mirror of
https://github.com/RPCSX/rpcsx.git
synced 2026-01-06 16:49:59 +01:00
713 lines
30 KiB
C++
713 lines
30 KiB
C++
#ifdef _MSC_VER
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#include "stdafx.h"
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#include "stdafx_d3d12.h"
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#include "Utilities/Config.h"
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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 <thread>
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#include <chrono>
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#include <locale>
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#include <codecvt>
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#include <cmath>
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#include "d3dx12.h"
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#include <d3d11on12.h>
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#include "D3D12Formats.h"
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#include "../rsx_methods.h"
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extern cfg::bool_entry g_cfg_rsx_vsync;
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extern cfg::bool_entry g_cfg_rsx_debug_output;
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extern cfg::bool_entry g_cfg_rsx_overlay;
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static cfg::node s_cfg_d3d12(cfg::root.video, "D3D12");
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cfg::string_entry g_cfg_d3d12_adapter(s_cfg_d3d12, "Adapter");
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PFN_D3D12_CREATE_DEVICE wrapD3D12CreateDevice;
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PFN_D3D12_GET_DEBUG_INTERFACE wrapD3D12GetDebugInterface;
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
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PFN_D3D11ON12_CREATE_DEVICE wrapD3D11On12CreateDevice;
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pD3DCompile wrapD3DCompile;
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#define VERTEX_BUFFERS_SLOT 0
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#define FRAGMENT_CONSTANT_BUFFERS_SLOT 1
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#define VERTEX_CONSTANT_BUFFERS_SLOT 2
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#define TEXTURES_SLOT 3
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#define SAMPLERS_SLOT 4
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#define SCALE_OFFSET_SLOT 5
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namespace
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{
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HMODULE D3D12Module;
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HMODULE D3D11Module;
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HMODULE D3DCompiler;
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void loadD3D12FunctionPointers()
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{
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D3D12Module = verify("d3d12.dll", LoadLibrary(L"d3d12.dll"));
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wrapD3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)GetProcAddress(D3D12Module, "D3D12CreateDevice");
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wrapD3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)GetProcAddress(D3D12Module, "D3D12GetDebugInterface");
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wrapD3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(D3D12Module, "D3D12SerializeRootSignature");
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D3D11Module = verify("d3d11.dll", LoadLibrary(L"d3d11.dll"));
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wrapD3D11On12CreateDevice = (PFN_D3D11ON12_CREATE_DEVICE)GetProcAddress(D3D11Module, "D3D11On12CreateDevice");
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D3DCompiler = verify("d3dcompiler_47.dll", LoadLibrary(L"d3dcompiler_47.dll"));
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wrapD3DCompile = (pD3DCompile)GetProcAddress(D3DCompiler, "D3DCompile");
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}
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void unloadD3D12FunctionPointers()
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{
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FreeLibrary(D3D12Module);
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FreeLibrary(D3D11Module);
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FreeLibrary(D3DCompiler);
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}
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/**
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* Wait until command queue has completed all task.
