// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "../types.h" #include "../windows_headers.h" #include #include #include #include namespace D3D12 { class StreamBuffer { public: StreamBuffer(); ~StreamBuffer(); bool Create(u32 size); ALWAYS_INLINE bool IsValid() const { return static_cast(m_buffer); } ALWAYS_INLINE ID3D12Resource* GetBuffer() const { return m_buffer.Get(); } ALWAYS_INLINE D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; } ALWAYS_INLINE void* GetHostPointer() const { return m_host_pointer; } ALWAYS_INLINE void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; } ALWAYS_INLINE D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; } ALWAYS_INLINE u32 GetSize() const { return m_size; } ALWAYS_INLINE u32 GetCurrentOffset() const { return m_current_offset; } ALWAYS_INLINE u32 GetCurrentSpace() const { return m_current_space; } bool ReserveMemory(u32 num_bytes, u32 alignment); void CommitMemory(u32 final_num_bytes); void Destroy(bool defer = true); private: void UpdateCurrentFencePosition(); void UpdateGPUPosition(); // Waits for as many fences as needed to allocate num_bytes bytes from the buffer. bool WaitForClearSpace(u32 num_bytes); u32 m_size = 0; u32 m_current_offset = 0; u32 m_current_space = 0; u32 m_current_gpu_position = 0; Microsoft::WRL::ComPtr m_buffer; D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {}; u8* m_host_pointer = nullptr; // List of fences and the corresponding positions in the buffer std::deque> m_tracked_fences; }; } // namespace D3D12