rpcsx/rpcs3/Emu/RSX/D3D12/D3D12Buffer.cpp

542 lines
17 KiB
C++

#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12Buffer.h"
#include "Utilities/Log.h"
#include "D3D12GSRender.h"
const int g_vertexCount = 32;
// Where are these type defined ???
static
DXGI_FORMAT getFormat(u8 type, u8 size)
{
/*static const u32 gl_types[] =
{
GL_SHORT,
GL_FLOAT,
GL_HALF_FLOAT,
GL_UNSIGNED_BYTE,
GL_SHORT,
GL_FLOAT, // Needs conversion
GL_UNSIGNED_BYTE,
};
static const bool gl_normalized[] =
{
GL_TRUE,
GL_FALSE,
GL_FALSE,
GL_TRUE,
GL_FALSE,
GL_TRUE,
GL_FALSE,
};*/
static const DXGI_FORMAT typeX1[] =
{
DXGI_FORMAT_R16_SNORM,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R16_FLOAT,
DXGI_FORMAT_R8_UNORM,
DXGI_FORMAT_R16_SINT,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R8_UINT
};
static const DXGI_FORMAT typeX2[] =
{
DXGI_FORMAT_R16G16_SNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R16G16_FLOAT,
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R16G16_SINT,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R8G8_UINT
};
static const DXGI_FORMAT typeX3[] =
{
DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UINT
};
static const DXGI_FORMAT typeX4[] =
{
DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UINT
};
switch (size)
{
case 1:
return typeX1[type];
case 2:
return typeX2[type];
case 3:
return typeX3[type];
case 4:
return typeX4[type];
}
}
struct VertexBufferFormat
{
std::pair<size_t, size_t> range;
std::vector<size_t> attributeId;
size_t elementCount;
size_t stride;
};
std::vector<D3D12_INPUT_ELEMENT_DESC> getIALayout(ID3D12Device *device, const std::vector<VertexBufferFormat> &vertexBufferFormat, const RSXVertexData *vertexData)
{
std::vector<D3D12_INPUT_ELEMENT_DESC> result;
for (size_t inputSlot = 0; inputSlot < vertexBufferFormat.size(); inputSlot++)
{
for (size_t attributeId : vertexBufferFormat[inputSlot].attributeId)
{
D3D12_INPUT_ELEMENT_DESC IAElement = {};
IAElement.SemanticName = "TEXCOORD";
IAElement.SemanticIndex = (UINT)attributeId;
IAElement.InputSlot = (UINT)inputSlot;
IAElement.Format = getFormat(vertexData[attributeId].type - 1, vertexData[attributeId].size);
IAElement.AlignedByteOffset = (UINT)(vertexData[attributeId].addr - vertexBufferFormat[inputSlot].range.first);
result.push_back(IAElement);
}
}
return result;
}
template<typename IndexType, typename DstType, typename SrcType>
void expandIndexedQuads(DstType *dst, const SrcType *src, size_t indexCount)
{
IndexType *typedDst = reinterpret_cast<IndexType *>(dst);
const IndexType *typedSrc = reinterpret_cast<const IndexType *>(src);
for (unsigned i = 0; i < indexCount / 4; i++)
{
// First triangle
typedDst[6 * i] = typedSrc[4 * i];
typedDst[6 * i + 1] = typedSrc[4 * i + 1];
typedDst[6 * i + 2] = typedSrc[4 * i + 2];
// Second triangle
typedDst[6 * i + 3] = typedSrc[4 * i + 2];
typedDst[6 * i + 4] = typedSrc[4 * i + 3];
typedDst[6 * i + 5] = typedSrc[4 * i];
}
}
static
D3D12_RESOURCE_DESC getBufferResourceDesc(size_t sizeInByte)
{
D3D12_RESOURCE_DESC BufferDesc = {};
BufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
BufferDesc.Width = (UINT)sizeInByte;
BufferDesc.Height = 1;
BufferDesc.DepthOrArraySize = 1;
BufferDesc.SampleDesc.Count = 1;
BufferDesc.MipLevels = 1;
BufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
return BufferDesc;
}
// D3D12GS member handling buffers
#define MIN2(x, y) ((x) < (y)) ? (x) : (y)
#define MAX2(x, y) ((x) > (y)) ? (x) : (y)
static
bool overlaps(const std::pair<size_t, size_t> &range1, const std::pair<size_t, size_t> &range2)
{
return !(range1.second < range2.first || range2.second < range1.first);
}
static
std::vector<VertexBufferFormat> FormatVertexData(RSXVertexData *m_vertex_data)
{
std::vector<VertexBufferFormat> Result;
for (size_t i = 0; i < 32; ++i)
{
if (!m_vertex_data[i].IsEnabled()) continue;
size_t elementCount = m_vertex_data[i].data.size() / (m_vertex_data[i].size * m_vertex_data[i].GetTypeSize());
std::pair<size_t, size_t> range = std::make_pair(m_vertex_data[i].addr, m_vertex_data[i].addr + elementCount * m_vertex_data[i].stride);
bool isMerged = false;
for (VertexBufferFormat &vbf : Result)
{
if (overlaps(vbf.range, range))
{
// Extend buffer if necessary
vbf.range.first = MIN2(vbf.range.first, range.first);
vbf.range.second = MAX2(vbf.range.second, range.second);
vbf.elementCount = MAX2(vbf.elementCount, elementCount);
assert(vbf.stride == m_vertex_data[i].stride);
vbf.attributeId.push_back(i);
isMerged = true;
break;
}
}
if (isMerged)
continue;
VertexBufferFormat newRange = { range, std::vector<size_t>{ i }, elementCount, m_vertex_data[i].stride };
Result.emplace_back(newRange);
}
return Result;
}
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12GSRender::EnableVertexData(bool indexed_draw)
