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https://github.com/RPCS3/rpcs3.git
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d3d12: Store vertex attributes as SRV and disable Input_layout.
This commit is contained in:
parent
df3fddc026
commit
0b1da09106
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@ -63,7 +63,7 @@
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<PropertyGroup Label="UserMacros" />
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<ItemDefinitionGroup>
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<ClCompile>
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<TreatWarningAsError>true</TreatWarningAsError>
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<TreatWarningAsError>false</TreatWarningAsError>
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</ClCompile>
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</ItemDefinitionGroup>
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<ItemGroup>
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@ -9,15 +9,18 @@
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#include "../rsx_methods.h"
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std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges)
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std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> D3D12GSRender::upload_vertex_attributes(
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const std::vector<std::pair<u32, u32> > &vertex_ranges,
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gsl::not_null<ID3D12GraphicsCommandList*> command_list)
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{
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std::vector<D3D12_VERTEX_BUFFER_VIEW> vertex_buffer_views;
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m_IASet.clear();
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std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> vertex_buffer_views;
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertex_buffer_data.Get(), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_RESOURCE_STATE_COPY_DEST));
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size_t input_slot = 0;
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size_t vertex_count = 0;
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size_t offset_in_vertex_buffers_buffer = 0;
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for (const auto &pair : vertex_ranges)
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vertex_count += pair.second;
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@ -34,9 +37,9 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::upload_vertex_attributes(co
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// Active vertex array
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const rsx::data_array_format_info &info = vertex_arrays_info[index];
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u32 element_size = rsx::get_vertex_type_size_on_host(info.type, info.size);
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size_t element_size = rsx::get_vertex_type_size_on_host(info.type, info.size);
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size_t buffer_size = element_size * vertex_count;
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size_t heap_offset = m_buffer_data.alloc<D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT>(buffer_size);
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void *mapped_buffer = m_buffer_data.map<void>(CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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@ -47,25 +50,22 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::upload_vertex_attributes(co
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}
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m_buffer_data.unmap(CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view =
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{
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m_buffer_data.get_heap()->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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(UINT)element_size
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command_list->CopyBufferRegion(m_vertex_buffer_data.Get(), offset_in_vertex_buffers_buffer, m_buffer_data.get_heap(), heap_offset, buffer_size);
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D3D12_SHADER_RESOURCE_VIEW_DESC vertex_buffer_view = {
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get_vertex_attribute_format(info.type, info.size),
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D3D12_SRV_DIMENSION_BUFFER,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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vertex_buffer_view.Buffer.FirstElement = offset_in_vertex_buffers_buffer / element_size;
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vertex_buffer_view.Buffer.NumElements = buffer_size / element_size;
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vertex_buffer_views.push_back(vertex_buffer_view);
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offset_in_vertex_buffers_buffer = (offset_in_vertex_buffers_buffer + buffer_size + 191) / 192; // 192 is multiple of 2, 4, 6, 8, 12, 16, 24, 32, 48, 64
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offset_in_vertex_buffers_buffer *= 192;
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m_timers.m_buffer_upload_size += buffer_size;
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D3D12_INPUT_ELEMENT_DESC IAElement = {};
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = (UINT)index;
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IAElement.InputSlot = (UINT)input_slot++;
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IAElement.Format = get_vertex_attribute_format(info.type, info.size);
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IAElement.AlignedByteOffset = 0;