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*/
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void wait_for_command_queue(ID3D12Device *device, ID3D12CommandQueue *command_queue)
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{
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ComPtr<ID3D12Fence> fence;
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CHECK_HRESULT(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())));
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HANDLE handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
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fence->SetEventOnCompletion(1, handle);
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command_queue->Signal(fence.Get(), 1);
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WaitForSingleObjectEx(handle, INFINITE, FALSE);
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CloseHandle(handle);
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}
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}
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void D3D12GSRender::shader::release()
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{
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pso->Release();
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root_signature->Release();
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vertex_buffer->Release();
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texture_descriptor_heap->Release();
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sampler_descriptor_heap->Release();
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}
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bool D3D12GSRender::invalidate_address(u32 addr)
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{
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bool result = false;
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result |= m_texture_cache.invalidate_address(addr);
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return result;
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}
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D3D12DLLManagement::D3D12DLLManagement()
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{
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loadD3D12FunctionPointers();
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}
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D3D12DLLManagement::~D3D12DLLManagement()
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{
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unloadD3D12FunctionPointers();
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}
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namespace
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{
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ComPtr<ID3DBlob> get_shared_root_signature_blob()
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{
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CD3DX12_ROOT_PARAMETER RP[6];
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// vertex buffer are bound each draw calls
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CD3DX12_DESCRIPTOR_RANGE vertex_buffer_descriptors(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 16, 0);
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RP[VERTEX_BUFFERS_SLOT].InitAsDescriptorTable(1, &vertex_buffer_descriptors, D3D12_SHADER_VISIBILITY_VERTEX);
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// fragment constants are bound each draw calls
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RP[FRAGMENT_CONSTANT_BUFFERS_SLOT].InitAsConstantBufferView(2, 0, D3D12_SHADER_VISIBILITY_PIXEL);
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// vertex constants are bound often
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CD3DX12_DESCRIPTOR_RANGE vertex_constant_buffer_descriptors(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 1);
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RP[VERTEX_CONSTANT_BUFFERS_SLOT].InitAsDescriptorTable(1, &vertex_constant_buffer_descriptors, D3D12_SHADER_VISIBILITY_VERTEX);
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// textures are bound often
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CD3DX12_DESCRIPTOR_RANGE texture_descriptors(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 16, 0);
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RP[TEXTURES_SLOT].InitAsDescriptorTable(1, &texture_descriptors, D3D12_SHADER_VISIBILITY_PIXEL);
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// samplers are bound often
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CD3DX12_DESCRIPTOR_RANGE sampler_descriptors(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 16, 0);
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RP[SAMPLERS_SLOT].InitAsDescriptorTable(1, &sampler_descriptors, D3D12_SHADER_VISIBILITY_PIXEL);
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// scale offset matrix are bound once in a while
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CD3DX12_DESCRIPTOR_RANGE scale_offset_descriptors(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
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RP[SCALE_OFFSET_SLOT].InitAsDescriptorTable(1, &scale_offset_descriptors, D3D12_SHADER_VISIBILITY_ALL);
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Microsoft::WRL::ComPtr<ID3DBlob> root_signature_blob;
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Microsoft::WRL::ComPtr<ID3DBlob> error_blob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(
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&CD3DX12_ROOT_SIGNATURE_DESC(6, RP, 0, 0),
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D3D_ROOT_SIGNATURE_VERSION_1, root_signature_blob.GetAddressOf(), error_blob.GetAddressOf()));
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return root_signature_blob;
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}
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}
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D3D12GSRender::D3D12GSRender()
