Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CGPUBufferAllocator manages allocation of VBs/IBs from shared memory pools.
// Avoids 4KB physical alloc alignment overhead per VB/IB.
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef GPUBUFFERALLOCATOR_H
#define GPUBUFFERALLOCATOR_H
#ifdef _WIN32
#pragma once
#endif
#ifdef _X360
#include "tier1/utlvector.h"
#include "tier1/convar.h"
class CVertexBuffer;
class CIndexBuffer;
// Only active on X360 atm
#define USE_GPU_BUFFER_ALLOCATOR ( IsX360() )
//-----------------------------------------------------------------------------
// A handle to a buffer pool allocation, held by the allocated VB/IB
//-----------------------------------------------------------------------------
struct GPUBufferHandle_t
{
GPUBufferHandle_t( void ) : nPoolNum( -1 ), pMemory( NULL ), nPoolEntry( -1 ) {}
bool IsValid( void ) { return ( pMemory != NULL ); }
byte * pMemory; // Physical address of the allocation
int nPoolNum; // Identifies the pool
int nPoolEntry; // Identifies this allocation within the pool
};
//-----------------------------------------------------------------------------
// Describes an entry in a CGPUBufferPool
//-----------------------------------------------------------------------------
struct GPUBufferPoolEntry_t
{
int nOffset;
int nSize;
bool bIsVertexBuffer;
union
{
// These are set to NULL by CGPUBufferPool::Free() (called when the VB/IB is destroyed)
CVertexBuffer *pVertexBuffer;
CIndexBuffer *pIndexBuffer;
};
};
//-----------------------------------------------------------------------------
// A single memory block out of which individual VBs/IBs are allocated
//-----------------------------------------------------------------------------
class CGPUBufferPool
{
public:
CGPUBufferPool( int nSize );
virtual ~CGPUBufferPool( void );
// Returns the index (-1 on failure) of a new allocation in the pool, for a buffer of the given size.
int Allocate( int nSize, bool bIsVertexBuffer, void *pObject );
// Frees a given entry (just marks it as freed, the memory will not be reused by Allocate() until CGPUBufferAllocator::Defrag() is called )
void Deallocate( const GPUBufferHandle_t *pHandle );
private:
// NOTE: these values are specialized for X360 and should be #ifdef'd for other target platforms
static const int POOL_ENTRIES_INIT_SIZE = 256;
static const int POOL_ENTRIES_GROW_SIZE = 256;
static const int POOL_ENTRY_ALIGNMENT = 4; // 4-byte alignment required for VB/IB data on XBox360
byte * m_pMemory; // Pointer to the (physical) address of the pool's memory
int m_nSize; // Total size of the pool
int m_nBytesUsed; // High watermark of used memory in the pool
CUtlVector<GPUBufferPoolEntry_t>m_PoolEntries; // Memory-order array of items allocated in the pool
// CGPUBufferAllocator is a friend so that CGPUBufferAllocator::Defrag() can shuffle allocations around
friend class CGPUBufferAllocator;
};
//-----------------------------------------------------------------------------
// Manages a set of memory blocks out of which individual VBs/IBs are allocated
//-----------------------------------------------------------------------------
class CGPUBufferAllocator
{
public:
CGPUBufferAllocator( void );
virtual ~CGPUBufferAllocator( void );
// (De)Allocates memory for a vertex/index buffer:
bool AllocateVertexBuffer( CVertexBuffer *pVertexBuffer, int nBufferSize );
bool AllocateIndexBuffer( CIndexBuffer *pIndexBuffer, int nBufferSize );
void DeallocateVertexBuffer( CVertexBuffer *pVertexBuffer );
void DeallocateIndexBuffer( CIndexBuffer *pIndexBuffer );
// Compact memory to account for freed buffers
// NOTE: this must only be called during map transitions, no rendering must be in flight and everything must be single-threaded!
void Compact();
// Spew statistics about pooled buffer allocations
void SpewStats( bool bBrief = false );
private:
// NOTE: these values are specialized for X360 and should be #ifdef'd for other target platforms
static const int INITIAL_POOL_SIZE = 57*1024*1024 + 256*1024;
static const int ADDITIONAL_POOL_SIZE = 2*1024*1024;
static const int MAX_POOLS = 8;
static const int MAX_BUFFER_SIZE = ADDITIONAL_POOL_SIZE; // 256*1024;
// Allocate a new CGPUBufferPool
bool AllocatePool( int nPoolSize );
// Allocate/deallocate a buffer (type-agnostic)
bool AllocateBuffer( GPUBufferHandle_t *pHandle, int nBufferSize, void *pObject, bool bIsVertexBuffer );
void DeallocateBuffer( const GPUBufferHandle_t *pHandle );
// Make a handle for a given allocation
GPUBufferHandle_t MakeGPUBufferHandle( int nPoolNum, int nPoolEntry );
// Helper for Compact
void MoveBufferMemory( int nDstPool, int *pnDstEntry, int *pnDstOffset, CGPUBufferPool &srcPool, GPUBufferPoolEntry_t &srcEntry );
CGPUBufferPool *m_BufferPools[ MAX_POOLS ];
int m_nBufferPools;
bool m_bEnabled;
CThreadFastMutex m_mutex;
};
// Track non-pooled physallocs, to help tune CGPUBufferAllocator usage:
extern CInterlockedInt g_NumIndividualIBPhysAllocs;
extern CInterlockedInt g_SizeIndividualIBPhysAllocs;
extern CInterlockedInt g_NumIndividualVBPhysAllocs;
extern CInterlockedInt g_SizeIndividualVBPhysAllocs;
#endif // _X360
#endif // GPUBUFFERALLOCATOR_H