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IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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IAElement.InstanceDataStepRate = 0;
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m_IASet.push_back(IAElement);
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}
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else if (register_vertex_info[index].size > 0)
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{
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@ -74,34 +74,31 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::upload_vertex_attributes(co
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const std::vector<u8> &data = register_vertex_data[index];
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u32 element_size = rsx::get_vertex_type_size_on_host(info.type, info.size);
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size_t element_size = rsx::get_vertex_type_size_on_host(info.type, info.size);
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size_t buffer_size = data.size();
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size_t heap_offset = m_buffer_data.alloc<D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT>(buffer_size);
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void *mapped_buffer = m_buffer_data.map<void>(CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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memcpy(mapped_buffer, data.data(), data.size());
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m_buffer_data.unmap(CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view = {
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m_buffer_data.get_heap()->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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(UINT)element_size
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command_list->CopyBufferRegion(m_vertex_buffer_data.Get(), offset_in_vertex_buffers_buffer, m_buffer_data.get_heap(), heap_offset, buffer_size);
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D3D12_SHADER_RESOURCE_VIEW_DESC vertex_buffer_view = {
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get_vertex_attribute_format(info.type, info.size),
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D3D12_SRV_DIMENSION_BUFFER,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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vertex_buffer_view.Buffer.FirstElement = offset_in_vertex_buffers_buffer / element_size;
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vertex_buffer_view.Buffer.NumElements = buffer_size / element_size;
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vertex_buffer_views.push_back(vertex_buffer_view);
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D3D12_INPUT_ELEMENT_DESC IAElement = {};
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = (UINT)index;
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IAElement.InputSlot = (UINT)input_slot++;
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IAElement.Format = get_vertex_attribute_format(info.type, info.size);
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IAElement.AlignedByteOffset = 0;
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IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
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IAElement.InstanceDataStepRate = 1;
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m_IASet.push_back(IAElement);
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offset_in_vertex_buffers_buffer = (offset_in_vertex_buffers_buffer + buffer_size + 191) / 192; // 192 is multiple of 2, 4, 6, 8, 12, 16, 24, 32, 48, 64
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offset_in_vertex_buffers_buffer *= 192;
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}
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}
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertex_buffer_data.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
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return vertex_buffer_views;
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}
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@ -190,7 +187,7 @@ void D3D12GSRender::upload_and_bind_fragment_shader_constants(size_t descriptor_
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std::tuple<D3D12_VERTEX_BUFFER_VIEW, size_t> D3D12GSRender::upload_inlined_vertex_array()
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{
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UINT offset = 0;
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m_IASet.clear();
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// Bind attributes
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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{
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@ -199,16 +196,6 @@ std::tuple<D3D12_VERTEX_BUFFER_VIEW, size_t> D3D12GSRender::upload_inlined_verte
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if (!info.size) // disabled
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continue;
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D3D12_INPUT_ELEMENT_DESC IAElement = {};
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = (UINT)index;
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IAElement.InputSlot = 0;
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IAElement.Format = get_vertex_attribute_format(info.type, info.size);
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IAElement.AlignedByteOffset = offset;
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IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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IAElement.InstanceDataStepRate = 0;
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m_IASet.push_back(IAElement);
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offset += rsx::get_vertex_type_size_on_host(info.type, info.size);
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}