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: GSRender(frame_type::DX12)
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, m_d3d12_lib()
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, m_current_pso({})
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{
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if (g_cfg_rsx_debug_output)
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{
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Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
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wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
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debugInterface->EnableDebugLayer();
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}
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory;
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CHECK_HRESULT(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory)));
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// Create adapter
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ComPtr<IDXGIAdapter> adapter;
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const std::wstring& adapter_name = std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>>().from_bytes(g_cfg_d3d12_adapter);
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for (UINT id = 0; dxgi_factory->EnumAdapters(id, adapter.ReleaseAndGetAddressOf()) != DXGI_ERROR_NOT_FOUND; id++)
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{
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DXGI_ADAPTER_DESC desc;
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adapter->GetDesc(&desc);
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// Adapter with specified name
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if (adapter_name == desc.Description)
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{
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break;
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}
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// Default adapter
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if (id == 1 && adapter_name.empty())
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{
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break;
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}
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}
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CHECK_HRESULT(wrapD3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Queues
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D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT };
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CHECK_HRESULT(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_command_queue.GetAddressOf())));
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m_descriptor_stride_srv_cbv_uav = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_descriptor_stride_dsv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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m_descriptor_stride_rtv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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m_descriptor_stride_samplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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// Create swap chain and put them in a descriptor heap as rendertarget
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DXGI_SWAP_CHAIN_DESC swap_chain = {};
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swap_chain.BufferCount = 2;
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swap_chain.Windowed = true;
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swap_chain.OutputWindow = (HWND)m_frame->handle();
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swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain.SampleDesc.Count = 1;
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swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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CHECK_HRESULT(dxgi_factory->CreateSwapChain(m_command_queue.Get(), &swap_chain, (IDXGISwapChain**)m_swap_chain.GetAddressOf()));
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m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&m_backbuffer[0]));
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m_swap_chain->GetBuffer(1, IID_PPV_ARGS(&m_backbuffer[1]));
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D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
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D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {};
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renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[0]));
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m_device->CreateRenderTargetView(m_backbuffer[0].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[0]->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[1]));
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m_device->CreateRenderTargetView(m_backbuffer[1].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[1]->GetCPUDescriptorHandleForHeapStart());
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D3D12_DESCRIPTOR_HEAP_DESC current_texture_descriptors_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16 };
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CHECK_HRESULT(m_device->CreateDescriptorHeap(¤t_texture_descriptors_desc, IID_PPV_ARGS(m_current_texture_descriptors.GetAddressOf())));
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D3D12_DESCRIPTOR_HEAP_DESC current_sampler_descriptors_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 16 };
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CHECK_HRESULT(m_device->CreateDescriptorHeap(¤t_sampler_descriptors_desc, IID_PPV_ARGS(m_current_sampler_descriptors.GetAddressOf())));
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ComPtr<ID3DBlob> root_signature_blob = get_shared_root_signature_blob();
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m_device->CreateRootSignature(0,
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root_signature_blob->GetBufferPointer(),