{
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> result;
const std::vector<VertexBufferFormat> &vertexBufferFormat = FormatVertexData(m_vertex_data);
m_IASet = getIALayout(m_device, vertexBufferFormat, m_vertex_data);
const u32 data_offset = indexed_draw ? 0 : m_draw_array_first;
for (size_t buffer = 0; buffer < vertexBufferFormat.size(); buffer++)
{
const VertexBufferFormat &vbf = vertexBufferFormat[buffer];
// 65536 alignment
size_t bufferHeapOffset = getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace;
bufferHeapOffset = (bufferHeapOffset + 65536 - 1) & ~65535;
size_t subBufferSize = vbf.range.second - vbf.range.first;
ID3D12Resource *vertexBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_vertexIndexBuffersHeap,
bufferHeapOffset,
&getBufferResourceDesc(subBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&vertexBuffer)
));
void *bufferMap;
check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
for (unsigned vertex = 0; vertex < vbf.elementCount; vertex++)
{
for (size_t attributeId : vbf.attributeId)
{
size_t baseOffset = m_vertex_data[attributeId].addr - vbf.range.first;
size_t tsize = m_vertex_data[attributeId].GetTypeSize();
size_t size = m_vertex_data[attributeId].size;
auto src = vm::get_ptr<const u8>(m_vertex_data[attributeId].addr + vbf.stride * vertex);
char* dst = (char*)bufferMap + baseOffset + vbf.stride * vertex;
switch (tsize)
{
case 1:
{
memcpy(dst, src, size);
break;
}
case 2:
{
const u16* c_src = (const u16*)src;
u16* c_dst = (u16*)dst;
for (u32 j = 0; j < size; ++j) *c_dst++ = re16(*c_src++);
break;
}
case 4:
{
const u32* c_src = (const u32*)src;
u32* c_dst = (u32*)dst;
for (u32 j = 0; j < size; ++j) *c_dst++ = re32(*c_src++);
break;
}
}
}
}
vertexBuffer->Unmap(0, nullptr);
getCurrentResourceStorage().m_inflightResources.push_back(vertexBuffer);
D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.SizeInBytes = (UINT)subBufferSize;
vertexBufferView.StrideInBytes = (UINT)vbf.stride;
result.first.push_back(vertexBufferView);
getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
}
// Only handle quads now
switch (m_draw_mode - 1)
{
default:
case GL_POINTS:
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_QUAD_STRIP:
case GL_POLYGON:
m_forcedIndexBuffer = false;
break;
case GL_QUADS:
m_forcedIndexBuffer = true;
break;
}
if (indexed_draw || m_forcedIndexBuffer)
{
D3D12_INDEX_BUFFER_VIEW indexBufferView = {};
size_t indexSize;
if (!indexed_draw)
{
indexBufferView.Format = DXGI_FORMAT_R16_UINT;
indexSize = 2;
}
else
{
switch (m_indexed_array.m_type)
{
default: abort();
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16:
indexBufferView.Format = DXGI_FORMAT_R16_UINT;
indexSize = 2;
break;
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32:
indexBufferView.Format = DXGI_FORMAT_R32_UINT;
indexSize = 4;
break;
}
}
if (indexed_draw && !m_forcedIndexBuffer)
indexCount = m_indexed_array.m_data.size() / indexSize;
else if (indexed_draw && m_forcedIndexBuffer)
indexCount = 6 * m_indexed_array.m_data.size() / (4 * indexSize);
else
indexCount = m_draw_array_count * 6 / 4;
size_t subBufferSize = powerOf2Align(indexCount * indexSize, 64);
// 65536 alignment
size_t bufferHeapOffset = getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace;
bufferHeapOffset = (bufferHeapOffset + 65536 - 1) & ~65535;
ID3D12Resource *indexBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_vertexIndexBuffersHeap,
bufferHeapOffset,
&getBufferResourceDesc(subBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&indexBuffer)
));
void *bufferMap;
check(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
if (indexed_draw && !m_forcedIndexBuffer)
streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
else if (indexed_draw && m_forcedIndexBuffer)
{
switch (m_indexed_array.m_type)
{
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32:
expandIndexedQuads<unsigned int>(bufferMap, m_indexed_array.m_data.data(), m_indexed_array.m_data.size() / 4);
break;
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16:
expandIndexedQuads<unsigned short>(bufferMap, m_indexed_array.m_data.data(), m_indexed_array.m_data.size() / 2);
break;
}
}
else
{
unsigned short *typedDst = static_cast<unsigned short *>(bufferMap);
for (unsigned i = 0; i < m_draw_array_count / 4; i++)
{
// First triangle
typedDst[6 * i] = 4 * i;
typedDst[6 * i + 1] = 4 * i + 1;
typedDst[6 * i + 2] = 4 * i + 2;
// Second triangle
typedDst[6 * i + 3] = 4 * i + 2;
typedDst[6 * i + 4] = 4 * i + 3;
typedDst[6 * i + 5] = 4 * i;
}
}
indexBuffer->Unmap(0, nullptr);
getCurrentResourceStorage().m_inflightResources.push_back(indexBuffer);
getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
indexBufferView.SizeInBytes = (UINT)subBufferSize;
