Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: See gpubufferallocator.h
//
// $NoKeywords: $
//
//===========================================================================//
#include "gpubufferallocator.h"
#include "dynamicvb.h"
#include "dynamicib.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#if defined( _X360 )
//-----------------------------------------------------------------------------
// globals
//-----------------------------------------------------------------------------
#include "utlmap.h"
MEMALLOC_DEFINE_EXTERNAL_TRACKING( XMem_CGPUBufferPool );
// Track non-pooled VB/IB physical allocations (used by CGPUBufferAllocator::SpewStats)
CInterlockedInt g_NumIndividualVBPhysAllocs = 0;
CInterlockedInt g_SizeIndividualVBPhysAllocs = 0;
CInterlockedInt g_NumIndividualIBPhysAllocs = 0;
CInterlockedInt g_SizeIndividualIBPhysAllocs = 0;
//=============================================================================
//=============================================================================
// CGPUBufferAllocator
//=============================================================================
//=============================================================================
CGPUBufferAllocator::CGPUBufferAllocator( void )
: m_nBufferPools( 0 ),
m_bEnabled( true )
{
memset( &( m_BufferPools[ 0 ] ), 0, sizeof( m_BufferPools ) );
m_bEnabled = USE_GPU_BUFFER_ALLOCATOR && !CommandLine()->FindParm( "-no_gpu_buffer_allocator" );
if ( m_bEnabled )
{
// Start with one pool (the size should be the lowest-common-denominator for all maps)
AllocatePool( INITIAL_POOL_SIZE );
}
}
CGPUBufferAllocator::~CGPUBufferAllocator( void )
{
for ( int i = 0; i < m_nBufferPools; i++ )
{
delete m_BufferPools[ i ];
}
}
//-----------------------------------------------------------------------------
// Allocate a new memory pool
//-----------------------------------------------------------------------------
bool CGPUBufferAllocator::AllocatePool( int nPoolSize )
{
if ( m_nBufferPools == MAX_POOLS )
return false;
m_BufferPools[ m_nBufferPools ] = new CGPUBufferPool( nPoolSize );
if ( m_BufferPools[ m_nBufferPools ]->m_pMemory == NULL )
{
// Physical alloc failed! Continue without crashing, we *might* get away with it...
ExecuteOnce( DebuggerBreakIfDebugging() );
ExecuteNTimes( 15, Warning( "CGPUBufferAllocator::AllocatePool - physical allocation failed! Physical fragmentation is in bad shape... falling back to non-pooled VB/IB allocations. Brace for a crash :o/\n" ) );
delete m_BufferPools[ m_nBufferPools ];
m_BufferPools[ m_nBufferPools ] = NULL;
return false;
}
m_nBufferPools++;
return true;
}
//-----------------------------------------------------------------------------
// Make a new GPUBufferHandle_t to represent a given buffer allocation
//-----------------------------------------------------------------------------
inline GPUBufferHandle_t CGPUBufferAllocator::MakeGPUBufferHandle( int nPoolNum, int nPoolEntry )
{
GPUBufferHandle_t newHandle;
newHandle.nPoolNum = nPoolNum;
newHandle.nPoolEntry = nPoolEntry;
newHandle.pMemory = m_BufferPools[ nPoolNum ]->m_pMemory + m_BufferPools[ nPoolNum ]->m_PoolEntries[ nPoolEntry ].nOffset;
return newHandle;
}
//-----------------------------------------------------------------------------
// Try to allocate a block of the given size from one of our pools
//-----------------------------------------------------------------------------
bool CGPUBufferAllocator::AllocateBuffer( GPUBufferHandle_t *pHandle, int nBufferSize, void *pObject, bool bIsVertexBuffer )
{
if ( m_bEnabled && ( nBufferSize <= MAX_BUFFER_SIZE ) )
{
// Try to allocate at the end of one of our pools
for ( int nPool = 0; nPool < m_nBufferPools; nPool++ )
{
int nPoolEntry = m_BufferPools[ nPool ]->Allocate( nBufferSize, bIsVertexBuffer, pObject );
if ( nPoolEntry >= 0 )
{
// Tada.