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root_signature_blob->GetBufferSize(),
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IID_PPV_ARGS(m_shared_root_signature.GetAddressOf()));
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m_per_frame_storage[0].init(m_device.Get());
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m_per_frame_storage[0].reset();
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m_per_frame_storage[1].init(m_device.Get());
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m_per_frame_storage[1].reset();
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m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get());
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CHECK_HRESULT(
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m_device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2, 1, 1),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_dummy_texture))
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);
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m_rtts.init(m_device.Get());
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m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST);
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m_buffer_data.init(m_device.Get(), 1024 * 1024 * 896, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
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CHECK_HRESULT(
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m_device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(1024 * 1024 * 16),
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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nullptr,
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IID_PPV_ARGS(m_vertex_buffer_data.GetAddressOf())
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)
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);
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if (g_cfg_rsx_overlay)
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init_d2d_structures();
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}
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D3D12GSRender::~D3D12GSRender()
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{
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wait_for_command_queue(m_device.Get(), m_command_queue.Get());
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m_texture_cache.unprotect_all();
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m_dummy_texture->Release();
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m_per_frame_storage[0].release();
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m_per_frame_storage[1].release();
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m_output_scaling_pass.release();
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release_d2d_structures();
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}
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void D3D12GSRender::on_exit()
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{
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return GSRender::on_exit();
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}
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bool D3D12GSRender::do_method(u32 cmd, u32 arg)
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{
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switch (cmd)
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{
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case NV4097_CLEAR_SURFACE:
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clear_surface(arg);
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return true;
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case NV4097_TEXTURE_READ_SEMAPHORE_RELEASE:
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copy_render_target_to_dma_location();
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return false; //call rsx::thread method implementation
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case NV4097_BACK_END_WRITE_SEMAPHORE_RELEASE:
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copy_render_target_to_dma_location();
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return false; //call rsx::thread method implementation
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default:
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return false;
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}
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}
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void D3D12GSRender::end()
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{
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std::chrono::time_point<std::chrono::system_clock> start_duration = std::chrono::system_clock::now();
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std::chrono::time_point<std::chrono::system_clock> rtt_duration_start = std::chrono::system_clock::now();
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prepare_render_targets(get_current_resource_storage().command_list.Get());
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std::chrono::time_point<std::chrono::system_clock> rtt_duration_end = std::chrono::system_clock::now();
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m_timers.prepare_rtt_duration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count();
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std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_start = std::chrono::system_clock::now();
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size_t currentDescriptorIndex = get_current_resource_storage().descriptors_heap_index;
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size_t vertex_count;
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bool indexed_draw;
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std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> vertex_buffer_views;
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std::tie(indexed_draw, vertex_count, vertex_buffer_views) = upload_and_set_vertex_index_data(get_current_resource_storage().command_list.Get());
