalDevice);
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MetalStreamBuffer::MetalStreamBuffer() = default;
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MetalStreamBuffer::~MetalStreamBuffer()
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{
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if (IsValid())
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Destroy();
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}
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bool MetalStreamBuffer::Create(id<MTLDevice> device, u32 size)
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{
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@autoreleasepool
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{
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const MTLResourceOptions options = MTLResourceStorageModeShared | MTLResourceCPUCacheModeWriteCombined;
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id<MTLBuffer> new_buffer = [device newBufferWithLength:size options:options];
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if (new_buffer == nil)
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{
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Log_ErrorPrintf("Failed to create buffer.");
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return false;
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}
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if (IsValid())
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Destroy();
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// Replace with the new buffer
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m_size = size;
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m_current_offset = 0;
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m_current_gpu_position = 0;
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m_tracked_fences.clear();
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m_buffer = [new_buffer retain];
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m_host_pointer = static_cast<u8*>([new_buffer contents]);
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return true;
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}
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}
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void MetalStreamBuffer::Destroy()
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{
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m_size = 0;
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m_current_offset = 0;
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m_current_gpu_position = 0;
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m_tracked_fences.clear();
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[m_buffer release];
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m_buffer = nil;
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m_host_pointer = nullptr;
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}
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bool MetalStreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
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{
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const u32 required_bytes = num_bytes + alignment;
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// Check for sane allocations
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if (required_bytes > m_size)
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{
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Log_ErrorPrintf("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
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static_cast<u32>(m_size));
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Panic("Stream buffer overflow");
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return false;
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}
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UpdateGPUPosition();
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// Is the GPU behind or up to date with our current offset?
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if (m_current_offset >= m_current_gpu_position)
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{
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const u32 remaining_bytes = m_size - m_current_offset;
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if (required_bytes <= remaining_bytes)
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{
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// Place at the current position, after the GPU position.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_current_space = m_size - m_current_offset;
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return true;
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}
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// Check for space at the start of the buffer
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// We use < here because we don't want to have the case of m_current_offset ==
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// m_current_gpu_position. That would mean the code above would assume the
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// GPU has caught up to us, which it hasn't.
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if (required_bytes < m_current_gpu_position)
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{
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// Reset offset to zero, since we're allocating behind the gpu now
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m_current_offset = 0;
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m_current_space = m_current_gpu_position - 1;
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return true;
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}
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}
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// Is the GPU ahead of our current offset?
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if (m_current_offset < m_current_gpu_position)
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{
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// We have from m_current_offset..m_current_gpu_position space to use.
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const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
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if (required_bytes < remaining_bytes)
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{
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// Place at the current position, since this is still behind the GPU.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_current_space = m_current_gpu_position - m_current_offset - 1;
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return true;
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}
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}
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// Can we find a fence to wait on that will give us enough memory?
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if (WaitForClearSpace(required_bytes))
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{
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const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
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m_current_offset += align_diff;
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m_current_space -= align_diff;
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return true;
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}
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// We tried everything we could, and still couldn't get anything. This means that too much space
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// in the buffer is being used by the command buffer currently being recorded. Therefore, the
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// only option is to execute it, and wait until it's done.
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return false;
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}
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void MetalStreamBuffer::CommitMemory(u32 final_num_bytes)
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{
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DebugAssert((m_current_offset + final_num_bytes) <= m_size);
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DebugAssert(final_num_bytes <= m_current_space);
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m_current_offset += final_num_bytes;
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m_current_space -= final_num_bytes;
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UpdateCurrentFencePosition();
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}
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void MetalStreamBuffer::UpdateCurrentFencePosition()
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{
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// Has the offset changed since the last fence?
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const u64 counter = MetalDevice::GetInstance().GetCurrentFenceCounter();
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if (!m_tracked_fences.empty() && m_tracked_fences.back().first == counter)
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{
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// Still haven't executed a command buffer, so just update the offset.
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m_tracked_fences.back().second = m_current_offset;
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return;
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}
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// New buffer, so update the GPU position while we're at it.
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m_tracked_fences.emplace_back(counter, m_current_offset);
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}
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void MetalStreamBuffer::UpdateGPUPosition()
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{
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auto start = m_tracked_fences.begin();
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auto end = start;
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const u64 completed_counter = MetalDevice::GetInstance().GetCompletedFenceCounter();
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while (end != m_tracked_fences.end() && completed_counter >= end->first)
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{
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m_current_gpu_position = end->second;
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++end;
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}
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if (start != end)
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{
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m_tracked_fences.erase(start, end);
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if (m_current_offset == m_current_gpu_position)
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{
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// GPU is all caught up now.
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m_current_offset = 0;
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m_current_gpu_position = 0;
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m_current_space = m_size;
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}
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}
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}
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bool MetalStreamBuffer::WaitForClearSpace(u32 num_bytes)
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{
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u32 new_offset = 0;
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u32 new_space = 0;
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u32 new_gpu_position = 0;
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auto iter = m_tracked_fences.begin();
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for (; iter != m_tracked_fences.end(); ++iter)
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{
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// Would this fence bring us in line with the GPU?
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// This is the "last resort" case, where a command buffer execution has been forced
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// after no additional data has been written to it, so we can assume that after the
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// fence has been signaled the entire buffer is now consumed.
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u32 gpu_position = iter->second;
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if (m_current_offset == gpu_position)
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{
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new_offset = 0;
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new_space = m_size;
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new_gpu_position = 0;
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break;
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}
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// Assuming that we wait for this fence, are we allocating in front of the GPU?
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if (m_current_offset > gpu_position)
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{
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// This would suggest the GPU has now followed us and wrapped around, so we have from
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// m_current_position..m_size free, as well as and 0..gpu_position.
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const u32 remaining_space_after_offset = m_size - m_current_offset;
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if (remaining_space_after_offset >= num_bytes)
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{
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// Switch to allocating in front of the GPU, using the remainder of the buffer.
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new_offset = m_current_offset;
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new_space = m_size - m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (gpu_position > num_bytes)
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{
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new_offset = 0;
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new_space = gpu_position - 1;
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new_gpu_position = gpu_position;
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break;
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}
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}
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else
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{
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// We're currently allocating behind the GPU. This would give us between the current
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// offset and the GPU position worth of space to work with. Again, > because we can't
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// align the GPU position with the buffer offset.
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u32 available_space_inbetween = gpu_position - m_current_offset;
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if (available_space_inbetween > num_bytes)
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{
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// Leave the offset as-is, but update the GPU position.
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new_offset = m_current_offset;
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new_space = available_space_inbetween - 1;
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new_gpu_position = gpu_position;
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break;
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}
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}
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}
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// Did any fences satisfy this condition?
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// Has the command buffer been executed yet? If not, the caller should execute it.
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MetalDevice& dev = MetalDevice::GetInstance();
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if (iter == m_tracked_fences.end() || iter->first == dev.GetCurrentFenceCounter())
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return false;
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// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
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dev.WaitForFenceCounter(iter->first);
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m_tracked_fences.erase(m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
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m_current_offset = new_offset;
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m_current_space = new_space;
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m_current_gpu_position = new_gpu_position;
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return true;
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}
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