mirror of
https://github.com/RPCSX/rpcsx.git
synced 2026-02-11 02:04:27 +01:00
1165 lines
38 KiB
C++
1165 lines
38 KiB
C++
#include "stdafx.h"
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#if defined(DX12_SUPPORT)
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#include "D3D12GSRender.h"
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#include <wrl/client.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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GetGSFrameCb2 GetGSFrame = nullptr;
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void SetGetD3DGSFrameCallback(GetGSFrameCb2 value)
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{
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GetGSFrame = value;
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}
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void D3D12GSRender::ResourceStorage::Reset()
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{
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m_vertexIndexBuffersHeapFreeSpace = 0;
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m_constantsBufferIndex = 0;
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m_currentScaleOffsetBufferIndex = 0;
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m_constantsBuffersHeapFreeSpace = 0;
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m_currentStorageOffset = 0;
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m_currentTextureIndex = 0;
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m_commandAllocator->Reset();
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m_textureUploadCommandAllocator->Reset();
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for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
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gfxCommandList->Release();
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m_inflightCommandList.clear();
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for (ID3D12Resource *vertexBuffer : m_inflightResources)
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vertexBuffer->Release();
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m_inflightResources.clear();
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}
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void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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{
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m_queueCompletion = 0;
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// Create a global command allocator
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
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// Create heap for vertex and constants buffers
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D3D12_HEAP_DESC vertexBufferHeapDesc = {};
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// 16 MB wide
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vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 128;
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vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexIndexBuffersHeap)));
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check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_constantsBuffersHeap)));
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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// Texture
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D3D12_HEAP_DESC heapDescription = {};
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heapDescription.SizeInBytes = 1024 * 1024 * 64;
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heapDescription.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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heapDescription.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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check(device->CreateHeap(&heapDescription, IID_PPV_ARGS(&m_uploadTextureHeap)));
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heapDescription.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapDescription.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
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check(device->CreateHeap(&heapDescription, IID_PPV_ARGS(&m_textureStorage)));
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D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
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textureDescriptorDesc.NumDescriptors = 1024; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap)));
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}
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void D3D12GSRender::ResourceStorage::Release()
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{
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// NOTE: Should be released only if no command are in flight !
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m_backbufferAsRendertarget->Release();
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m_constantsBufferDescriptorsHeap->Release();
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m_scaleOffsetDescriptorHeap->Release();
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m_constantsBuffersHeap->Release();
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m_vertexIndexBuffersHeap->Release();
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m_backBuffer->Release();
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for (auto tmp : m_inflightResources)
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tmp->Release();
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m_textureDescriptorsHeap->Release();
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m_textureStorage->Release();
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m_uploadTextureHeap->Release();
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m_samplerDescriptorHeap->Release();
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for (auto tmp : m_inflightCommandList)
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tmp->Release();
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m_commandAllocator->Release();
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m_textureUploadCommandAllocator->Release();
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}
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// 32 bits float to U8 unorm CS
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#define STRINGIFY(x) #x
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const char *shaderCode = STRINGIFY(
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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[numthreads(1, 1, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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}
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);
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static void compileF32toU8CS()
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{
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ID3DBlob *bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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HRESULT hr = D3DCompile(shaderCode, strlen(shaderCode), "test", nullptr, nullptr, "main", "cs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
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{
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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D3D12_DESCRIPTOR_RANGE descriptorRange[2] = {};
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// Textures
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptorRange[1].BaseShaderRegister = 0;
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descriptorRange[1].NumDescriptors = 1;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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D3D12_ROOT_PARAMETER RP[2] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.NumParameters = 2;
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rootSignatureDesc.pParameters = RP;
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ID3DBlob *rootSignatureBlob;
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hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob);
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if (hr != S_OK)
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{
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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}
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D3D12GSRender::D3D12GSRender()
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: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
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{
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if (Ini.GSDebugOutputEnable.GetValue())
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{
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Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
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debugInterface->EnableDebugLayer();
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}
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
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check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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// Create adapter
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IDXGIAdapter* adaptater = nullptr;
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switch (Ini.GSD3DAdaptater.GetValue())
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{
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case 0: // WARP
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check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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break;
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case 1: // Default
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dxgiFactory->EnumAdapters(0, &adaptater);
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break;
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default: // Adaptater 0, 1, ...