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UINT vertex_buffer_count = static_cast<UINT>(vertex_buffer_views.size());
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std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_end = std::chrono::system_clock::now();
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m_timers.vertex_index_duration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count();
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std::chrono::time_point<std::chrono::system_clock> program_load_start = std::chrono::system_clock::now();
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load_program();
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std::chrono::time_point<std::chrono::system_clock> program_load_end = std::chrono::system_clock::now();
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m_timers.program_load_duration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count();
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get_current_resource_storage().command_list->SetGraphicsRootSignature(m_shared_root_signature.Get());
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get_current_resource_storage().command_list->OMSetStencilRef(rsx::method_registers.stencil_func_ref());
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std::chrono::time_point<std::chrono::system_clock> constants_duration_start = std::chrono::system_clock::now();
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INT offset = 0;
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for (const auto view : vertex_buffer_views)
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{
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m_device->CreateShaderResourceView(m_vertex_buffer_data.Get(), &view,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex + offset++, m_descriptor_stride_srv_cbv_uav));
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}
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// Bind vertex buffer
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get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_BUFFERS_SLOT,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex, m_descriptor_stride_srv_cbv_uav)
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);
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// Constants
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const D3D12_CONSTANT_BUFFER_VIEW_DESC &fragment_constant_view = upload_fragment_shader_constants();
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get_current_resource_storage().command_list->SetGraphicsRootConstantBufferView(FRAGMENT_CONSTANT_BUFFERS_SLOT, fragment_constant_view.BufferLocation);
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upload_and_bind_scale_offset_matrix(currentDescriptorIndex + vertex_buffer_count);
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get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(SCALE_OFFSET_SLOT,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav)
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);
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if (m_transform_constants_dirty)
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{
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m_current_transform_constants_buffer_descriptor_id = (u32)currentDescriptorIndex + 1 + vertex_buffer_count;
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upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
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m_transform_constants_dirty = false;
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get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_CONSTANT_BUFFERS_SLOT,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
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.Offset(m_current_transform_constants_buffer_descriptor_id, m_descriptor_stride_srv_cbv_uav)
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);
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}
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std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now();
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m_timers.constants_duration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count();
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get_current_resource_storage().command_list->SetPipelineState(std::get<0>(m_current_pso).Get());
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std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now();
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get_current_resource_storage().descriptors_heap_index += 2 + vertex_buffer_count;
|
|
size_t texture_count = std::get<2>(m_current_pso);
|
|
if (texture_count > 0)
|
|
{
|
|
if (get_current_resource_storage().current_sampler_index + 16 > 2048)
|
|
{
|
|
get_current_resource_storage().sampler_descriptors_heap_index = 1;
|
|
get_current_resource_storage().current_sampler_index = 0;
|
|
|
|
ID3D12DescriptorHeap *descriptors[] =
|
|
{
|
|
get_current_resource_storage().descriptors_heap.Get(),
|
|
get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index].Get(),
|
|
};
|
|
get_current_resource_storage().command_list->SetDescriptorHeaps(2, descriptors);
|
|
}
|
|
|
|
upload_textures(get_current_resource_storage().command_list.Get(), texture_count);
|
|
|
|
m_device->CopyDescriptorsSimple(16,
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
|
|
.Offset((UINT)get_current_resource_storage().descriptors_heap_index, m_descriptor_stride_srv_cbv_uav),
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_texture_descriptors->GetCPUDescriptorHandleForHeapStart()),
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
|
|
);
|
|
|
|
m_device->CopyDescriptorsSimple(16,
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart())
|
|
.Offset((UINT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers),
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_sampler_descriptors->GetCPUDescriptorHandleForHeapStart()),
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
|
|
);
|
|
|
|
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(TEXTURES_SLOT,