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@ -258,11 +245,11 @@ std::tuple<D3D12_INDEX_BUFFER_VIEW, size_t> D3D12GSRender::generate_index_buffer
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return std::make_tuple(index_buffer_view, index_count);
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}
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std::tuple<bool, size_t> D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list)
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std::tuple<bool, size_t, std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC>> D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list)
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{
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if (draw_command == Draw_command::draw_command_inlined_array)
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{
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size_t vertex_count;
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/* size_t vertex_count;
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
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std::tie(vertex_buffer_view, vertex_count) = upload_inlined_vertex_array();
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command_list->IASetVertexBuffers(0, (UINT)1, &vertex_buffer_view);
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@ -274,28 +261,25 @@ std::tuple<bool, size_t> D3D12GSRender::upload_and_set_vertex_index_data(ID3D12G
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size_t index_count;
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std::tie(index_buffer_view, index_count) = generate_index_buffer_for_emulated_primitives_array({ { 0, (u32)vertex_count } });
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command_list->IASetIndexBuffer(&index_buffer_view);
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return std::make_tuple(true, index_count);
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return std::make_tuple(true, index_count);*/
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}
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if (draw_command == Draw_command::draw_command_array)
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{
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const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertex_buffer_views = upload_vertex_attributes(first_count_commands);
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command_list->IASetVertexBuffers(0, (UINT)vertex_buffer_views.size(), vertex_buffer_views.data());
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if (is_primitive_native(draw_mode))
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{
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// Index count
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size_t vertex_count = 0;
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for (const auto &pair : first_count_commands)
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vertex_count += pair.second;
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return std::make_tuple(false, vertex_count);
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return std::make_tuple(false, vertex_count, upload_vertex_attributes(first_count_commands, command_list));
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}
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D3D12_INDEX_BUFFER_VIEW index_buffer_view;
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size_t index_count;
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std::tie(index_buffer_view, index_count) = generate_index_buffer_for_emulated_primitives_array(first_count_commands);
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command_list->IASetIndexBuffer(&index_buffer_view);
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return std::make_tuple(true, index_count);
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return std::make_tuple(true, index_count, upload_vertex_attributes(first_count_commands, command_list));
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}
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assert(draw_command == Draw_command::draw_command_indexed);
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@ -337,10 +321,7 @@ std::tuple<bool, size_t> D3D12GSRender::upload_and_set_vertex_index_data(ID3D12G
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m_timers.m_buffer_upload_size += buffer_size;
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command_list->IASetIndexBuffer(&index_buffer_view);
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const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertex_buffer_views = upload_vertex_attributes({ std::make_pair(0, max_index + 1) });
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command_list->IASetVertexBuffers(0, (UINT)vertex_buffer_views.size(), vertex_buffer_views.data());
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return std::make_tuple(true, index_count);
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return std::make_tuple(true, index_count, upload_vertex_attributes({ std::make_pair(0, max_index + 1) }, command_list));
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}
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#endif
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@ -123,7 +123,7 @@ void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
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for (ParamItem PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "Texture2D " << PI.name << " : register(t" << textureIndex << ");" << std::endl;
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OS << "Texture2D " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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}
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@ -132,7 +132,7 @@ void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