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dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater);
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break;
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}
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check(D3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Queues
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D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
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copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
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graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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check(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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m_frame = GetGSFrame();
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DXGI_ADAPTER_DESC adaptaterDesc;
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adaptater->GetDesc(&adaptaterDesc);
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m_frame->SetAdaptaterName(adaptaterDesc.Description);
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// Create swap chain and put them in a descriptor heap as rendertarget
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DXGI_SWAP_CHAIN_DESC swapChain = {};
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swapChain.BufferCount = 2;
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swapChain.Windowed = true;
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swapChain.OutputWindow = m_frame->getHandle();
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swapChain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChain.SampleDesc.Count = 1;
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swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_perFrameStorage[0].m_backBuffer));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_perFrameStorage[1].m_backBuffer));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.NumDescriptors = 1;
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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D3D12_RENDER_TARGET_VIEW_DESC rttDesc = {};
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rttDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_perFrameStorage[0].m_backbufferAsRendertarget));
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m_device->CreateRenderTargetView(m_perFrameStorage[0].m_backBuffer, &rttDesc, m_perFrameStorage[0].m_backbufferAsRendertarget->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_perFrameStorage[1].m_backbufferAsRendertarget));
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m_device->CreateRenderTargetView(m_perFrameStorage[1].m_backBuffer, &rttDesc, m_perFrameStorage[1].m_backbufferAsRendertarget->GetCPUDescriptorHandleForHeapStart());
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// Common root signature
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D3D12_DESCRIPTOR_RANGE descriptorRange[4] = {};
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// Scale Offset data
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Constants
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descriptorRange[1].BaseShaderRegister = 1;
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descriptorRange[1].NumDescriptors = 2;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Textures
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descriptorRange[2].BaseShaderRegister = 0;
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descriptorRange[2].NumDescriptors = 1;
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descriptorRange[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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// Samplers
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descriptorRange[3].BaseShaderRegister = 0;
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descriptorRange[3].NumDescriptors = 1;
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descriptorRange[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
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D3D12_ROOT_PARAMETER RP[4] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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RP[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[2].DescriptorTable.pDescriptorRanges = &descriptorRange[2];
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RP[2].DescriptorTable.NumDescriptorRanges = 1;
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RP[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[3].DescriptorTable.pDescriptorRanges = &descriptorRange[3];
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RP[3].DescriptorTable.NumDescriptorRanges = 1;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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rootSignatureDesc.NumParameters = 4;
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rootSignatureDesc.pParameters = RP;
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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check(D3D12SerializeRootSignature(&rootSignatureDesc, 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_rootSignature));
