// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/Common.h" namespace DX12 { class StreamBuffer { public: StreamBuffer(); ~StreamBuffer(); bool AllocateBuffer(u32 size); ID3D12Resource* GetBuffer() const { return m_buffer; } D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; } u8* GetHostPointer() const { return m_host_pointer; } u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; } D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; } u32 GetSize() const { return m_size; } u32 GetCurrentOffset() const { return m_current_offset; } bool ReserveMemory(u32 num_bytes, u32 alignment); void CommitMemory(u32 final_num_bytes); 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_gpu_position = 0; u32 m_last_allocation_size = 0; ID3D12Resource* m_buffer = nullptr; 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 DX12