*pHandle = MakeGPUBufferHandle( nPool, nPoolEntry );
return true;
}
if ( nPool == ( m_nBufferPools - 1 ) )
{
// Allocate a new pool (in which this buffer should DEFINITELY fit!)
COMPILE_TIME_ASSERT( ADDITIONAL_POOL_SIZE >= MAX_BUFFER_SIZE );
AllocatePool( ADDITIONAL_POOL_SIZE );
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Clear the given allocation from our pools (NOTE: the memory cannot be reused until Defrag() is called)
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::DeallocateBuffer( const GPUBufferHandle_t *pHandle )
{
Assert( pHandle );
if ( pHandle )
{
Assert( ( pHandle->nPoolNum >= 0 ) && ( pHandle->nPoolNum < m_nBufferPools ) );
if ( ( pHandle->nPoolNum >= 0 ) && ( pHandle->nPoolNum < m_nBufferPools ) )
{
m_BufferPools[ pHandle->nPoolNum ]->Deallocate( pHandle );
}
}
}
//-----------------------------------------------------------------------------
// If appropriate, allocate this VB's memory from one of our pools
//-----------------------------------------------------------------------------
bool CGPUBufferAllocator::AllocateVertexBuffer( CVertexBuffer *pVertexBuffer, int nBufferSize )
{
AUTO_LOCK( m_mutex );
bool bIsVertexBuffer = true;
GPUBufferHandle_t handle;
if ( AllocateBuffer( &handle, nBufferSize, (void *)pVertexBuffer, bIsVertexBuffer ) )
{
// Success - give the VB the handle to this allocation
pVertexBuffer->SetBufferAllocationHandle( handle );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Deallocate this VB's memory from our pools
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::DeallocateVertexBuffer( CVertexBuffer *pVertexBuffer )
{
AUTO_LOCK( m_mutex );
// Remove the allocation from the pool and clear the VB's handle
DeallocateBuffer( pVertexBuffer->GetBufferAllocationHandle() );
pVertexBuffer->SetBufferAllocationHandle( GPUBufferHandle_t() );
}
//-----------------------------------------------------------------------------
// If appropriate, allocate this IB's memory from one of our pools
//-----------------------------------------------------------------------------
bool CGPUBufferAllocator::AllocateIndexBuffer( CIndexBuffer *pIndexBuffer, int nBufferSize )
{
AUTO_LOCK( m_mutex );
bool bIsNOTVertexBuffer = false;
GPUBufferHandle_t handle;
if ( AllocateBuffer( &handle, nBufferSize, (void *)pIndexBuffer, bIsNOTVertexBuffer ) )
{
// Success - give the IB the handle to this allocation
pIndexBuffer->SetBufferAllocationHandle( handle );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Deallocate this IB's memory from our pools
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::DeallocateIndexBuffer( CIndexBuffer *pIndexBuffer )
{
AUTO_LOCK( m_mutex );
// Remove the allocation from the pool and clear the IB's handle
DeallocateBuffer( pIndexBuffer->GetBufferAllocationHandle() );
pIndexBuffer->SetBufferAllocationHandle( GPUBufferHandle_t() );
}
//-----------------------------------------------------------------------------
// Move a buffer from one location to another (could be movement within the same pool)
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::MoveBufferMemory( int nDstPool, int *pnDstEntry, int *pnDstOffset, CGPUBufferPool &srcPool, GPUBufferPoolEntry_t &srcEntry )
{
// Move the data
CGPUBufferPool &dstPool = *m_BufferPools[ nDstPool ];
byte *pDest = dstPool.m_pMemory + *pnDstOffset;
byte *pSource = srcPool.m_pMemory + srcEntry.nOffset;
if ( pDest != pSource )
V_memmove( pDest, pSource, srcEntry.nSize );
// Update the destination pool's allocation entry (NOTE: this could be srcEntry, so srcEntry.nOffset would change)
dstPool.m_PoolEntries[ *pnDstEntry ] = srcEntry;
dstPool.m_PoolEntries[ *pnDstEntry ].nOffset = *pnDstOffset;
// Tell the VB/IB about the updated allocation
GPUBufferHandle_t newHandle = MakeGPUBufferHandle( nDstPool, *pnDstEntry );
if ( srcEntry.bIsVertexBuffer )
srcEntry.pVertexBuffer->SetBufferAllocationHandle( newHandle );
else
srcEntry.pIndexBuffer->SetBufferAllocationHandle( newHandle );
// Move the write address past this entry and increment the pool high water mark
*pnDstOffset += srcEntry.nSize;
*pnDstEntry += 1;
dstPool.m_nBytesUsed += srcEntry.nSize;
}
//-----------------------------------------------------------------------------
// Reclaim space freed by destroyed buffers and compact our pools ready for new allocations
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::Compact( void )
{
// NOTE: this must only be called during map transitions, no rendering must be in flight and everything must be single-threaded!