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for (ParamItem PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "TextureCube " << PI.name << " : register(t" << textureIndex << ");" << std::endl;
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OS << "TextureCube " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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}
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@ -143,33 +143,38 @@ D3D12GSRender::D3D12GSRender()
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m_device->CreateRenderTargetView(m_backbuffer[1].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[1]->GetCPUDescriptorHandleForHeapStart());
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// Common root signatures
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for (unsigned texture_count = 0; texture_count < 17; texture_count++)
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for (int vertex_buffer_count = 1; vertex_buffer_count <= 16; vertex_buffer_count++)
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{
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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for (unsigned texture_count = 0; texture_count < 17; texture_count++)
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{
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// Scale Offset data
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
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// Constants
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 0),
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// Samplers
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0),
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};
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CD3DX12_ROOT_PARAMETER RP[2];
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RP[0].InitAsDescriptorTable((texture_count > 0) ? 3 : 2, &descriptorRange[0]);
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RP[1].InitAsDescriptorTable(1, &descriptorRange[3]);
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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{
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// Vertex buffer
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, vertex_buffer_count, 0),
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// Scale Offset data
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
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// Constants
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 16),
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// Samplers
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0),
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};
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CD3DX12_ROOT_PARAMETER RP[2];
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RP[0].InitAsDescriptorTable((texture_count > 0) ? 4 : 3, &descriptorRange[0]);
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RP[1].InitAsDescriptorTable(1, &descriptorRange[4]);
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(
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&CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(
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&CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0),
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D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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rootSignatureBlob->GetBufferSize(),
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IID_PPV_ARGS(m_root_signatures[texture_count].GetAddressOf()));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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rootSignatureBlob->GetBufferSize(),
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IID_PPV_ARGS(m_root_signatures[texture_count][vertex_buffer_count - 1].GetAddressOf()));
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}
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}
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m_per_frame_storage[0].init(m_device.Get());
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@ -194,6 +199,17 @@ D3D12GSRender::D3D12GSRender()
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m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST);
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m_buffer_data.init(m_device.Get(), 1024 * 1024 * 896, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
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CHECK_HRESULT(
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m_device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(1024 * 1024 * 16),
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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nullptr,
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IID_PPV_ARGS(m_vertex_buffer_data.GetAddressOf())
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)
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);
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if (rpcs3::config.rsx.d3d12.overlay.value())
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init_d2d_structures();
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}
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@ -250,9 +266,14 @@ void D3D12GSRender::end()
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std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_start = std::chrono::system_clock::now();
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size_t currentDescriptorIndex = get_current_resource_storage().descriptors_heap_index;
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size_t vertex_count;
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bool indexed_draw;
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std::tie(indexed_draw, vertex_count) = upload_and_set_vertex_index_data(get_current_resource_storage().command_list.Get());
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std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> vertex_buffer_views;
