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147 lines
5.3 KiB
147 lines
5.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CGPUBufferAllocator manages allocation of VBs/IBs from shared memory pools.
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// Avoids 4KB physical alloc alignment overhead per VB/IB.
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef GPUBUFFERALLOCATOR_H
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#define GPUBUFFERALLOCATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef _X360
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#include "tier1/utlvector.h"
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#include "tier1/convar.h"
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class CVertexBuffer;
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class CIndexBuffer;
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// Only active on X360 atm
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#define USE_GPU_BUFFER_ALLOCATOR ( IsX360() )
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//-----------------------------------------------------------------------------
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// A handle to a buffer pool allocation, held by the allocated VB/IB
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//-----------------------------------------------------------------------------
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struct GPUBufferHandle_t
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{
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GPUBufferHandle_t( void ) : nPoolNum( -1 ), pMemory( NULL ), nPoolEntry( -1 ) {}
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bool IsValid( void ) { return ( pMemory != NULL ); }
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byte * pMemory; // Physical address of the allocation
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int nPoolNum; // Identifies the pool
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int nPoolEntry; // Identifies this allocation within the pool
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};
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//-----------------------------------------------------------------------------
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// Describes an entry in a CGPUBufferPool
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//-----------------------------------------------------------------------------
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struct GPUBufferPoolEntry_t
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{
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int nOffset;
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int nSize;
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bool bIsVertexBuffer;
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union
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{
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// These are set to NULL by CGPUBufferPool::Free() (called when the VB/IB is destroyed)
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CVertexBuffer *pVertexBuffer;
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CIndexBuffer *pIndexBuffer;
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};
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};
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//-----------------------------------------------------------------------------
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// A single memory block out of which individual VBs/IBs are allocated
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//-----------------------------------------------------------------------------
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class CGPUBufferPool
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{
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public:
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CGPUBufferPool( int nSize );
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virtual ~CGPUBufferPool( void );
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// Returns the index (-1 on failure) of a new allocation in the pool, for a buffer of the given size.
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int Allocate( int nSize, bool bIsVertexBuffer, void *pObject );
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// Frees a given entry (just marks it as freed, the memory will not be reused by Allocate() until CGPUBufferAllocator::Defrag() is called )
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void Deallocate( const GPUBufferHandle_t *pHandle );
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private:
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// NOTE: these values are specialized for X360 and should be #ifdef'd for other target platforms
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static const int POOL_ENTRIES_INIT_SIZE = 256;
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static const int POOL_ENTRIES_GROW_SIZE = 256;
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static const int POOL_ENTRY_ALIGNMENT = 4; // 4-byte alignment required for VB/IB data on XBox360
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byte * m_pMemory; // Pointer to the (physical) address of the pool's memory
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int m_nSize; // Total size of the pool
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int m_nBytesUsed; // High watermark of used memory in the pool
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CUtlVector<GPUBufferPoolEntry_t>m_PoolEntries; // Memory-order array of items allocated in the pool
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// CGPUBufferAllocator is a friend so that CGPUBufferAllocator::Defrag() can shuffle allocations around
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friend class CGPUBufferAllocator;
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};
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//-----------------------------------------------------------------------------
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// Manages a set of memory blocks out of which individual VBs/IBs are allocated
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//-----------------------------------------------------------------------------
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class CGPUBufferAllocator
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{
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public:
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CGPUBufferAllocator( void );
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virtual ~CGPUBufferAllocator( void );
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// (De)Allocates memory for a vertex/index buffer:
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bool AllocateVertexBuffer( CVertexBuffer *pVertexBuffer, int nBufferSize );
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bool AllocateIndexBuffer( CIndexBuffer *pIndexBuffer, int nBufferSize );
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void DeallocateVertexBuffer( CVertexBuffer *pVertexBuffer );
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void DeallocateIndexBuffer( CIndexBuffer *pIndexBuffer );
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// Compact memory to account for freed buffers
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// NOTE: this must only be called during map transitions, no rendering must be in flight and everything must be single-threaded!
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void Compact();
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// Spew statistics about pooled buffer allocations
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void SpewStats( bool bBrief = false );
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private:
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// NOTE: these values are specialized for X360 and should be #ifdef'd for other target platforms
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static const int INITIAL_POOL_SIZE = 57*1024*1024 + 256*1024;
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static const int ADDITIONAL_POOL_SIZE = 2*1024*1024;
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static const int MAX_POOLS = 8;
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static const int MAX_BUFFER_SIZE = ADDITIONAL_POOL_SIZE; // 256*1024;
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// Allocate a new CGPUBufferPool
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bool AllocatePool( int nPoolSize );
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// Allocate/deallocate a buffer (type-agnostic)
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bool AllocateBuffer( GPUBufferHandle_t *pHandle, int nBufferSize, void *pObject, bool bIsVertexBuffer );
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void DeallocateBuffer( const GPUBufferHandle_t *pHandle );
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// Make a handle for a given allocation
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GPUBufferHandle_t MakeGPUBufferHandle( int nPoolNum, int nPoolEntry );
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// Helper for Compact
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void MoveBufferMemory( int nDstPool, int *pnDstEntry, int *pnDstOffset, CGPUBufferPool &srcPool, GPUBufferPoolEntry_t &srcEntry );
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CGPUBufferPool *m_BufferPools[ MAX_POOLS ];
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int m_nBufferPools;
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bool m_bEnabled;
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CThreadFastMutex m_mutex;
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};
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// Track non-pooled physallocs, to help tune CGPUBufferAllocator usage:
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extern CInterlockedInt g_NumIndividualIBPhysAllocs;
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extern CInterlockedInt g_SizeIndividualIBPhysAllocs;
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extern CInterlockedInt g_NumIndividualVBPhysAllocs;
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extern CInterlockedInt g_SizeIndividualVBPhysAllocs;
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#endif // _X360
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#endif // GPUBUFFERALLOCATOR_H
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