|
|
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
|
|
.Offset((INT)get_current_resource_storage().descriptors_heap_index, m_descriptor_stride_srv_cbv_uav)
|
|
);
|
|
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(SAMPLERS_SLOT,
|
|
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetGPUDescriptorHandleForHeapStart())
|
|
.Offset((INT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers)
|
|
);
|
|
|
|
get_current_resource_storage().current_sampler_index += texture_count;
|
|
get_current_resource_storage().descriptors_heap_index += texture_count;
|
|
}
|
|
|
|
std::chrono::time_point<std::chrono::system_clock> texture_duration_end = std::chrono::system_clock::now();
|
|
m_timers.texture_duration += std::chrono::duration_cast<std::chrono::microseconds>(texture_duration_end - texture_duration_start).count();
|
|
set_rtt_and_ds(get_current_resource_storage().command_list.Get());
|
|
|
|
int clip_w = rsx::method_registers.surface_clip_width();
|
|
int clip_h = rsx::method_registers.surface_clip_height();
|
|
|
|
D3D12_VIEWPORT viewport =
|
|
{
|
|
0.f,
|
|
0.f,
|
|
(float)clip_w,
|
|
(float)clip_h,
|
|
rsx::method_registers.clip_min(),
|
|
rsx::method_registers.clip_max(),
|
|
};
|
|
get_current_resource_storage().command_list->RSSetViewports(1, &viewport);
|
|
|
|
get_current_resource_storage().command_list->RSSetScissorRects(1, &get_scissor(rsx::method_registers.scissor_origin_x(), rsx::method_registers.scissor_origin_y(),
|
|
rsx::method_registers.scissor_width(), rsx::method_registers.scissor_height()));
|
|
|
|
get_current_resource_storage().command_list->IASetPrimitiveTopology(get_primitive_topology(rsx::method_registers.current_draw_clause.primitive));
|
|
|
|
if (indexed_draw)
|
|
get_current_resource_storage().command_list->DrawIndexedInstanced((UINT)vertex_count, 1, 0, 0, 0);
|
|
else
|
|
get_current_resource_storage().command_list->DrawInstanced((UINT)vertex_count, 1, 0, 0);
|
|
|
|
std::chrono::time_point<std::chrono::system_clock> end_duration = std::chrono::system_clock::now();
|
|
m_timers.draw_calls_duration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count();
|
|
m_timers.draw_calls_count++;
|
|
|
|
if (g_cfg_rsx_debug_output)
|
|
{
|
|
CHECK_HRESULT(get_current_resource_storage().command_list->Close());
|
|
m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf());
|
|
get_current_resource_storage().set_new_command_list();
|
|
}
|
|
thread::end();
|
|
}
|
|
|
|
namespace
|
|
{
|
|
bool is_flip_surface_in_global_memory(rsx::surface_target color_target)
|
|
{
|
|
switch (color_target)
|
|
{
|
|
case rsx::surface_target::surface_a:
|
|
case rsx::surface_target::surface_b:
|
|
case rsx::surface_target::surfaces_a_b:
|
|
case rsx::surface_target::surfaces_a_b_c:
|
|
case rsx::surface_target::surfaces_a_b_c_d:
|
|
return true;
|
|
case rsx::surface_target::none:
|
|
return false;
|
|
}
|
|
fmt::throw_exception("Wrong color_target" HERE);
|
|
}
|
|
}
|
|
|
|
void D3D12GSRender::flip(int buffer)
|
|
{
|
|
ID3D12Resource *resource_to_flip;
|
|
float viewport_w, viewport_h;
|
|
|
|
if (!is_flip_surface_in_global_memory(rsx::method_registers.surface_color_target()))
|
|
{
|
|
resource_storage &storage = get_current_resource_storage();
|
|
verify(HERE), storage.ram_framebuffer == nullptr;
|
|
|
|
size_t w = 0, h = 0, row_pitch = 0;
|
|
|
|
size_t offset = 0;
|
|
if (false)
|
|
{
|
|
CellGcmDisplayInfo* buffers = nullptr;// = vm::ps3::_ptr<CellGcmDisplayInfo>(m_gcm_buffers_addr);
|
|
u32 addr = rsx::get_address(gcm_buffers[gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
|
|
w = gcm_buffers[gcm_current_buffer].width;
|
|
h = gcm_buffers[gcm_current_buffer].height;
|
|
u8 *src_buffer = vm::ps3::_ptr<u8>(addr);
|
|
|
|
row_pitch = align(w * 4, 256);
|
|
size_t texture_size = row_pitch * h; // * 4 for mipmap levels
|
|
size_t heap_offset = m_buffer_data.alloc<D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT>(texture_size);
|
|
|
|
void *mapped_buffer = m_buffer_data.map<void>(heap_offset);
|
|
for (unsigned row = 0; row < h; row++)
|
|
memcpy((char*)mapped_buffer + row * row_pitch, (char*)src_buffer + row * w * 4, w * 4);
|
|
m_buffer_data.unmap(CD3DX12_RANGE(heap_offset, heap_offset + texture_size));
|
|
offset = heap_offset;
|
|
|
|
CHECK_HRESULT(
|
|
m_device->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
|
|
D3D12_HEAP_FLAG_NONE,
|
|
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, 1),
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
nullptr,
|
|
IID_PPV_ARGS(storage.ram_framebuffer.GetAddressOf())
|
|
)
|
|
);
|
|
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(storage.ram_framebuffer.Get(), 0), 0, 0, 0,
|
|
&CD3DX12_TEXTURE_COPY_LOCATION(m_buffer_data.get_heap(), { offset,{ DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, (UINT)row_pitch } }), nullptr);
|
|
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(storage.ram_framebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
|
|
resource_to_flip = storage.ram_framebuffer.Get();
|
|
}
|
|
else
|
|
resource_to_flip = nullptr;
|
|
|
|
viewport_w = (float)w, viewport_h = (float)h;
|
|
}
|
|
else
|
|
{
|
|
if (std::get<1>(m_rtts.m_bound_render_targets[0]) != nullptr)
|
|
{
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_render_targets[0]), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
|
|
resource_to_flip = std::get<1>(m_rtts.m_bound_render_targets[0]);
|
|
}
|
|
else if (std::get<1>(m_rtts.m_bound_render_targets[1]) != nullptr)
|
|
{
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_render_targets[1]), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
|
|
resource_to_flip = std::get<1>(m_rtts.m_bound_render_targets[1]);
|
|
}
|
|
else
|
|
resource_to_flip = nullptr;
|
|
}
|
|
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
|
|
|
D3D12_VIEWPORT viewport =
|
|
{
|
|
0.f,
|
|
0.f,
|
|
(float)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Width,
|
|
(float)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Height,
|
|
0.f,
|
|
1.f
|
|
};
|
|
get_current_resource_storage().command_list->RSSetViewports(1, &viewport);
|
|
|
|
D3D12_RECT box =
|
|
{
|
|
0,
|
|
0,
|
|