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std::tie(indexed_draw, vertex_count, vertex_buffer_views) = upload_and_set_vertex_index_data(get_current_resource_storage().command_list.Get());
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size_t vertex_buffer_count = vertex_buffer_views.size();
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std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_end = std::chrono::system_clock::now();
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m_timers.m_vertex_index_duration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count();
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@ -262,16 +283,23 @@ void D3D12GSRender::end()
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std::chrono::time_point<std::chrono::system_clock> program_load_end = std::chrono::system_clock::now();
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m_timers.m_program_load_duration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count();
|
||||
|
||||
get_current_resource_storage().command_list->SetGraphicsRootSignature(m_root_signatures[std::get<2>(m_current_pso)].Get());
|
||||
get_current_resource_storage().command_list->SetGraphicsRootSignature(m_root_signatures[std::get<2>(m_current_pso)][vertex_buffer_count - 1].Get());
|
||||
get_current_resource_storage().command_list->OMSetStencilRef(rsx::method_registers[NV4097_SET_STENCIL_FUNC_REF]);
|
||||
|
||||
std::chrono::time_point<std::chrono::system_clock> constants_duration_start = std::chrono::system_clock::now();
|
||||
|
||||
size_t currentDescriptorIndex = get_current_resource_storage().descriptors_heap_index;
|
||||
size_t offset = 0;
|
||||
for (const auto view : vertex_buffer_views)
|
||||
{
|
||||
m_device->CreateShaderResourceView(m_vertex_buffer_data.Get(), &view,
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
|
||||
.Offset((INT)currentDescriptorIndex + offset++, g_descriptor_stride_srv_cbv_uav));
|
||||
}
|
||||
|
||||
// Constants
|
||||
upload_and_bind_scale_offset_matrix(currentDescriptorIndex);
|
||||
upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1);
|
||||
upload_and_bind_fragment_shader_constants(currentDescriptorIndex + 2);
|
||||
upload_and_bind_scale_offset_matrix(currentDescriptorIndex + vertex_buffer_count);
|
||||
upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
|
||||
upload_and_bind_fragment_shader_constants(currentDescriptorIndex + 2 + vertex_buffer_count);
|
||||
|
||||
std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now();
|
||||
m_timers.m_constants_duration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count();
|
||||
|
|
@ -281,8 +309,7 @@ void D3D12GSRender::end()
|
|||
std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now();
|
||||
if (std::get<2>(m_current_pso) > 0)
|
||||
{
|
||||
upload_and_bind_textures(get_current_resource_storage().command_list.Get(), currentDescriptorIndex + 3, std::get<2>(m_current_pso) > 0);
|
||||
|
||||
upload_and_bind_textures(get_current_resource_storage().command_list.Get(), currentDescriptorIndex + 3 + vertex_buffer_count, std::get<2>(m_current_pso) > 0);
|
||||
|
||||
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0,
|
||||
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
|
||||
|
|
@ -294,16 +321,15 @@ void D3D12GSRender::end()
|
|||
);
|
||||
|
||||
get_current_resource_storage().current_sampler_index += std::get<2>(m_current_pso);
|
||||
get_current_resource_storage().descriptors_heap_index += std::get<2>(m_current_pso) + 3;
|
||||
get_current_resource_storage().descriptors_heap_index += std::get<2>(m_current_pso) + 3 + vertex_buffer_count;
|
||||
}
|
||||
else
|
||||
{
|
||||
get_current_resource_storage().command_list->SetDescriptorHeaps(1, get_current_resource_storage().descriptors_heap.GetAddressOf());
|
||||
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0,
|
||||
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
|
||||
.Offset((INT)currentDescriptorIndex, g_descriptor_stride_srv_cbv_uav)
|
||||
);
|
||||
get_current_resource_storage().descriptors_heap_index += 3;
|
||||
get_current_resource_storage().descriptors_heap_index += 3 + vertex_buffer_count;
|
||||
}
|
||||
|
||||
std::chrono::time_point<std::chrono::system_clock> texture_duration_end = std::chrono::system_clock::now();
|
||||
|
|
|
|||
|
|
@ -56,7 +56,7 @@ private:
|
|||
ComPtr<ID3D12Resource> m_backbuffer[2];
|
||||
ComPtr<ID3D12DescriptorHeap> m_backbuffer_descriptor_heap[2];
|
||||
// m_rootSignatures[N] is RS with N texture/sample
|
||||
ComPtr<ID3D12RootSignature> m_root_signatures[17];
|
||||
ComPtr<ID3D12RootSignature> m_root_signatures[17][16]; // indexed by [texture count][vertex count]
|
||||
|
||||
// TODO: Use a tree structure to parse more efficiently
|
||||
data_cache m_texture_cache;
|
||||
|
|
@ -115,11 +115,10 @@ private:
|
|||
// Textures, constants, index and vertex buffers storage
|
||||
data_heap m_buffer_data;
|
||||
data_heap m_readback_resources;
|
||||
ComPtr<ID3D12Resource> m_vertex_buffer_data;
|
||||
|
||||
render_targets m_rtts;
|
||||
|
||||
std::vector<D3D12_INPUT_ELEMENT_DESC> m_IASet;
|
||||
|
||||
INT g_descriptor_stride_srv_cbv_uav;
|
||||
INT g_descriptor_stride_dsv;
|
||||
INT g_descriptor_stride_rtv;
|
||||
|
|
@ -150,14 +149,15 @@ private:
|
|||
* Non native primitive type are emulated by index buffers expansion.
|
||||
* Returns whether the draw call is indexed or not and the vertex count to draw.
|
||||
*/
|
||||
std::tuple<bool, size_t> upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list);
|
||||
std::tuple<bool, size_t, std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> > upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list);
|
||||
|
||||
/**
|
||||
* Upload all enabled vertex attributes for vertex in ranges described by vertex_ranges.
|
||||
* A range in vertex_range is a pair whose first element is the index of the beginning of the
|
||||
* range, and whose second element is the number of vertex in this range.