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m_perFrameStorage[0].Init(m_device);
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m_perFrameStorage[0].Reset();
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m_perFrameStorage[1].Init(m_device);
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m_perFrameStorage[1].Reset();
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m_currentResourceStorageIndex = m_swapChain->GetCurrentBackBufferIndex();
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compileF32toU8CS();
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vertexConstantShadowCopy = new float[512 * 4];
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}
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D3D12GSRender::~D3D12GSRender()
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{
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m_perFrameStorage[0].Release();
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m_perFrameStorage[1].Release();
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m_commandQueueGraphic->Release();
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m_commandQueueCopy->Release();
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if (m_fbo)
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delete m_fbo;
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m_rootSignature->Release();
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m_swapChain->Release();
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m_device->Release();
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delete[] vertexConstantShadowCopy;
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}
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D3D12GSRender::ResourceStorage &D3D12GSRender::getCurrentResourceStorage()
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{
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return m_perFrameStorage[m_currentResourceStorageIndex];
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}
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D3D12GSRender::ResourceStorage &D3D12GSRender::getNonCurrentResourceStorage()
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{
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return m_perFrameStorage[1 - m_currentResourceStorageIndex];
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}
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void D3D12GSRender::Close()
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{
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Stop();
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m_frame->Hide();
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}
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void D3D12GSRender::InitDrawBuffers()
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{
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if (m_fbo == nullptr || RSXThread::m_width != m_lastWidth || RSXThread::m_height != m_lastHeight || m_lastDepth != m_surface_depth_format)
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{
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LOG_WARNING(RSX, "New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height);
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m_lastWidth = RSXThread::m_width;
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m_lastHeight = RSXThread::m_height;
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m_lastDepth = m_surface_depth_format;
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float clearColor[] =
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{
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m_clear_surface_color_r / 255.0f,
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m_clear_surface_color_g / 255.0f,
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m_clear_surface_color_b / 255.0f,
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m_clear_surface_color_a / 255.0f
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};
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m_fbo = new D3D12RenderTargetSets(m_device, (u8)m_lastDepth, m_lastWidth, m_lastHeight, clearColor, 1.f);
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}
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}
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void D3D12GSRender::OnInit()
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{
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m_frame->Show();
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}
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void D3D12GSRender::OnInitThread()
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{
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}
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void D3D12GSRender::OnExitThread()
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{
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}
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void D3D12GSRender::OnReset()
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{
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}
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void D3D12GSRender::ExecCMD(u32 cmd)
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{
