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e3d9ba4c99
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/types.h"
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#include "common/windows_headers.h"
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#include <d3d12.h>
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#include <deque>
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#include <utility>
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#include <wrl/client.h>
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namespace D3D12MA {
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class Allocation;
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}
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class D3D12StreamBuffer
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{
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public:
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D3D12StreamBuffer();
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~D3D12StreamBuffer();
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bool Create(u32 size);
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ALWAYS_INLINE bool IsValid() const { return static_cast<bool>(m_buffer); }
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ALWAYS_INLINE ID3D12Resource* GetBuffer() const { return m_buffer.Get(); }
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ALWAYS_INLINE D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
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ALWAYS_INLINE void* GetHostPointer() const { return m_host_pointer; }
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ALWAYS_INLINE void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
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ALWAYS_INLINE D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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ALWAYS_INLINE u32 GetCurrentOffset() const { return m_current_offset; }
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ALWAYS_INLINE u32 GetCurrentSpace() const { return m_current_space; }
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bool ReserveMemory(u32 num_bytes, u32 alignment);
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void CommitMemory(u32 final_num_bytes);
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void Destroy(bool defer = true);
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private:
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void UpdateCurrentFencePosition();
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void UpdateGPUPosition();
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// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
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bool WaitForClearSpace(u32 num_bytes);
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u32 m_size = 0;
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u32 m_current_offset = 0;
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u32 m_current_space = 0;
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u32 m_current_gpu_position = 0;
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Microsoft::WRL::ComPtr<ID3D12Resource> m_buffer;
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Microsoft::WRL::ComPtr<D3D12MA::Allocation> m_allocation;
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D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
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u8* m_host_pointer = nullptr;
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// List of fences and the corresponding positions in the buffer
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std::deque<std::pair<u64, u32>> m_tracked_fences;
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};
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