|
||||
*/
|
||||
std::vector<D3D12_VERTEX_BUFFER_VIEW> upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges);
|
||||
std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges,
|
||||
gsl::not_null<ID3D12GraphicsCommandList*> command_list);
|
||||
|
||||
std::tuple<D3D12_VERTEX_BUFFER_VIEW, size_t> upload_inlined_vertex_array();
|
||||
|
||||
|
|
|
|||
|
|
@ -251,7 +251,6 @@ void D3D12GSRender::load_program()
|
|||
for (unsigned i = 0; i < prop.numMRT; i++)
|
||||
prop.Blend.RenderTarget[i].RenderTargetWriteMask = mask;
|
||||
|
||||
prop.IASet = m_IASet;
|
||||
if (!!rsx::method_registers[NV4097_SET_RESTART_INDEX_ENABLE])
|
||||
{
|
||||
Index_array_type index_type = to_index_array_type(rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4);
|
||||
|
|
|
|||
|
|
@ -10,7 +10,6 @@ struct D3D12PipelineProperties
|
|||
D3D12_PRIMITIVE_TOPOLOGY_TYPE Topology;
|
||||
DXGI_FORMAT DepthStencilFormat;
|
||||
DXGI_FORMAT RenderTargetsFormat;
|
||||
std::vector<D3D12_INPUT_ELEMENT_DESC> IASet;
|
||||
D3D12_BLEND_DESC Blend;
|
||||
unsigned numMRT : 3;
|
||||
D3D12_DEPTH_STENCIL_DESC DepthStencil;
|
||||
|
|
@ -19,23 +18,6 @@ struct D3D12PipelineProperties
|
|||
|
||||
bool operator==(const D3D12PipelineProperties &in) const
|
||||
{
|
||||
if (IASet.size() != in.IASet.size())
|
||||
return false;
|
||||
for (unsigned i = 0; i < IASet.size(); i++)
|
||||
{
|
||||
const D3D12_INPUT_ELEMENT_DESC &a = IASet[i], &b = in.IASet[i];
|
||||
if (a.AlignedByteOffset != b.AlignedByteOffset)
|
||||
return false;
|
||||
if (a.Format != b.Format)
|
||||
return false;
|
||||
if (a.InputSlot != b.InputSlot)
|
||||
return false;
|
||||
if (a.InstanceDataStepRate != b.InstanceDataStepRate)
|
||||
return false;
|
||||
if (a.SemanticIndex != b.SemanticIndex)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (memcmp(&DepthStencil, &in.DepthStencil, sizeof(D3D12_DEPTH_STENCIL_DESC)))
|
||||
return false;
|
||||
if (memcmp(&Blend, &in.Blend, sizeof(D3D12_BLEND_DESC)))
|
||||
|
|
@ -118,24 +100,6 @@ bool has_attribute(size_t attribute, const std::vector<D3D12_INPUT_ELEMENT_DESC>
|
|||
return false;
|
||||
}
|
||||
|
||||
static
|
||||
std::vector<D3D12_INPUT_ELEMENT_DESC> completes_IA_desc(const std::vector<D3D12_INPUT_ELEMENT_DESC> &desc, const std::vector<size_t> &inputs)
|
||||
{
|
||||
std::vector<D3D12_INPUT_ELEMENT_DESC> result(desc);
|
||||
for (size_t attribute : inputs)
|
||||
{
|
||||
if (has_attribute(attribute, desc))
|
||||
continue;
|
||||
D3D12_INPUT_ELEMENT_DESC extra_ia_desc = {};
|
||||
extra_ia_desc.SemanticIndex = (UINT)attribute;
|
||||
extra_ia_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
extra_ia_desc.SemanticName = "TEXCOORD";
|
||||
extra_ia_desc.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
|
||||
result.push_back(extra_ia_desc);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
struct D3D12Traits
|
||||
{
|
||||
using vertex_program_type = Shader;
|
||||
|
|
@ -184,7 +148,7 @@ struct D3D12Traits
|
|||
static
|
||||
pipeline_storage_type build_pipeline(
|
||||
const vertex_program_type &vertexProgramData, const fragment_program_type &fragmentProgramData, const pipeline_properties &pipelineProperties,
|
||||
ID3D12Device *device, gsl::span<ComPtr<ID3D12RootSignature>, 17> root_signatures)
|
||||
ID3D12Device *device, gsl::span<ComPtr<ID3D12RootSignature>, 17, 16> root_signatures)
|
||||
{
|
||||
std::tuple<ID3D12PipelineState *, std::vector<size_t>, size_t> result = {};