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assert(cmd == NV4097_CLEAR_SURFACE);
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InitDrawBuffers();
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ID3D12GraphicsCommandList *commandList;
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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/* if (m_set_color_mask)
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{
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glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
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checkForGlError("glColorMask");
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}
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if (m_set_scissor_horizontal && m_set_scissor_vertical)
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{
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glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
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checkForGlError("glScissor");
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}*/
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// TODO: Merge depth and stencil clear when possible
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if (m_clear_surface_mask & 0x1)
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commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)0xffffff, 0, 0, nullptr);
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if (m_clear_surface_mask & 0x2)
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commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
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if (m_clear_surface_mask & 0xF0)
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{
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float clearColor[] =
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{
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m_clear_surface_color_r / 255.0f,
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m_clear_surface_color_g / 255.0f,
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m_clear_surface_color_b / 255.0f,
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m_clear_surface_color_a / 255.0f
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};
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switch (m_surface_color_target)
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{
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case CELL_GCM_SURFACE_TARGET_NONE: break;
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case CELL_GCM_SURFACE_TARGET_0:
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commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
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break;
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case CELL_GCM_SURFACE_TARGET_1:
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commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
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break;
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case CELL_GCM_SURFACE_TARGET_MRT1:
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commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
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commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
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break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(2), clearColor, 0, nullptr);
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(2), clearColor, 0, nullptr);
|
|
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(3), clearColor, 0, nullptr);
|
|
break;
|
|
default:
|
|
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
|
|
}
|
|
}
|
|
|
|
check(commandList->Close());
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
|
|
}
|
|
|
|
static
|
|
D3D12_BLEND_OP getBlendOp()
|
|
{
|
|
return D3D12_BLEND_OP_ADD;
|
|
}
|
|
|
|
static
|
|
D3D12_BLEND getBlendFactor(u16 glFactor)
|
|
{
|
|
switch (glFactor)
|
|
{
|
|
default: LOG_WARNING(RSX, "Unsupported Blend Op %d", glFactor);
|
|
case GL_ZERO: return D3D12_BLEND_ZERO;
|
|
case GL_ONE: return D3D12_BLEND_ONE;
|
|
case GL_SRC_COLOR: return D3D12_BLEND_SRC_COLOR;
|
|
case GL_ONE_MINUS_SRC_COLOR: return D3D12_BLEND_INV_SRC_COLOR;
|
|
case GL_DST_COLOR: return D3D12_BLEND_DEST_COLOR;
|
|
case GL_ONE_MINUS_DST_COLOR: D3D12_BLEND_INV_DEST_COLOR;
|
|
case GL_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
|
|
case GL_ONE_MINUS_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
|
|
case GL_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
|
|
case GL_ONE_MINUS_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
|
|
case GL_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
|
|
}
|
|
}
|
|
|
|
bool D3D12GSRender::LoadProgram()
|
|
{
|
|
if (!m_cur_fragment_prog)
|
|
{
|
|
LOG_WARNING(RSX, "LoadProgram: m_cur_shader_prog == NULL");
|
|
return false;
|
|
}
|
|
|
|
m_cur_fragment_prog->ctrl = m_shader_ctrl;
|
|
|
|
if (!m_cur_vertex_prog)
|
|
{
|
|
LOG_WARNING(RSX, "LoadProgram: m_cur_vertex_prog == NULL");
|
|
return false;
|
|
}
|
|
|
|
D3D12PipelineProperties prop = {};
|
|
switch (m_draw_mode - 1)
|
|
{
|
|
case GL_POINTS:
|
|
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
