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

81 lines
3.3 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 <deque>
#include <memory>
#include <rex/assert.h>
#include <rex/graphics/primitive_processor.h>
#include <rex/ui/d3d12/d3d12_api.h>
#include <rex/ui/d3d12/d3d12_upload_buffer_pool.h>
namespace rex::graphics::d3d12 {
class D3D12CommandProcessor;
class D3D12PrimitiveProcessor final : public PrimitiveProcessor {
public:
D3D12PrimitiveProcessor(const RegisterFile& register_file, memory::Memory& memory,
TraceWriter& trace_writer, SharedMemory& shared_memory,
D3D12CommandProcessor& command_processor)
: PrimitiveProcessor(register_file, memory, trace_writer, shared_memory),
command_processor_(command_processor) {}
~D3D12PrimitiveProcessor();
bool Initialize();
void Shutdown(bool from_destructor = false);
void ClearCache() { frame_index_buffer_pool_->ClearCache(); }
void CompletedSubmissionUpdated();
void BeginSubmission();
void BeginFrame();
void EndFrame();
D3D12_GPU_VIRTUAL_ADDRESS GetBuiltinIndexBufferGpuAddress(size_t handle) const {
assert_not_null(builtin_index_buffer_);
return D3D12_GPU_VIRTUAL_ADDRESS(builtin_index_buffer_gpu_address_ +
GetBuiltinIndexBufferOffsetBytes(handle));
}
D3D12_GPU_VIRTUAL_ADDRESS GetConvertedIndexBufferGpuAddress(size_t handle) const {
return frame_index_buffers_[handle];
}
protected:
bool InitializeBuiltinIndexBuffer(size_t size_bytes,
std::function<void(void*)> fill_callback) override;
void* RequestHostConvertedIndexBufferForCurrentFrame(xenos::IndexFormat format,
uint32_t index_count, bool coalign_for_simd,
uint32_t coalignment_original_address,
size_t& backend_handle_out) override;
private:
D3D12CommandProcessor& command_processor_;
Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_;
D3D12_GPU_VIRTUAL_ADDRESS builtin_index_buffer_gpu_address_ = 0;
// Temporary buffer copied in the beginning of the first submission for
// uploading to builtin_index_buffer_, destroyed when the submission when it
// was uploaded is completed.
Microsoft::WRL::ComPtr<ID3D12Resource> builtin_index_buffer_upload_;
// UINT64_MAX means not uploaded yet and needs uploading in the first
// submission (if the upload buffer exists at all).
uint64_t builtin_index_buffer_upload_submission_ = UINT64_MAX;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> frame_index_buffer_pool_;
// Indexed by the backend handles.
std::deque<D3D12_GPU_VIRTUAL_ADDRESS> frame_index_buffers_;
};
} // namespace rex::graphics::d3d12