rsx/common/d3d12/gl: Implement draw inline array support

This commit is contained in:
Vincent Lejeune 2015-12-31 19:15:44 +01:00
parent 34336ebfce
commit cae2d929ab
6 changed files with 293 additions and 125 deletions

View file

@ -34,9 +34,10 @@ void D3D12GSRender::load_vertex_data(u32 first, u32 count)
vertex_draw_count += count;
}
void D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges)
std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges)
{
m_vertex_buffer_views.clear();
std::vector<D3D12_VERTEX_BUFFER_VIEW> vertex_buffer_views;
m_IASet.clear();
size_t input_slot = 0;
@ -81,7 +82,7 @@ void D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u3
(UINT)buffer_size,
(UINT)element_size
};
m_vertex_buffer_views.push_back(vertex_buffer_view);
vertex_buffer_views.push_back(vertex_buffer_view);
m_timers.m_buffer_upload_size += buffer_size;
@ -120,7 +121,7 @@ void D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u3
(UINT)buffer_size,
(UINT)element_size
};
m_vertex_buffer_views.push_back(vertex_buffer_view);
vertex_buffer_views.push_back(vertex_buffer_view);
D3D12_INPUT_ELEMENT_DESC IAElement = {};
IAElement.SemanticName = "TEXCOORD";
@ -133,11 +134,12 @@ void D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u3
m_IASet.push_back(IAElement);
}
}
return vertex_buffer_views;
}
void D3D12GSRender::load_vertex_index_data(u32 first, u32 count)
{
m_rendering_info.m_indexed = true;
}
void D3D12GSRender::upload_and_bind_scale_offset_matrix(size_t descriptorIndex)
@ -227,82 +229,162 @@ void D3D12GSRender::upload_and_bind_fragment_shader_constants(size_t descriptor_
.Offset((INT)descriptor_index, g_descriptor_stride_srv_cbv_uav));
}
void D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list)
std::tuple<D3D12_VERTEX_BUFFER_VIEW, size_t> D3D12GSRender::upload_inlined_vertex_array()
{
// Index count
m_rendering_info.m_count = 0;
for (const auto &pair : m_first_count_pairs)
m_rendering_info.m_count += get_index_count(draw_mode, pair.second);
if (!m_rendering_info.m_indexed)
UINT offset = 0;
m_IASet.clear();
// Bind attributes
for (int index = 0; index < rsx::limits::vertex_count; ++index)
{
// Non indexed
upload_vertex_attributes(m_first_count_pairs);
command_list->IASetVertexBuffers(0, (UINT)m_vertex_buffer_views.size(), m_vertex_buffer_views.data());
const auto &info = vertex_arrays_info[index];
if (!info.size) // disabled
continue;
D3D12_INPUT_ELEMENT_DESC IAElement = {};
IAElement.SemanticName = "TEXCOORD";
IAElement.SemanticIndex = (UINT)index;
IAElement.InputSlot = 0;
IAElement.Format = get_vertex_attribute_format(info.type, info.size);
IAElement.AlignedByteOffset = offset;
IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
IAElement.InstanceDataStepRate = 0;
m_IASet.push_back(IAElement);
offset += rsx::get_vertex_type_size(info.type) * info.size;
}
// Copy inline buffer
size_t buffer_size = inline_vertex_array.size() * sizeof(int);
assert(m_vertex_index_data.can_alloc(buffer_size));
size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
void *buffer;
CHECK_HRESULT(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
void *mapped_buffer = (char*)buffer + heap_offset;
write_inline_array_to_buffer(mapped_buffer);
m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view =
{
m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
(UINT)buffer_size,
(UINT)offset
};
return std::make_tuple(vertex_buffer_view, (u32)buffer_size / offset);
}
std::tuple<D3D12_INDEX_BUFFER_VIEW, size_t> D3D12GSRender::generate_index_buffer_for_emulated_primitives_array(const std::vector<std::pair<u32, u32> > &vertex_ranges)
{
size_t index_count = 0;
for (const auto &pair : vertex_ranges)
index_count += get_index_count(draw_mode, pair.second);
// Alloc
size_t buffer_size = align(index_count * sizeof(u16), 64);
assert(m_vertex_index_data.can_alloc(buffer_size));
size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
void *buffer;
CHECK_HRESULT(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
void *mapped_buffer = (char*)buffer + heap_offset;
size_t first = 0;
for (const auto &pair : vertex_ranges)
{
size_t element_count = get_index_count(draw_mode, pair.second);
write_index_array_for_non_indexed_non_native_primitive_to_buffer((char*)mapped_buffer, draw_mode, (u32)first, (u32)pair.second);
mapped_buffer = (char*)mapped_buffer + element_count * sizeof(u16);
first += pair.second;
}
m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
(UINT)buffer_size,
DXGI_FORMAT_R16_UINT
};
return std::make_tuple(index_buffer_view, index_count);
}
std::tuple<bool, size_t> D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list)
{
if (draw_command == Draw_command::draw_command_inlined_array)
{
size_t vertex_count;
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