|
break;
|
|
case GL_LINES:
|
|
case GL_LINE_LOOP:
|
|
case GL_LINE_STRIP:
|
|
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
|
|
break;
|
|
case GL_TRIANGLES:
|
|
case GL_TRIANGLE_STRIP:
|
|
case GL_TRIANGLE_FAN:
|
|
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
break;
|
|
case GL_QUADS:
|
|
case GL_QUAD_STRIP:
|
|
case GL_POLYGON:
|
|
default:
|
|
// LOG_ERROR(RSX, "Unsupported primitive type");
|
|
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
break;
|
|
}
|
|
|
|
static D3D12_BLEND_DESC CD3D12_BLEND_DESC =
|
|
{
|
|
FALSE,
|
|
FALSE,
|
|
{
|
|
FALSE,FALSE,
|
|
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
|
|
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
|
|
D3D12_LOGIC_OP_NOOP,
|
|
D3D12_COLOR_WRITE_ENABLE_ALL,
|
|
}
|
|
};
|
|
prop.Blend = CD3D12_BLEND_DESC;
|
|
|
|
if (m_set_blend_equation)
|
|
{
|
|
// glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha);
|
|
// checkForGlError("glBlendEquationSeparate");
|
|
}
|
|
|
|
if (m_set_blend_sfactor && m_set_blend_dfactor)
|
|
{
|
|
prop.Blend.RenderTarget[0].BlendEnable = true;
|
|
prop.Blend.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
prop.Blend.RenderTarget[0].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
|
|
prop.Blend.RenderTarget[0].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
|
|
prop.Blend.RenderTarget[0].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
|
|
prop.Blend.RenderTarget[0].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
|
|
prop.Blend.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
}
|
|
|
|
if (m_set_blend_color)
|
|
{
|
|
// glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
|
|
// checkForGlError("glBlendColor");
|
|
}
|
|
|
|
switch (m_surface_depth_format)
|
|
{
|
|
case 0:
|
|
break;
|
|
case CELL_GCM_SURFACE_Z16:
|
|
prop.DepthStencilFormat = DXGI_FORMAT_D16_UNORM;
|
|
break;
|
|
case CELL_GCM_SURFACE_Z24S8:
|
|
prop.DepthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
break;
|
|
default:
|
|
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
|
|
assert(0);
|
|
}
|
|
;
|
|
|
|
prop.IASet = m_IASet;
|
|
|
|
|
|
m_PSO = m_cachePSO.getGraphicPipelineState(m_cur_vertex_prog, m_cur_fragment_prog, prop, std::make_pair(m_device, m_rootSignature));
|
|
return m_PSO != nullptr;
|
|
}
|
|
|
|
void D3D12GSRender::ExecCMD()
|
|
{
|
|
ID3D12GraphicsCommandList *commandList;
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
|
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
|
|
|
|
commandList->SetGraphicsRootSignature(m_rootSignature);
|
|
|
|
if (m_indexed_array.m_count)
|
|
LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1);
|
|
|
|
if (m_indexed_array.m_count || m_draw_array_count)
|
|
{
|
|
const std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> &vertexIndexBufferViews = EnableVertexData(m_indexed_array.m_count ? true : false);
|
|
commandList->IASetVertexBuffers(0, (UINT)vertexIndexBufferViews.first.size(), vertexIndexBufferViews.first.data());
|
|
if (m_forcedIndexBuffer || m_indexed_array.m_count)
|
|
commandList->IASetIndexBuffer(&vertexIndexBufferViews.second);
|
|
}
|
|
|
|
if (!LoadProgram())
|
|
{
|
|
LOG_ERROR(RSX, "LoadProgram failed.");
|
|
Emu.Pause();
|
|
return;
|
|
}
|
|
|
|
// Constants
|
|
setScaleOffset();
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_scaleOffsetDescriptorHeap);
|
|
D3D12_GPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetGraphicsRootDescriptorTable(0, Handle);
|
|
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
|
|
|
|
size_t currentBufferIndex = getCurrentResourceStorage().m_constantsBufferIndex;
|
|
FillVertexShaderConstantsBuffer();
|
|
getCurrentResourceStorage().m_constantsBufferIndex++;
|
|
FillPixelShaderConstantsBuffer();
|
|
getCurrentResourceStorage().m_constantsBufferIndex++;
|
|
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_constantsBufferDescriptorsHeap);
|
|
Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += currentBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetGraphicsRootDescriptorTable(1, Handle);
|
|
commandList->SetPipelineState(m_PSO);
|
|
|
|
size_t usedTexture = UploadTextures();
|
|
Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_textureDescriptorsHeap);
|
|
commandList->SetGraphicsRootDescriptorTable(2, Handle);
|
|
|
|
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_samplerDescriptorHeap);
|
|
commandList->SetGraphicsRootDescriptorTable(3, Handle);
|
|
|
|
getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
|
|
|
|
InitDrawBuffers();
|
|
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_NONE: break;
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
commandList->OMSetRenderTargets(1, &m_fbo->getRTTCPUHandle(0), true, &m_fbo->getDSVCPUHandle());
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
commandList->OMSetRenderTargets(1, &m_fbo->getRTTCPUHandle(1), true, &m_fbo->getDSVCPUHandle());
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
commandList->OMSetRenderTargets(2, &m_fbo->getRTTCPUHandle(0), true, &m_fbo->getDSVCPUHandle());
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
commandList->OMSetRenderTargets(3, &m_fbo->getRTTCPUHandle(0), true, &m_fbo->getDSVCPUHandle());
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