(LONG)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Width,
|
|
(LONG)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Height,
|
|
};
|
|
get_current_resource_storage().command_list->RSSetScissorRects(1, &box);
|
|
get_current_resource_storage().command_list->SetGraphicsRootSignature(m_output_scaling_pass.root_signature);
|
|
get_current_resource_storage().command_list->SetPipelineState(m_output_scaling_pass.pso);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {};
|
|
// FIXME: Not always true
|
|
shader_resource_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
shader_resource_view_desc.Texture2D.MipLevels = 1;
|
|
if (is_flip_surface_in_global_memory(rsx::method_registers.surface_color_target()))
|
|
shader_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
else
|
|
shader_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
|
|
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
|
|
);
|
|
m_device->CreateShaderResourceView(resource_to_flip, &shader_resource_view_desc,
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.texture_descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_srv_cbv_uav));
|
|
|
|
D3D12_SAMPLER_DESC sampler_desc = {};
|
|
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
|
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
m_device->CreateSampler(&sampler_desc,
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.sampler_descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_samplers));
|
|
|
|
ID3D12DescriptorHeap *descriptors_heaps[] =
|
|
{
|
|
m_output_scaling_pass.texture_descriptor_heap,
|
|
m_output_scaling_pass.sampler_descriptor_heap
|
|
};
|
|
get_current_resource_storage().command_list->SetDescriptorHeaps(2, descriptors_heaps);
|
|
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0,
|
|
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.texture_descriptor_heap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_srv_cbv_uav));
|
|
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(1,
|
|
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.sampler_descriptor_heap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_samplers));
|
|
|
|
get_current_resource_storage().command_list->OMSetRenderTargets(1,
|
|
&CD3DX12_CPU_DESCRIPTOR_HANDLE(m_backbuffer_descriptor_heap[m_swap_chain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart()),
|
|
true, nullptr);
|
|
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view = {};
|
|
vertex_buffer_view.BufferLocation = m_output_scaling_pass.vertex_buffer->GetGPUVirtualAddress();
|
|
vertex_buffer_view.StrideInBytes = 4 * sizeof(float);
|
|
vertex_buffer_view.SizeInBytes = 16 * sizeof(float);
|
|
get_current_resource_storage().command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view);
|
|
get_current_resource_storage().command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
if (resource_to_flip)
|
|
get_current_resource_storage().command_list->DrawInstanced(4, 1, 0, 0);
|
|
|
|
if (!g_cfg_rsx_overlay)
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
|
if (is_flip_surface_in_global_memory(rsx::method_registers.surface_color_target()) && resource_to_flip != nullptr)
|
|
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(resource_to_flip, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
|
CHECK_HRESULT(get_current_resource_storage().command_list->Close());
|
|
m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf());
|
|
|
|
if (g_cfg_rsx_overlay)
|
|
render_overlay();
|
|
|
|
reset_timer();
|
|
|
|
std::chrono::time_point<std::chrono::system_clock> flip_start = std::chrono::system_clock::now();
|
|
|
|
CHECK_HRESULT(m_swap_chain->Present(g_cfg_rsx_vsync ? 1 : 0, 0));
|
|
// Add an event signaling queue completion
|
|
|
|
resource_storage &storage = get_non_current_resource_storage();
|
|
|
|
m_command_queue->Signal(storage.frame_finished_fence.Get(), storage.fence_value);
|
|
storage.frame_finished_fence->SetEventOnCompletion(storage.fence_value, storage.frame_finished_handle);
|
|
storage.fence_value++;
|
|
|
|
storage.in_use = true;
|
|
storage.dirty_textures.merge(m_rtts.invalidated_resources);
|
|
m_rtts.invalidated_resources.clear();
|
|
|
|
// Get the put pos - 1. This way after cleaning we can set the get ptr to
|
|
// this value, allowing heap to proceed even if we cleant before allocating
|
|
// a new value (that's the reason of the -1)
|
|
storage.buffer_heap_get_pos = m_buffer_data.get_current_put_pos_minus_one();
|
|
storage.readback_heap_get_pos = m_readback_resources.get_current_put_pos_minus_one();
|
|
|
|
// Now get ready for next frame
|
|
resource_storage &new_storage = get_current_resource_storage();
|
|
|
|
new_storage.wait_and_clean();
|
|
if (new_storage.in_use)
|
|
{
|
|
m_buffer_data.m_get_pos = new_storage.buffer_heap_get_pos;
|
|
m_readback_resources.m_get_pos = new_storage.readback_heap_get_pos;
|
|
}
|
|
|
|
m_frame->flip(nullptr);
|
|
|
|
|
|
std::chrono::time_point<std::chrono::system_clock> flip_end = std::chrono::system_clock::now();
|
|
m_timers.flip_duration += std::chrono::duration_cast<std::chrono::microseconds>(flip_end - flip_start).count();
|
|
}
|
|
|
|
bool D3D12GSRender::on_access_violation(u32 address, bool is_writing)
|
|
{
|
|
if (!is_writing)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (invalidate_address(address))
|
|
{
|
|
LOG_WARNING(RSX, "Reporting Cell writing to 0x%x", address);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void D3D12GSRender::reset_timer()
|
|
{
|
|
m_timers.draw_calls_count = 0;
|
|
m_timers.draw_calls_duration = 0;
|
|
m_timers.prepare_rtt_duration = 0;
|
|
m_timers.vertex_index_duration = 0;
|
|
m_timers.buffer_upload_size = 0;
|
|
m_timers.program_load_duration = 0;
|
|
m_timers.constants_duration = 0;
|
|
m_timers.texture_duration = 0;
|
|
m_timers.flip_duration = 0;
|
|
}
|
|
|
|
resource_storage& D3D12GSRender::get_current_resource_storage()
|
|
{
|
|
return m_per_frame_storage[m_swap_chain->GetCurrentBackBufferIndex()];
|
|
}
|
|
|
|
resource_storage& D3D12GSRender::get_non_current_resource_storage()
|
|
{
|
|
return m_per_frame_storage[1 - m_swap_chain->GetCurrentBackBufferIndex()];
|
|
}
|
|
#endif
|