AUTO_LOCK( m_mutex );
// SpewStats(); // pre-compact state
CFastTimer timer;
timer.Start();
// Shuffle all pools to get rid of the empty space occupied by freed buffers.
// We just walk the pools and entries in order, moving each buffer down within the same pool,
// or to the end of a previous pool (if, after compaction, it now has free space).
// Each pool should end up with contiguous, usable free space (may be zero bytes) at the end.
int nDstPool = 0, nDstEntry = 0, nDstOffset = 0;
for ( int nSrcPool = 0; nSrcPool < m_nBufferPools; nSrcPool++ )
{
CGPUBufferPool &srcPool = *m_BufferPools[ nSrcPool ];
srcPool.m_nBytesUsed = 0; // Re-fill each pool from scratch
int nEntriesRemainingInPool = 0;
for ( int nSrcEntry = 0; nSrcEntry < srcPool.m_PoolEntries.Count(); nSrcEntry++ )
{
GPUBufferPoolEntry_t &srcEntry = srcPool.m_PoolEntries[ nSrcEntry ];
if ( srcEntry.pVertexBuffer )
{
// First, try to move the buffer into one of the previous (already-compacted) pools
bool bDone = false;
while ( nDstPool < nSrcPool )
{
CGPUBufferPool &dstPool = *m_BufferPools[ nDstPool ];
if ( ( nDstOffset + srcEntry.nSize ) <= dstPool.m_nSize )
{
// Add this buffer to the end of dstPool
Assert( nDstEntry == dstPool.m_PoolEntries.Count() );
dstPool.m_PoolEntries.AddToTail();
MoveBufferMemory( nDstPool, &nDstEntry, &nDstOffset, srcPool, srcEntry );
bDone = true;
break;
}
else
{
// This pool is full, start writing into the next one
nDstPool++;
nDstEntry = 0;
nDstOffset = 0;
}
}
// If that fails, just shuffle the entry down within srcPool
if ( !bDone )
{
Assert( nSrcPool == nDstPool );
MoveBufferMemory( nDstPool, &nDstEntry, &nDstOffset, srcPool, srcEntry );
nEntriesRemainingInPool++;
}
}
}
// Discard unused entries from the end of the pool (freed buffers, or buffers moved to other pools)
srcPool.m_PoolEntries.SetCountNonDestructively( nEntriesRemainingInPool );
}
// Now free empty pools (keep the first (very large) one around, since fragmentation makes freeing+reallocing it a big risk)
int nBytesFreed = 0;
for ( int nPool = ( m_nBufferPools - 1 ); nPool > 0; nPool-- )
{
if ( m_BufferPools[ nPool ]->m_PoolEntries.Count() )
break;
nBytesFreed += m_BufferPools[ nPool ]->m_nSize;
Assert( m_BufferPools[ nPool ]->m_nBytesUsed == 0 );
delete m_BufferPools[ nPool ];
m_nBufferPools--;
}
if ( m_nBufferPools > 1 )
{
// The above compaction algorithm could waste space due to large allocs causing nDstPool to increment before that pool
// is actually full. With our current usage pattern (total in-use memory is less than INITIAL_POOL_SIZE, whenever Compact
// is called), that doesn't matter. If that changes (i.e. the below warning fires), then the fix would be:
// - for each pool, sort its entries by size (largest first) and try to allocate them on the end of prior (already-compacted) pools
// - pack whatever remains in the pool down, and proceed to the next pool
ExecuteOnce( Warning( "CGPUBufferAllocator::Compact may be wasting memory due to changed usage patterns (see code for suggested fix)." ) );