commandList->OMSetRenderTargets(4, &m_fbo->getRTTCPUHandle(0), true, &m_fbo->getDSVCPUHandle());
|
|
break;
|
|
default:
|
|
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
|
|
}
|
|
D3D12_VIEWPORT viewport =
|
|
{
|
|
0.f,
|
|
0.f,
|
|
(float)RSXThread::m_width,
|
|
(float)RSXThread::m_height,
|
|
-1.f,
|
|
1.f
|
|
};
|
|
commandList->RSSetViewports(1, &viewport);
|
|
D3D12_RECT box =
|
|
{
|
|
0, 0,
|
|
(LONG)RSXThread::m_width, (LONG)RSXThread::m_height,
|
|
};
|
|
commandList->RSSetScissorRects(1, &box);
|
|
|
|
bool requireIndexBuffer = false;
|
|
switch (m_draw_mode - 1)
|
|
{
|
|
case GL_POINTS:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
break;
|
|
case GL_LINES:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
|
|
break;
|
|
case GL_LINE_LOOP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
|
|
break;
|
|
case GL_LINE_STRIP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
|
|
break;
|
|
case GL_TRIANGLES:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
break;
|
|
case GL_TRIANGLE_STRIP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
break;
|
|
case GL_TRIANGLE_FAN:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ);
|
|
break;
|
|
case GL_QUADS:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
requireIndexBuffer = true;
|
|
case GL_QUAD_STRIP:
|
|
case GL_POLYGON:
|
|
default:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
// LOG_ERROR(RSX, "Unsupported primitive type");
|
|
break;
|
|
}
|
|
|
|
// Indexed quad
|
|
if (m_forcedIndexBuffer && m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)indexCount, 1, 0, 0, 0);
|
|
// Non indexed quad
|
|
else if (m_forcedIndexBuffer && !m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)indexCount, 1, 0, (UINT)m_draw_array_first, 0);
|
|
// Indexed triangles
|
|
else if (m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)m_indexed_array.m_data.size() / 4, 1, 0, (UINT)m_draw_array_first, 0);
|
|
else if (m_draw_array_count)
|
|
commandList->DrawInstanced(m_draw_array_count, 1, m_draw_array_first, 0);
|
|
|
|
check(commandList->Close());
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
|
|
m_indexed_array.Reset();
|
|
WriteDepthBuffer();
|
|
|
|
/* if (m_set_color_mask)
|
|
{
|
|
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
|
|
checkForGlError("glColorMask");
|
|
}
|
|
|
|
if (!m_indexed_array.m_count && !m_draw_array_count)
|
|
{
|
|
u32 min_vertex_size = ~0;
|
|
for (auto &i : m_vertex_data)
|
|
{
|
|
if (!i.size)
|
|
continue;
|
|
|
|
u32 vertex_size = i.data.size() / (i.size * i.GetTypeSize());
|
|
|
|
if (min_vertex_size > vertex_size)
|
|
min_vertex_size = vertex_size;
|
|
}
|
|
|
|
m_draw_array_count = min_vertex_size;
|
|
m_draw_array_first = 0;
|
|
}
|
|
|
|
Enable(m_set_depth_test, GL_DEPTH_TEST);
|
|
Enable(m_set_alpha_test, GL_ALPHA_TEST);
|
|
Enable(m_set_blend || m_set_blend_mrt1 || m_set_blend_mrt2 || m_set_blend_mrt3, GL_BLEND);
|
|
Enable(m_set_scissor_horizontal && m_set_scissor_vertical, GL_SCISSOR_TEST);
|
|
Enable(m_set_logic_op, GL_LOGIC_OP);
|
|
Enable(m_set_cull_face, GL_CULL_FACE);
|
|
Enable(m_set_dither, GL_DITHER);
|
|
Enable(m_set_stencil_test, GL_STENCIL_TEST);
|
|
Enable(m_set_line_smooth, GL_LINE_SMOOTH);
|
|
Enable(m_set_poly_smooth, GL_POLYGON_SMOOTH);
|
|
Enable(m_set_point_sprite_control, GL_POINT_SPRITE);
|
|
Enable(m_set_specular, GL_LIGHTING);
|
|
Enable(m_set_poly_offset_fill, GL_POLYGON_OFFSET_FILL);
|
|
Enable(m_set_poly_offset_line, GL_POLYGON_OFFSET_LINE);
|
|
Enable(m_set_poly_offset_point, GL_POLYGON_OFFSET_POINT);
|
|
Enable(m_set_restart_index, GL_PRIMITIVE_RESTART);
|
|
Enable(m_set_line_stipple, GL_LINE_STIPPLE);
|
|
Enable(m_set_polygon_stipple, GL_POLYGON_STIPPLE);
|
|
|
|
if (m_set_clip_plane)
|
|
{
|
|
Enable(m_clip_plane_0, GL_CLIP_PLANE0);
|
|
Enable(m_clip_plane_1, GL_CLIP_PLANE1);
|
|
Enable(m_clip_plane_2, GL_CLIP_PLANE2);
|
|
Enable(m_clip_plane_3, GL_CLIP_PLANE3);
|
|
Enable(m_clip_plane_4, GL_CLIP_PLANE4);
|
|
Enable(m_clip_plane_5, GL_CLIP_PLANE5);
|
|
|
|
checkForGlError("m_set_clip_plane");
|
|
}
|
|
|
|
checkForGlError("glEnable");
|
|
|
|
if (m_set_front_polygon_mode)
|
|
{
|
|
glPolygonMode(GL_FRONT, m_front_polygon_mode);
|
|
checkForGlError("glPolygonMode(Front)");
|
|
}
|
|
|
|
if (m_set_back_polygon_mode)
|
|
{
|
|
glPolygonMode(GL_BACK, m_back_polygon_mode);
|
|
checkForGlError("glPolygonMode(Back)");
|
|
}
|
|
|
|
if (m_set_point_size)
|
|
{
|
|
glPointSize(m_point_size);
|
|
checkForGlError("glPointSize");
|
|
}
|
|
|
|
if (m_set_poly_offset_mode)
|
|
{
|
|
glPolygonOffset(m_poly_offset_scale_factor, m_poly_offset_bias);
|
|
checkForGlError("glPolygonOffset");
|
|
}
|
|
|
|
if (m_set_logic_op)
|
|
{
|
|
glLogicOp(m_logic_op);
|
|
checkForGlError("glLogicOp");
|
|
}
|
|
|
|
if (m_set_scissor_horizontal && m_set_scissor_vertical)
|
|
{
|
|
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
|
|
checkForGlError("glScissor");
|
|
}
|
|
|
|
if (m_set_two_sided_stencil_test_enable)
|
|
{
|
|
if (m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
|
|
{
|
|
glStencilOpSeparate(GL_FRONT, m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
|
|
checkForGlError("glStencilOpSeparate");
|
|
}
|
|
|
|
if (m_set_stencil_mask)
|
|
{
|
|
glStencilMaskSeparate(GL_FRONT, m_stencil_mask);
|
|
checkForGlError("glStencilMaskSeparate");
|