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC graphicPipelineStateDesc = {};
|
||||
|
|
@ -199,7 +163,7 @@ struct D3D12Traits
|
|||
graphicPipelineStateDesc.PS.BytecodeLength = fragmentProgramData.bytecode->GetBufferSize();
|
||||
graphicPipelineStateDesc.PS.pShaderBytecode = fragmentProgramData.bytecode->GetBufferPointer();
|
||||
|
||||
graphicPipelineStateDesc.pRootSignature = root_signatures[fragmentProgramData.m_textureCount].Get();
|
||||
graphicPipelineStateDesc.pRootSignature = root_signatures[fragmentProgramData.m_textureCount][vertexProgramData.vertex_shader_inputs.size() - 1].Get();
|
||||
|
||||
graphicPipelineStateDesc.BlendState = pipelineProperties.Blend;
|
||||
graphicPipelineStateDesc.DepthStencilState = pipelineProperties.DepthStencil;
|
||||
|
|
@ -211,10 +175,6 @@ struct D3D12Traits
|
|||
graphicPipelineStateDesc.RTVFormats[i] = pipelineProperties.RenderTargetsFormat;
|
||||
graphicPipelineStateDesc.DSVFormat = pipelineProperties.DepthStencilFormat;
|
||||
|
||||
const std::vector<D3D12_INPUT_ELEMENT_DESC> &completed_IA_desc = completes_IA_desc(pipelineProperties.IASet, vertexProgramData.vertex_shader_inputs);
|
||||
|
||||
graphicPipelineStateDesc.InputLayout.pInputElementDescs = completed_IA_desc.data();
|
||||
graphicPipelineStateDesc.InputLayout.NumElements = (UINT)completed_IA_desc.size();
|
||||
graphicPipelineStateDesc.SampleDesc.Count = 1;
|
||||
graphicPipelineStateDesc.SampleMask = UINT_MAX;
|
||||
graphicPipelineStateDesc.NodeMask = 1;
|
||||
|
|
|
|||
|
|
@ -54,18 +54,25 @@ void D3D12VertexProgramDecompiler::insertHeader(std::stringstream &OS)
|
|||
|
||||
void D3D12VertexProgramDecompiler::insertInputs(std::stringstream & OS, const std::vector<ParamType>& inputs)
|
||||
{
|
||||
OS << "struct VertexInput" << std::endl;
|
||||
OS << "{" << std::endl;
|
||||
std::vector<std::tuple<size_t, std::string>> input_data;
|
||||
for (const ParamType PT : inputs)
|
||||
{
|
||||
for (const ParamItem &PI : PT.items)
|
||||
{
|
||||
OS << " " << PT.type << " " << PI.name << ": TEXCOORD" << PI.location << ";" << std::endl;
|
||||
input_data.push_back(std::make_tuple(PI.location, PI.name));
|
||||
input_slots.push_back(PI.location);
|
||||
}
|
||||
}
|
||||
OS << "};" << std::endl;
|
||||
|
||||
std::sort(input_data.begin(), input_data.end());
|
||||
|
||||
size_t t_register = 0;
|
||||
for (const auto &attribute : input_data)
|
||||
{
|
||||
|
||||
OS << "Texture1D<float4> " << std::get<1>(attribute) << "_buffer : register(t" << t_register++ << ");\n";
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12VertexProgramDecompiler::insertConstants(std::stringstream & OS, const std::vector<ParamType> & constants)
|
||||
|
|
@ -142,7 +149,7 @@ static const reg_info reg_table[] =
|
|||
|
||||
void D3D12VertexProgramDecompiler::insertMainStart(std::stringstream & OS)
|
||||
{
|
||||
OS << "PixelInput main(VertexInput In)" << std::endl;
|
||||
OS << "PixelInput main(uint vertex_id : SV_VertexID)" << std::endl;
|
||||
OS << "{" << std::endl;
|
||||
|
||||
// Declare inside main function
|
||||
|
|
@ -162,7 +169,7 @@ void D3D12VertexProgramDecompiler::insertMainStart(std::stringstream & OS)
|
|||
for (const ParamType PT : m_parr.params[PF_PARAM_IN])
|
||||
{
|
||||
for (const ParamItem &PI : PT.items)
|
||||
OS << " " << PT.type << " " << PI.name << " = In." << PI.name << ";" << std::endl;
|
||||
OS << " " << PT.type << " " << PI.name << " = " << PI.name << "_buffer.Load(vertex_id);" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue