rexglue-skate3/include/rex/ui/d3d12/d3d12_cpu_descriptor_pool.h
2026-05-18 22:41:13 +01:00

109 lines
3.8 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2021 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#pragma once
#include <cstdint>
#include <memory>
#include <utility>
#include <vector>
#include <rex/assert.h>
#include <rex/ui/d3d12/d3d12_provider.h>
namespace rex::ui::d3d12 {
// Single-descriptor pool with reference counting and unique ownership of
// allocations, safe to use in environments where the order of releasing of the
// descriptor heap and of allocated descriptors is undefined.
class D3D12CpuDescriptorPool : public std::enable_shared_from_this<D3D12CpuDescriptorPool> {
public:
class Descriptor {
public:
Descriptor() = default;
// shared_ptr to ensure correct release order with between render targets
// and descriptor pools.
Descriptor(std::shared_ptr<D3D12CpuDescriptorPool> pool, size_t index)
: pool_(pool), index_(index) {}
// Owns a descriptor in the pool exclusively.
Descriptor(const Descriptor& descriptor) = delete;
Descriptor& operator=(const Descriptor& descriptor) = delete;
Descriptor(Descriptor&& descriptor) {
pool_ = std::move(descriptor.pool_);
index_ = descriptor.index_;
}
Descriptor& operator=(Descriptor&& descriptor) {
if (IsValid() && pool_ == descriptor.pool_ && index_ == descriptor.index_) {
// If moving to self, don't free.
return *this;
}
Free();
pool_ = std::move(descriptor.pool_);
index_ = descriptor.index_;
return *this;
}
~Descriptor() { Free(); }
void Free() {
if (!pool_) {
return;
}
pool_->FreeDescriptor(index_);
pool_.reset();
}
bool IsValid() const { return pool_.get() != nullptr; }
operator bool() const { return IsValid(); }
D3D12_CPU_DESCRIPTOR_HANDLE GetHandle() const {
assert_true(IsValid());
return pool_->GetHandle(index_);
}
private:
std::shared_ptr<D3D12CpuDescriptorPool> pool_;
size_t index_ = 0;
};
D3D12CpuDescriptorPool(const ui::d3d12::D3D12Provider& provider, D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t heap_size_log2)
: provider_(provider), type_(type), heap_size_log2_(heap_size_log2) {
assert_true(heap_size_log2 <= 31);
}
D3D12CpuDescriptorPool(const D3D12CpuDescriptorPool& pool) = delete;
D3D12CpuDescriptorPool& operator=(const D3D12CpuDescriptorPool& pool) = delete;
// No point in moving, created only via make_shared.
D3D12CpuDescriptorPool(D3D12CpuDescriptorPool&& pool) = delete;
D3D12CpuDescriptorPool& operator=(D3D12CpuDescriptorPool&& pool) = delete;
~D3D12CpuDescriptorPool() {
for (ID3D12DescriptorHeap* heap : heaps_) {
heap->Release();
}
}
Descriptor AllocateDescriptor();
private:
void FreeDescriptor(size_t index) { freed_indices_.push_back(index); }
D3D12_CPU_DESCRIPTOR_HANDLE GetHandle(size_t index) const {
D3D12_CPU_DESCRIPTOR_HANDLE heap_start =
heaps_[index >> heap_size_log2_]->GetCPUDescriptorHandleForHeapStart();
uint32_t heap_local_index = uint32_t(index & ((uint32_t(1) << heap_size_log2_) - 1));
return provider_.OffsetDescriptor(type_, heap_start, heap_local_index);
}
const ui::d3d12::D3D12Provider& provider_;
D3D12_DESCRIPTOR_HEAP_TYPE type_;
uint32_t heap_size_log2_;
std::vector<ID3D12DescriptorHeap*> heaps_;
std::vector<size_t> freed_indices_;
uint32_t last_heap_allocated_ = 0;
};
} // namespace rex::ui::d3d12