|
}
|
|
|
|
if (m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
|
|
{
|
|
glStencilFuncSeparate(GL_FRONT, m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
|
|
checkForGlError("glStencilFuncSeparate");
|
|
}
|
|
|
|
if (m_set_back_stencil_fail && m_set_back_stencil_zfail && m_set_back_stencil_zpass)
|
|
{
|
|
glStencilOpSeparate(GL_BACK, m_back_stencil_fail, m_back_stencil_zfail, m_back_stencil_zpass);
|
|
checkForGlError("glStencilOpSeparate(GL_BACK)");
|
|
}
|
|
|
|
if (m_set_back_stencil_mask)
|
|
{
|
|
glStencilMaskSeparate(GL_BACK, m_back_stencil_mask);
|
|
checkForGlError("glStencilMaskSeparate(GL_BACK)");
|
|
}
|
|
|
|
if (m_set_back_stencil_func && m_set_back_stencil_func_ref && m_set_back_stencil_func_mask)
|
|
{
|
|
glStencilFuncSeparate(GL_BACK, m_back_stencil_func, m_back_stencil_func_ref, m_back_stencil_func_mask);
|
|
checkForGlError("glStencilFuncSeparate(GL_BACK)");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
|
|
{
|
|
glStencilOp(m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
|
|
checkForGlError("glStencilOp");
|
|
}
|
|
|
|
if (m_set_stencil_mask)
|
|
{
|
|
glStencilMask(m_stencil_mask);
|
|
checkForGlError("glStencilMask");
|
|
}
|
|
|
|
if (m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
|
|
{
|
|
glStencilFunc(m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
|
|
checkForGlError("glStencilFunc");
|
|
}
|
|
}
|
|
|
|
// TODO: Use other glLightModel functions?
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, m_set_two_side_light_enable ? GL_TRUE : GL_FALSE);
|
|
checkForGlError("glLightModeli");
|
|
|
|
if (m_set_shade_mode)
|
|
{
|
|
glShadeModel(m_shade_mode);
|
|
checkForGlError("glShadeModel");
|
|
}
|
|
|
|
if (m_set_depth_mask)
|
|
{
|
|
glDepthMask(m_depth_mask);
|
|
checkForGlError("glDepthMask");
|
|
}
|
|
|
|
if (m_set_depth_func)
|
|
{
|
|
glDepthFunc(m_depth_func);
|
|
checkForGlError("glDepthFunc");
|
|
}
|
|
|
|
if (m_set_depth_bounds && !is_intel_vendor)
|
|
{
|
|
glDepthBoundsEXT(m_depth_bounds_min, m_depth_bounds_max);
|
|
checkForGlError("glDepthBounds");
|
|
}
|
|
|
|
if (m_set_clip)
|
|
{
|
|
glDepthRangef(m_clip_min, m_clip_max);
|
|
checkForGlError("glDepthRangef");
|
|
}
|
|
|
|
if (m_set_line_width)
|
|
{
|
|
glLineWidth(m_line_width);
|
|
checkForGlError("glLineWidth");
|
|
}
|
|
|
|
if (m_set_line_stipple)
|
|
{
|
|
glLineStipple(m_line_stipple_factor, m_line_stipple_pattern);
|
|
checkForGlError("glLineStipple");
|
|
}
|
|
|
|
if (m_set_polygon_stipple)
|
|
{
|
|
glPolygonStipple((const GLubyte*)m_polygon_stipple_pattern);
|
|
checkForGlError("glPolygonStipple");
|
|
}
|
|
|
|
if (m_set_blend_equation)
|
|
{
|
|
glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha);
|
|
checkForGlError("glBlendEquationSeparate");
|
|
}
|
|
|
|
if (m_set_blend_sfactor && m_set_blend_dfactor)
|
|
{
|
|
glBlendFuncSeparate(m_blend_sfactor_rgb, m_blend_dfactor_rgb, m_blend_sfactor_alpha, m_blend_dfactor_alpha);
|
|
checkForGlError("glBlendFuncSeparate");
|
|
}
|
|
|
|
if (m_set_blend_color)
|
|
{
|
|
glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
|
|
checkForGlError("glBlendColor");
|
|
}
|
|
|
|
if (m_set_cull_face)
|
|
{
|
|
glCullFace(m_cull_face);
|
|
checkForGlError("glCullFace");
|
|
}
|
|
|
|
if (m_set_front_face)
|
|
{
|
|
glFrontFace(m_front_face);
|
|
checkForGlError("glFrontFace");
|
|
}
|
|
|
|
if (m_set_alpha_func && m_set_alpha_ref)
|
|
{
|
|
glAlphaFunc(m_alpha_func, m_alpha_ref);
|
|
checkForGlError("glAlphaFunc");
|
|
}
|
|
|
|
if (m_set_fog_mode)
|
|
{
|
|
glFogi(GL_FOG_MODE, m_fog_mode);
|
|
checkForGlError("glFogi(GL_FOG_MODE)");
|
|
}
|
|
|
|
if (m_set_fog_params)
|
|
{
|
|
glFogf(GL_FOG_START, m_fog_param0);
|
|
checkForGlError("glFogf(GL_FOG_START)");
|
|
glFogf(GL_FOG_END, m_fog_param1);
|
|
checkForGlError("glFogf(GL_FOG_END)");
|
|
}
|
|
|
|
if (m_set_restart_index)
|
|
{
|
|
glPrimitiveRestartIndex(m_restart_index);
|
|
checkForGlError("glPrimitiveRestartIndex");
|
|
}
|
|
|
|
if (m_indexed_array.m_count && m_draw_array_count)
|
|
{
|
|
LOG_WARNING(RSX, "m_indexed_array.m_count && draw_array_count");
|
|
}
|
|
|
|
for (u32 i = 0; i < m_textures_count; ++i)
|
|
{
|
|
if (!m_textures[i].IsEnabled()) continue;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
checkForGlError("glActiveTexture");
|
|
m_gl_textures[i].Create();
|
|
m_gl_textures[i].Bind();
|
|
checkForGlError(fmt::Format("m_gl_textures[%d].Bind", i));
|
|
m_program.SetTex(i);
|
|
m_gl_textures[i].Init(m_textures[i]);
|
|
checkForGlError(fmt::Format("m_gl_textures[%d].Init", i));
|
|
}
|
|
|
|
for (u32 i = 0; i < m_textures_count; ++i)
|
|
{
|
|
if (!m_vertex_textures[i].IsEnabled()) continue;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + m_textures_count + i);
|
|
checkForGlError("glActiveTexture");
|
|
m_gl_vertex_textures[i].Create();
|
|
m_gl_vertex_textures[i].Bind();
|
|
checkForGlError(fmt::Format("m_gl_vertex_textures[%d].Bind", i));
|
|
m_program.SetVTex(i);
|
|
m_gl_vertex_textures[i].Init(m_vertex_textures[i]);
|
|
checkForGlError(fmt::Format("m_gl_vertex_textures[%d].Init", i));
|
|
}*/
|
|
|
|
// WriteBuffers();
|
|
}
|
|
|
|
void D3D12GSRender::Flip()
|
|
{
|
|
ID3D12GraphicsCommandList *commandList;
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
|
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