std::tie(vertex_buffer_view, vertex_count) = upload_inlined_vertex_array();
command_list->IASetVertexBuffers(0, (UINT)1, &vertex_buffer_view);
if (is_primitive_native(draw_mode))
return;
// Handle non native primitive
return std::make_tuple(false, vertex_count);
// Alloc
size_t buffer_size = align(m_rendering_info.m_count * sizeof(u16), 64);
assert(m_vertex_index_data.can_alloc(buffer_size));
size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
void *buffer;
CHECK_HRESULT(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
void *mapped_buffer = (char*)buffer + heap_offset;
size_t first = 0;
for (const auto &pair : m_first_count_pairs)
{
size_t element_count = get_index_count(draw_mode, pair.second);
write_index_array_for_non_indexed_non_native_primitive_to_buffer((char*)mapped_buffer, draw_mode, (u32)first, (u32)pair.second);
mapped_buffer = (char*)mapped_buffer + element_count * sizeof(u16);
first += pair.second;
}
m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
(UINT)buffer_size,
DXGI_FORMAT_R16_UINT
};
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
size_t index_count;
std::tie(index_buffer_view, index_count) = generate_index_buffer_for_emulated_primitives_array({ { 0, (u32)vertex_count } });
command_list->IASetIndexBuffer(&index_buffer_view);
m_rendering_info.m_indexed = true;
return std::make_tuple(true, index_count);
}
else
if (draw_command == Draw_command::draw_command_array)
{
u32 indexed_type = rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4;
const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertex_buffer_views = upload_vertex_attributes(m_first_count_pairs);
command_list->IASetVertexBuffers(0, (UINT)vertex_buffer_views.size(), vertex_buffer_views.data());
// Index type
size_t index_size = get_index_type_size(indexed_type);
// Alloc
size_t buffer_size = align(m_rendering_info.m_count * index_size, 64);
assert(m_vertex_index_data.can_alloc(buffer_size));
size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
void *buffer;
CHECK_HRESULT(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
void *mapped_buffer = (char*)buffer + heap_offset;
u32 min_index = (u32)-1, max_index = 0;
for (const auto &pair : m_first_count_pairs)
if (is_primitive_native(draw_mode))
{
size_t element_count = get_index_count(draw_mode, pair.second);
write_index_array_data_to_buffer((char*)mapped_buffer, draw_mode, pair.first, pair.second, min_index, max_index);
mapped_buffer = (char*)mapped_buffer + element_count * index_size;
// Index count
size_t vertex_count = 0;
for (const auto &pair : m_first_count_pairs)
vertex_count += pair.second;
return std::make_tuple(false, vertex_count);
}
m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
(UINT)buffer_size,
get_index_type(indexed_type)
};
m_timers.m_buffer_upload_size += buffer_size;
command_list->IASetIndexBuffer(&index_buffer_view);
m_rendering_info.m_indexed = true;
upload_vertex_attributes({ std::make_pair(0, max_index + 1) });
command_list->IASetVertexBuffers(0, (UINT)m_vertex_buffer_views.size(), m_vertex_buffer_views.data());
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
size_t index_count;
std::tie(index_buffer_view, index_count) = generate_index_buffer_for_emulated_primitives_array(m_first_count_pairs);
command_list->IASetIndexBuffer(&index_buffer_view);
return std::make_tuple(true, index_count);
}
assert(draw_command == Draw_command::draw_command_indexed);
u32 indexed_type = rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4;
size_t index_size = get_index_type_size(indexed_type);
// Index count
size_t index_count = 0;
for (const auto &pair : m_first_count_pairs)
index_count += get_index_count(draw_mode, pair.second);
// Alloc
size_t buffer_size = align(index_count * index_size, 64);
assert(m_vertex_index_data.can_alloc(buffer_size));
size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
void *buffer;
CHECK_HRESULT(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
void *mapped_buffer = (char*)buffer + heap_offset;
u32 min_index = (u32)-1, max_index = 0;
for (const auto &pair : m_first_count_pairs)
{
size_t element_count = get_index_count(draw_mode, pair.second);
write_index_array_data_to_buffer((char*)mapped_buffer, draw_mode, pair.first, pair.second, min_index, max_index);
mapped_buffer = (char*)mapped_buffer + element_count * index_size;
}
m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
(UINT)buffer_size,
get_index_type(indexed_type)
};
m_timers.m_buffer_upload_size += buffer_size;
command_list->IASetIndexBuffer(&index_buffer_view);
const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertex_buffer_views = upload_vertex_attributes({ std::make_pair(0, max_index + 1) });
command_list->IASetVertexBuffers(0, (UINT)vertex_buffer_views.size(), vertex_buffer_views.data());
return std::make_tuple(true, index_count);
}
#endif