#include "stdafx_d3d12.h" #ifdef _MSC_VER #include "Utilities/Log.h" #include "D3D12GSRender.h" #include "d3dx12.h" #include "../Common/BufferUtils.h" #include "D3D12Formats.h" namespace { /** * */ D3D12_GPU_VIRTUAL_ADDRESS createVertexBuffer(const rsx::data_array_format_info &vertex_array_desc, const std::vector &vertex_data, ID3D12Device *device, data_heap &vertex_index_heap) { size_t buffer_size = vertex_data.size(); assert(vertex_index_heap.can_alloc(buffer_size)); size_t heap_offset = vertex_index_heap.alloc(buffer_size); void *buffer; ThrowIfFailed(vertex_index_heap.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer)); void *bufferMap = (char*)buffer + heap_offset; memcpy(bufferMap, vertex_data.data(), vertex_data.size()); vertex_index_heap.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size)); return vertex_index_heap.m_heap->GetGPUVirtualAddress() + heap_offset; } } void D3D12GSRender::load_vertex_data(u32 first, u32 count) { m_first_count_pairs.emplace_back(std::make_pair(first, count)); vertex_draw_count += count; } void D3D12GSRender::upload_vertex_attributes(const std::vector > &vertex_ranges) { m_vertex_buffer_views.clear(); m_IASet.clear(); size_t input_slot = 0; size_t vertex_count = 0; for (const auto &pair : vertex_ranges) vertex_count += pair.second; // First array attribute for (int index = 0; index < rsx::limits::vertex_count; ++index) { const auto &info = vertex_arrays_info[index]; if (!info.array) // disabled or not a vertex array continue; u32 type_size = rsx::get_vertex_type_size(info.type); u32 element_size = type_size * info.size; size_t buffer_size = element_size * vertex_count; assert(m_vertex_index_data.can_alloc(buffer_size)); size_t heap_offset = m_vertex_index_data.alloc(buffer_size); void *buffer; ThrowIfFailed(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; for (const auto &range : vertex_ranges) { write_vertex_array_data_to_buffer(mapped_buffer, range.first, range.second, index, info); mapped_buffer = (char*)mapped_buffer + range.second * element_size; } 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)element_size }; m_vertex_buffer_views.push_back(vertex_buffer_view); m_timers.m_buffer_upload_size += buffer_size; D3D12_INPUT_ELEMENT_DESC IAElement = {}; IAElement.SemanticName = "TEXCOORD"; IAElement.SemanticIndex = (UINT)index; IAElement.InputSlot = (UINT)input_slot++; IAElement.Format = get_vertex_attribute_format(info.type, info.size); IAElement.AlignedByteOffset = 0; IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; IAElement.InstanceDataStepRate = 0; m_IASet.push_back(IAElement); } // Now immediate vertex buffer for (int index = 0; index < rsx::limits::vertex_count; ++index) { const auto &info = vertex_arrays_info[index]; if (info.array) continue; if (!info.size) // disabled continue; auto &data = vertex_arrays[index]; u32 type_size = rsx::get_vertex_type_size(info.type); u32 element_size = type_size * info.size; size_t buffer_size = data.size(); assert(m_vertex_index_data.can_alloc(buffer_size)); size_t heap_offset = m_vertex_index_data.alloc(buffer_size); void *buffer; ThrowIfFailed(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; memcpy(mapped_buffer, data.data(), data.size()); 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)element_size }; m_vertex_buffer_views.push_back(vertex_buffer_view); D3D12_INPUT_ELEMENT_DESC IAElement = {}; IAElement.SemanticName = "TEXCOORD"; IAElement.SemanticIndex = (UINT)index; IAElement.InputSlot = (UINT)input_slot++; IAElement.Format = get_vertex_attribute_format(info.type, info.size); IAElement.AlignedByteOffset = 0; IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; IAElement.InstanceDataStepRate = 1; m_IASet.push_back(IAElement); } } 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) { assert(m_constants_data.can_alloc(256)); size_t heap_offset = m_constants_data.alloc(256); // Scale offset buffer // Separate constant buffer void *mapped_buffer; ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + 256), &mapped_buffer)); fill_scale_offset_data((char*)mapped_buffer + heap_offset); int is_alpha_tested = !!(rsx::method_registers[NV4097_SET_ALPHA_TEST_ENABLE]); float alpha_ref = (float&)rsx::method_registers[NV4097_SET_ALPHA_REF]; memcpy((char*)mapped_buffer + heap_offset + 16 * sizeof(float), &is_alpha_tested, sizeof(int)); memcpy((char*)mapped_buffer + heap_offset + 17 * sizeof(float), &alpha_ref, sizeof(float)); m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + 256)); D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = { m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset, 256 }; m_device->CreateConstantBufferView(&constant_buffer_view_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)descriptorIndex, g_descriptor_stride_srv_cbv_uav)); } void D3D12GSRender::upload_and_bind_vertex_shader_constants(size_t descriptor_index) { size_t buffer_size = 512 * 4 * sizeof(float); assert(m_constants_data.can_alloc(buffer_size)); size_t heap_offset = m_constants_data.alloc(buffer_size); void *mapped_buffer; ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), &mapped_buffer)); fill_vertex_program_constants_data((char*)mapped_buffer + heap_offset); m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size)); D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = { m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset, (UINT)buffer_size }; m_device->CreateConstantBufferView(&constant_buffer_view_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)descriptor_index, g_descriptor_stride_srv_cbv_uav)); } void D3D12GSRender::upload_and_bind_fragment_shader_constants(size_t descriptor_index) { // Get constant from fragment program size_t buffer_size = m_pso_cache.get_fragment_constants_buffer_size(&fragment_program); // Multiple of 256 never 0 buffer_size = (buffer_size + 255) & ~255; assert(m_constants_data.can_alloc(buffer_size)); size_t heap_offset = m_constants_data.alloc(buffer_size); size_t offset = 0; void *mapped_buffer; ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), &mapped_buffer)); m_pso_cache.fill_fragment_constans_buffer((char*)mapped_buffer + heap_offset, &fragment_program); m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size)); D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = { m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset, (UINT)buffer_size }; m_device->CreateConstantBufferView(&constant_buffer_view_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)descriptor_index, g_descriptor_stride_srv_cbv_uav)); } void D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list) { // 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) { // Non indexed upload_vertex_attributes(m_first_count_pairs); command_list->IASetVertexBuffers(0, (UINT)m_vertex_buffer_views.size(), m_vertex_buffer_views.data()); if (is_primitive_native(draw_mode)) return; // Handle non native primitive // 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; ThrowIfFailed(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 }; command_list->IASetIndexBuffer(&index_buffer_view); m_rendering_info.m_indexed = true; } else { u32 indexed_type = rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4; // 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; ThrowIfFailed(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); 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()); } } #endif