|
|
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
{
|
|
D3D12_RESOURCE_BARRIER barriers[2] = {};
|
|
barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barriers[0].Transition.pResource = getCurrentResourceStorage().m_backBuffer;
|
|
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
|
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
|
|
barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barriers[1].Transition.pResource = m_fbo->getRenderTargetTexture(0);
|
|
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
commandList->ResourceBarrier(2, barriers);
|
|
D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.SubresourceIndex = 0, dst.SubresourceIndex = 0;
|
|
src.pResource = m_fbo->getRenderTargetTexture(0), dst.pResource = getCurrentResourceStorage().m_backBuffer;
|
|
D3D12_BOX box = { 0, 0, 0, RSXThread::m_width, RSXThread::m_height, 1 };
|
|
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
|
|
|
|
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
|
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
commandList->ResourceBarrier(2, barriers);
|
|
commandList->Close();
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
|
|
}
|
|
}
|
|
|
|
check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
|
|
// Add an event signaling queue completion
|
|
Microsoft::WRL::ComPtr<ID3D12Fence> fence;
|
|
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
|
getCurrentResourceStorage().m_queueCompletion = CreateEvent(0, 0, 0, 0);
|
|
fence->SetEventOnCompletion(1, getCurrentResourceStorage().m_queueCompletion);
|
|
m_commandQueueGraphic->Signal(fence.Get(), 1);
|
|
|
|
// Wait execution is over
|
|
if (getNonCurrentResourceStorage().m_queueCompletion)
|
|
{
|
|
WaitForSingleObject(getNonCurrentResourceStorage().m_queueCompletion, INFINITE);
|
|
CloseHandle(getNonCurrentResourceStorage().m_queueCompletion);
|
|
getNonCurrentResourceStorage().Reset();
|
|
}
|
|
m_currentResourceStorageIndex = 1 - m_currentResourceStorageIndex;
|
|
|
|
m_frame->Flip(nullptr);
|
|
}
|
|
|
|
|
|
void D3D12GSRender::WriteDepthBuffer()
|
|
{
|
|
if (!Ini.GSDumpDepthBuffer.GetValue())
|
|
return;
|
|
if (!m_set_context_dma_z)
|
|
return;
|
|
|
|
u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
|
|
auto ptr = vm::get_ptr<void>(address);
|
|
|
|
D3D12_HEAP_PROPERTIES heapProp = {};
|
|
heapProp.Type = D3D12_HEAP_TYPE_READBACK;
|
|
D3D12_RESOURCE_DESC resdesc = {};
|
|
resdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
resdesc.Width = RSXThread::m_width * RSXThread::m_height * 4 * 2; // * 2 for safety
|
|
resdesc.Height = 1;
|
|
resdesc.DepthOrArraySize = 1;
|
|
resdesc.SampleDesc.Count = 1;
|
|
resdesc.MipLevels = 1;
|
|
resdesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
|
|
ID3D12Resource *writeDest;
|
|
check(
|
|
m_device->CreateCommittedResource(
|
|
&heapProp,
|
|
D3D12_HEAP_FLAG_NONE,
|
|
&resdesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
nullptr,
|
|
IID_PPV_ARGS(&writeDest)
|
|
)
|
|
);
|
|
|
|
ID3D12GraphicsCommandList *downloadCommandList;
|
|
check(
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
|
|
);
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Transition.pResource = m_fbo->getDepthStencilTexture();
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
downloadCommandList->ResourceBarrier(1, &barrier);
|
|
|
|
size_t rowPitch = RSXThread::m_width * sizeof(float);
|
|
rowPitch = (rowPitch + 255) & ~255;
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.pResource = m_fbo->getDepthStencilTexture();
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst.pResource = writeDest;
|
|
dst.PlacedFootprint.Offset = 0;
|
|
dst.PlacedFootprint.Footprint.Depth = 1;
|
|
dst.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
|
|
dst.PlacedFootprint.Footprint.Height = RSXThread::m_height;
|
|
dst.PlacedFootprint.Footprint.Width = RSXThread::m_width;
|
|
dst.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
|
|
downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
|
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
downloadCommandList->ResourceBarrier(1, &barrier);
|
|
|
|
downloadCommandList->Close();
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
|
|
|
|
//Wait for result
|
|
ID3D12Fence *fence;
|
|
check(
|
|
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
|
|
);
|
|
HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
|
|
fence->SetEventOnCompletion(1, handle);
|
|
m_commandQueueGraphic->Signal(fence, 1);
|
|
WaitForSingleObject(handle, INFINITE);
|
|
CloseHandle(handle);
|
|
|
|
char *ptrAsChar = (char*)ptr;
|
|
float *writeDestPtr;
|
|
check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
|
|
// TODO : this should be done by the gpu
|
|
for (unsigned row = 0; row < RSXThread::m_height; row++)
|
|
{
|
|
for (unsigned i = 0; i < RSXThread::m_width; i++)
|
|
{
|
|
unsigned char c = (unsigned char) (writeDestPtr[row * rowPitch / 4 + i] * 255.);
|
|
ptrAsChar[4 * (row * RSXThread::m_width + i)] = c;
|
|
ptrAsChar[4 * (row * RSXThread::m_width + i) + 1] = c;
|
|
ptrAsChar[4 * (row * RSXThread::m_width + i) + 2] = c;
|
|
ptrAsChar[4 * (row * RSXThread::m_width + i) + 3] = c;
|
|
}
|
|
}
|
|
|
|
writeDest->Release();
|
|
fence->Release();
|
|
downloadCommandList->Release();
|
|
}
|
|
#endif |