}
#ifdef _X360
// Invalidate the GPU caches for all pooled memory, since stuff has moved around
for ( int nPool = 0; nPool < m_nBufferPools; nPool++ )
{
Dx9Device()->InvalidateGpuCache( m_BufferPools[ nPool ]->m_pMemory, m_BufferPools[ nPool ]->m_nSize, 0 );
}
#endif
timer.End();
float compactTime = (float)timer.GetDuration().GetSeconds();
Msg( "CGPUBufferAllocator::Compact took %.2f seconds, and freed %.1fkb\n", compactTime, ( nBytesFreed / 1024.0f ) );
// SpewStats(); // post-compact state
}
//-----------------------------------------------------------------------------
// Spew statistics about pool usage, so we can tune our constant values
//-----------------------------------------------------------------------------
void CGPUBufferAllocator::SpewStats( bool bBrief )
{
AUTO_LOCK( m_mutex );
int nMemAllocated = 0;
int nMemUsed = 0;
int nOldMemWasted = 0;
int nVBsInPools = 0;
int nIBsInPools = 0;
int nFreedBuffers = 0;
int nFreedBufferMem = 0;
for ( int i = 0; i < m_nBufferPools; i++ )
{
CGPUBufferPool *pool = m_BufferPools[ i ];
nMemAllocated += pool->m_nSize;
nMemUsed += pool->m_nBytesUsed;
for ( int j = 0; j < pool->m_PoolEntries.Count(); j++ )
{
GPUBufferPoolEntry_t &poolEntry = pool->m_PoolEntries[ j ];
if ( poolEntry.pVertexBuffer )
{
// Figure out how much memory we WOULD have allocated for this buffer, if we'd allocated it individually:
nOldMemWasted += ALIGN_VALUE( poolEntry.nSize, 4096 ) - poolEntry.nSize;
if ( poolEntry.bIsVertexBuffer ) nVBsInPools++;
if ( !poolEntry.bIsVertexBuffer ) nIBsInPools++;
}
else
{
nFreedBuffers++;
nFreedBufferMem += poolEntry.nSize;
}
}
}
// NOTE: 'unused' memory doesn't count memory used by freed buffers, which should be zero during gameplay. The purpose is
// to measure wastage at the END of a pool, to help determine ideal values for ADDITIONAL_POOL_SIZE and MAX_BUFFER_SIZE.
int nMemUnused = nMemAllocated - nMemUsed;
const float KB = 1024.0f, MB = KB*KB;
if ( bBrief )
{
ConMsg( "[GPUBUFLOG] Pools:%2d | Size:%5.1fMB | Unused:%5.1fMB | Freed:%5.1fMB | Unpooled:%5.1fMB\n",
m_nBufferPools, nMemAllocated / MB, nMemUnused / MB, nFreedBufferMem / MB, ( g_SizeIndividualVBPhysAllocs + g_SizeIndividualIBPhysAllocs ) / MB );
}
else
{
Msg( "\nGPU Buffer Allocator stats:\n" );
Msg( " -- %5d -- Num Pools allocated\n", m_nBufferPools );
Msg( " -- %7.1fMB -- Memory allocated to pools\n", nMemAllocated / MB );
Msg( " -- %7.1fkb -- Unused memory at tail-end of pools\n", nMemUnused / KB );
Msg( " -- %7.1fkb -- Memory saved by allocating buffers from pools\n", nOldMemWasted / KB );
Msg( " -- %5d -- Number of VBs allocated from pools\n", nVBsInPools );
Msg( " -- %5d -- Number of IBs allocated from pools\n", nIBsInPools );
Msg( " -- %5d -- Number of freed buffers in pools (should be zero during gameplay)\n", nFreedBuffers );
Msg( " -- %7.1fkb -- Memory used by freed buffers in pools\n", nFreedBufferMem / KB );
Msg( " -- %7.1fkb -- Mem allocated for NON-pooled VBs (%d VBs)\n", g_SizeIndividualVBPhysAllocs / KB, g_NumIndividualVBPhysAllocs );
