rpcsx/rpcs3/Emu/RSX/D3D12/D3D12RenderTargetSets.cpp

157 lines
4.9 KiB
C++

#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12RenderTargetSets.h"
#include "rpcs3/Ini.h"
#include "Utilities/rPlatform.h" // only for rImage
#include "Utilities/File.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "Emu/RSX/GSRender.h"
D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth)
{
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.NumDescriptors = 1;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_depthStencilDescriptorHeap));
descriptorHeapDesc.NumDescriptors = 4;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_rttDescriptorHeap));
D3D12_CLEAR_VALUE clearDepthValue = {};
clearDepthValue.DepthStencil.Depth = clearDepth;
// Every resource are committed for simplicity, later we could use heap
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
resourceDesc.Width = (UINT)width;
resourceDesc.Height = (UINT)height;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.DepthOrArraySize = 1;
switch (surfaceDepthFormat)
{
case 0:
break;
case CELL_GCM_SURFACE_Z16:
resourceDesc.Format = DXGI_FORMAT_R16_TYPELESS;
clearDepthValue.Format = DXGI_FORMAT_D16_UNORM;
break;
case CELL_GCM_SURFACE_Z24S8:
resourceDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
clearDepthValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
assert(0);
}
device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&clearDepthValue,
IID_PPV_ARGS(&m_depthStencilTexture)
);
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {};
switch (surfaceDepthFormat)
{
case 0:
break;
case CELL_GCM_SURFACE_Z16:
depthStencilViewDesc.Format = DXGI_FORMAT_D16_UNORM;
break;
case CELL_GCM_SURFACE_Z24S8:
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
assert(0);
}
depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
device->CreateDepthStencilView(m_depthStencilTexture, &depthStencilViewDesc, m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_CLEAR_VALUE clearColorValue = {};
clearColorValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
clearColorValue.Color[0] = clearColor[0];
clearColorValue.Color[1] = clearColor[1];
clearColorValue.Color[2] = clearColor[2];
clearColorValue.Color[3] = clearColor[3];
g_RTTIncrement = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rttDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < 4; ++i)
{
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
resourceDesc.Width = (UINT)width;
resourceDesc.Height = (UINT)height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET,
&clearColorValue,
IID_PPV_ARGS(&m_rtts[i])
);
D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
device->CreateRenderTargetView(m_rtts[i], &rttViewDesc, Handle);
Handle.ptr += g_RTTIncrement;
}
/*if (!m_set_surface_clip_horizontal)
{
m_surface_clip_x = 0;
m_surface_clip_w = RSXThread::m_width;
}
if (!m_set_surface_clip_vertical)
{
m_surface_clip_y = 0;
m_surface_clip_h = RSXThread::m_height;
}*/
}
D3D12RenderTargetSets::~D3D12RenderTargetSets()
{
for (unsigned i = 0; i < 4; i++)
m_rtts[i]->Release();
m_rttDescriptorHeap->Release();
m_depthStencilTexture->Release();
m_depthStencilDescriptorHeap->Release();
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12RenderTargetSets::getRTTCPUHandle(u8 baseFBO) const
{
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rttDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += baseFBO * g_RTTIncrement;
return Handle;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12RenderTargetSets::getDSVCPUHandle() const
{
return m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
}
ID3D12Resource * D3D12RenderTargetSets::getRenderTargetTexture(u8 Id) const
{
return m_rtts[Id];
}
ID3D12Resource * D3D12RenderTargetSets::getDepthStencilTexture() const
{
return m_depthStencilTexture;
}
#endif