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D3D12: Add helper for offsetting descriptors
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cb1e15da58
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@ -51,7 +51,7 @@ void DescriptorHeapManager::Destroy()
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m_free_slots.clear();
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}
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bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
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bool DescriptorHeapManager::Allocate(DescriptorHandle* handle, u32 count /* = 1 */)
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{
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// Start past the temporary slots, no point in searching those.
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for (u32 group = 0; group < m_free_slots.size(); group++)
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@ -64,11 +64,22 @@ bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
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for (; bit < BITSET_SIZE; bit++)
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{
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if (bs[bit])
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break;
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{
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u32 offset;
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for (offset = 0; offset < count; offset++)
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{
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if (!bs[bit + offset])
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break;
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}
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if (offset == count)
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break;
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}
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}
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u32 index = group * BITSET_SIZE + bit;
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bs[bit] = false;
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for (u32 offset = 0; offset < count; offset++)
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bs[bit + offset] = false;
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handle->index = index;
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handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
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@ -80,21 +91,24 @@ bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
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return false;
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}
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void DescriptorHeapManager::Free(u32 index)
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void DescriptorHeapManager::Free(u32 index, u32 count /* = 1 */)
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{
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Assert(index < m_num_descriptors);
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u32 group = index / BITSET_SIZE;
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u32 bit = index % BITSET_SIZE;
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m_free_slots[group][bit] = true;
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for (u32 i = 0; i < count; i++, index++)
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{
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u32 group = index / BITSET_SIZE;
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u32 bit = index % BITSET_SIZE;
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m_free_slots[group][bit] = true;
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}
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}
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void DescriptorHeapManager::Free(DescriptorHandle* handle)
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void DescriptorHeapManager::Free(DescriptorHandle* handle, u32 count /* = 1 */)
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{
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if (handle->index == DescriptorHandle::INVALID_INDEX)
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return;
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Free(handle->index);
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Free(handle->index, count);
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handle->Clear();
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}
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@ -44,15 +44,29 @@ public:
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DescriptorHeapManager();
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~DescriptorHeapManager();
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
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u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
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ALWAYS_INLINE ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
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ALWAYS_INLINE u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
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ALWAYS_INLINE D3D12_CPU_DESCRIPTOR_HANDLE OffsetCPUHandle(D3D12_CPU_DESCRIPTOR_HANDLE handle, u32 count) const
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{
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D3D12_CPU_DESCRIPTOR_HANDLE ret;
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ret.ptr = handle.ptr + m_descriptor_increment_size * count;
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return ret;
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}
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ALWAYS_INLINE D3D12_GPU_DESCRIPTOR_HANDLE OffsetGPUHandle(D3D12_GPU_DESCRIPTOR_HANDLE handle, u32 count) const
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{
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D3D12_GPU_DESCRIPTOR_HANDLE ret;
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ret.ptr = handle.ptr + m_descriptor_increment_size * count;
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return ret;
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}
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bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors, bool shader_visible);
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void Destroy();
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bool Allocate(DescriptorHandle* handle);
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void Free(DescriptorHandle* handle);
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void Free(u32 index);
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bool Allocate(DescriptorHandle* handle, u32 count = 1);
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void Free(DescriptorHandle* handle, u32 count = 1);
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void Free(u32 index, u32 count = 1);
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private:
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Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
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