Msg( " -- %7.1fkb -- Mem allocated for NON-pooled IBs (%d IBs)\n", g_SizeIndividualIBPhysAllocs / KB, g_NumIndividualVBPhysAllocs );
Msg( "\n" );
}
}
//=============================================================================
//=============================================================================
// CGPUBufferPool
//=============================================================================
//=============================================================================
CGPUBufferPool::CGPUBufferPool( int nSize )
: m_PoolEntries( POOL_ENTRIES_GROW_SIZE, POOL_ENTRIES_INIT_SIZE ),
m_nSize( 0 ),
m_nBytesUsed( 0 )
{
// NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down 'Compact' hugely (and doesn't noticeably benefit load times)
m_pMemory = (byte*)XPhysicalAlloc( nSize, MAXULONG_PTR, 0, PAGE_READWRITE );
if ( m_pMemory )
{
MemAlloc_RegisterExternalAllocation( XMem_CGPUBufferPool, m_pMemory, XPhysicalSize( m_pMemory ) );
m_nSize = nSize;
}
}
CGPUBufferPool::~CGPUBufferPool( void )
{
for ( int i = 0; i < m_PoolEntries.Count(); i++ )
{
if ( m_PoolEntries[ i ].pVertexBuffer )
{
// Buffers should be cleaned up before the CGPUBufferAllocator is shut down!
Assert( 0 );
Warning( "ERROR: Un-freed %s in CGPUBufferPool on shut down! (%6.1fKB\n",
( m_PoolEntries[ i ].bIsVertexBuffer ? "VB" : "IB" ), ( m_PoolEntries[ i ].nSize / 1024.0f ) );
break;
}
}
if ( m_pMemory )
{
MemAlloc_RegisterExternalDeallocation( XMem_CGPUBufferPool, m_pMemory, XPhysicalSize( m_pMemory ) );
XPhysicalFree( m_pMemory );
m_pMemory = 0;
}
m_nSize = m_nBytesUsed = 0;
}
//-----------------------------------------------------------------------------
// Attempt to allocate a buffer of the given size in this pool
//-----------------------------------------------------------------------------
int CGPUBufferPool::Allocate( int nBufferSize, bool bIsVertexBuffer, void *pObject )
{
// Align the buffer size
nBufferSize = ALIGN_VALUE( nBufferSize, POOL_ENTRY_ALIGNMENT );
// Check available space
if ( ( m_nBytesUsed + nBufferSize ) > m_nSize )
return -1;
int nPoolEntry = m_PoolEntries.AddToTail();
GPUBufferPoolEntry_t &poolEntry = m_PoolEntries[ nPoolEntry ];
poolEntry.nOffset = m_nBytesUsed;
poolEntry.nSize = nBufferSize;
poolEntry.bIsVertexBuffer = bIsVertexBuffer;
poolEntry.pVertexBuffer = (CVertexBuffer *)pObject;
// Update 'used space' high watermark
m_nBytesUsed += nBufferSize;
return nPoolEntry;
}
//-----------------------------------------------------------------------------
// Deallocate the given entry from this pool
//-----------------------------------------------------------------------------
void CGPUBufferPool::Deallocate( const GPUBufferHandle_t *pHandle )
{
Assert( m_PoolEntries.IsValidIndex( pHandle->nPoolEntry ) );
if ( m_PoolEntries.IsValidIndex( pHandle->nPoolEntry ) )
{
Assert( m_PoolEntries[ pHandle->nPoolEntry ].pVertexBuffer );
m_PoolEntries[ pHandle->nPoolEntry ].pVertexBuffer = NULL;
}
}
#endif // _X360