indexBufferView.BufferLocation = indexBuffer->GetGPUVirtualAddress();
result.second = indexBufferView;
}
return result;
}
void D3D12GSRender::setScaleOffset()
{
float scaleOffsetMat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
// Scale
scaleOffsetMat[0] *= (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 0)] / (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[5] *= (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 1)] / (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[10] = (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 2)];
// Offset
scaleOffsetMat[3] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 0)] - (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[7] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 1)] - (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[11] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 2)];
scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale;
scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale;
size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
// Scale offset buffer
// Separate constant buffer
ID3D12Resource *scaleOffsetBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_constantsBuffersHeap,
constantBuffersHeapOffset,
&getBufferResourceDesc(256),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&scaleOffsetBuffer)
));
void *scaleOffsetMap;
check(scaleOffsetBuffer->Map(0, nullptr, &scaleOffsetMap));
streamToBuffer(scaleOffsetMap, scaleOffsetMat, 16 * sizeof(float));
scaleOffsetBuffer->Unmap(0, nullptr);
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = scaleOffsetBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = (UINT)256;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 256;
getCurrentResourceStorage().m_inflightResources.push_back(scaleOffsetBuffer);
}
void D3D12GSRender::FillVertexShaderConstantsBuffer()
{
for (const RSXTransformConstant& c : m_transform_constants)
{
size_t offset = c.id * 4 * sizeof(float);
float vector[] = { c.x, c.y, c.z, c.w };
memcpy((char*)vertexConstantShadowCopy + offset, vector, 4 * sizeof(float));
}
size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
ID3D12Resource *constantsBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_constantsBuffersHeap,
constantBuffersHeapOffset,
&getBufferResourceDesc(512 * 4 * sizeof(float)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&constantsBuffer)
));
void *constantsBufferMap;
check(constantsBuffer->Map(0, nullptr, &constantsBufferMap));
streamBuffer(constantsBufferMap, vertexConstantShadowCopy, 512 * 4 * sizeof(float));
constantsBuffer->Unmap(0, nullptr);
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = constantsBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = 512 * 4 * sizeof(float);
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 512 * 4 * sizeof(float);
getCurrentResourceStorage().m_inflightResources.push_back(constantsBuffer);
}
void D3D12GSRender::FillPixelShaderConstantsBuffer()
{
// Get constant from fragment program
const std::vector<size_t> &fragmentOffset = m_cachePSO.getFragmentConstantOffsetsCache(m_cur_fragment_prog);
size_t bufferSize = fragmentOffset.size() * 4 * sizeof(float) + 1;
// Multiple of 256 never 0
bufferSize = (bufferSize + 255) & ~255;
size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
ID3D12Resource *constantsBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_constantsBuffersHeap,
constantBuffersHeapOffset,
&getBufferResourceDesc(bufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&constantsBuffer)
));
size_t offset = 0;
void *constantsBufferMap;
check(constantsBuffer->Map(0, nullptr, &constantsBufferMap));
for (size_t offsetInFP : fragmentOffset)
{
u32 vector[4];
// Is it assigned by color register in command buffer ?
if (!m_fragment_constants.empty() && offsetInFP == m_fragment_constants.front().id - m_cur_fragment_prog->offset)
{
const RSXTransformConstant& c = m_fragment_constants.front();
vector[0] = (u32&)c.x;
vector[1] = (u32&)c.y;
vector[2] = (u32&)c.z;
vector[3] = (u32&)c.w;
}
else
{
auto data = vm::ptr<u32>::make(m_cur_fragment_prog->addr + (u32)offsetInFP);
u32 c0 = (data[0] >> 16 | data[0] << 16);
u32 c1 = (data[1] >> 16 | data[1] << 16);
u32 c2 = (data[2] >> 16 | data[2] << 16);
u32 c3 = (data[3] >> 16 | data[3] << 16);
vector[0] = c0;
vector[1] = c1;
vector[2] = c2;
vector[3] = c3;
}
streamToBuffer((char*)constantsBufferMap + offset, vector, 4 * sizeof(u32));
offset += 4 * sizeof(u32);
}
constantsBuffer->Unmap(0, nullptr);
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = constantsBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + bufferSize;
getCurrentResourceStorage().m_inflightResources.push_back(constantsBuffer);
}
#endif