rpcsx/rpcs3/Emu/RSX/D3D12/D3D12GSRender.cpp
2015-11-14 20:26:41 +03:00

614 lines
26 KiB
C++

#include "stdafx_d3d12.h"
#ifdef _WIN32
#include "D3D12GSRender.h"
#include <wrl/client.h>
#include <dxgi1_4.h>
#include <thread>
#include <chrono>
#include "d3dx12.h"
#include <d3d11on12.h>
#include "Emu/state.h"
#include "D3D12Formats.h"
PFN_D3D12_CREATE_DEVICE wrapD3D12CreateDevice;
PFN_D3D12_GET_DEBUG_INTERFACE wrapD3D12GetDebugInterface;
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
PFN_D3D11ON12_CREATE_DEVICE wrapD3D11On12CreateDevice;
namespace
{
HMODULE D3D12Module;
HMODULE D3D11Module;
void loadD3D12FunctionPointers()
{
D3D12Module = LoadLibrary(L"d3d12.dll");
if (!D3D12Module)
unreachable("Failed to load d3d12.dll");
wrapD3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)GetProcAddress(D3D12Module, "D3D12CreateDevice");
wrapD3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)GetProcAddress(D3D12Module, "D3D12GetDebugInterface");
wrapD3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(D3D12Module, "D3D12SerializeRootSignature");
D3D11Module = LoadLibrary(L"d3d11.dll");
if (!D3D11Module)
unreachable("Failed to load d3d11.dll");
wrapD3D11On12CreateDevice = (PFN_D3D11ON12_CREATE_DEVICE)GetProcAddress(D3D11Module, "D3D11On12CreateDevice");
}
void unloadD3D12FunctionPointers()
{
FreeLibrary(D3D12Module);
FreeLibrary(D3D11Module);
}
/**
* Wait until command queue has completed all task.
*/
void wait_for_command_queue(ID3D12Device *device, ID3D12CommandQueue *command_queue)
{
ComPtr<ID3D12Fence> fence;
ThrowIfFailed(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())));
HANDLE handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
fence->SetEventOnCompletion(1, handle);
command_queue->Signal(fence.Get(), 1);
WaitForSingleObjectEx(handle, INFINITE, FALSE);
CloseHandle(handle);
}
}
void D3D12GSRender::Shader::Release()
{
m_PSO->Release();
m_rootSignature->Release();
m_vertexBuffer->Release();
m_textureDescriptorHeap->Release();
m_samplerDescriptorHeap->Release();
}
extern std::function<bool(u32 addr)> gfxHandler;
bool D3D12GSRender::invalidateAddress(u32 addr)
{
bool result = false;
result |= m_textureCache.invalidate_address(addr);
return result;
}
D3D12DLLManagement::D3D12DLLManagement()
{
loadD3D12FunctionPointers();
}
D3D12DLLManagement::~D3D12DLLManagement()
{
unloadD3D12FunctionPointers();
}
D3D12GSRender::D3D12GSRender()
: GSRender(frame_type::DX12), m_D3D12Lib(), m_PSO(nullptr)
{
m_previous_address_a = 0;
m_previous_address_b = 0;
m_previous_address_c = 0;
m_previous_address_d = 0;
m_previous_address_z = 0;
gfxHandler = [this](u32 addr) {
bool result = invalidateAddress(addr);
if (result)
LOG_WARNING(RSX, "Reporting Cell writing to %x", addr);
return result;
};
if (rpcs3::config.rsx.d3d12.debug_output.value())
{
Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
debugInterface->EnableDebugLayer();
}
Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory;
ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory)));
// Create adapter
ComPtr<IDXGIAdapter> adaptater = nullptr;
ThrowIfFailed(dxgi_factory->EnumAdapters(rpcs3::state.config.rsx.d3d12.adaptater.value(), adaptater.GetAddressOf()));
ThrowIfFailed(wrapD3D12CreateDevice(adaptater.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
// Queues
D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT };
ThrowIfFailed(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_commandQueueGraphic.GetAddressOf())));
g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
g_descriptorStrideRTV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
g_descriptorStrideSamplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
// Create swap chain and put them in a descriptor heap as rendertarget
DXGI_SWAP_CHAIN_DESC swap_chain = {};
swap_chain.BufferCount = 2;
swap_chain.Windowed = true;
swap_chain.OutputWindow = (HWND)m_frame->handle();
swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain.SampleDesc.Count = 1;
swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
ThrowIfFailed(dxgi_factory->CreateSwapChain(m_commandQueueGraphic.Get(), &swap_chain, (IDXGISwapChain**)m_swapChain.GetAddressOf()));
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {};
renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0]));
m_device->CreateRenderTargetView(m_backBuffer[0].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
m_device->CreateRenderTargetView(m_backBuffer[1].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
// Common root signatures
for (unsigned texture_count = 0; texture_count < 17; texture_count++)
{
CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
{
// Scale Offset data
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
// Constants
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
// Textures
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 0),
// Samplers
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0),
};
CD3DX12_ROOT_PARAMETER RP[2];
RP[0].InitAsDescriptorTable((texture_count > 0) ? 3 : 2, &descriptorRange[0]);
RP[1].InitAsDescriptorTable(1, &descriptorRange[3]);
Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
ThrowIfFailed(wrapD3D12SerializeRootSignature(
&CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
m_device->CreateRootSignature(0,
rootSignatureBlob->GetBufferPointer(),
rootSignatureBlob->GetBufferSize(),
IID_PPV_ARGS(m_rootSignatures[texture_count].GetAddressOf()));
}
m_perFrameStorage[0].init(m_device.Get());
m_perFrameStorage[0].reset();
m_perFrameStorage[1].init(m_device.Get());
m_perFrameStorage[1].reset();
initConvertShader();
m_outputScalingPass.Init(m_device.Get(), m_commandQueueGraphic.Get());
ThrowIfFailed(
m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2, 1, 1),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_dummyTexture))
);
m_readbackResources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
m_UAVHeap.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
m_rtts.init(m_device.Get());
m_constantsData.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_vertexIndexData.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_textureUploadData.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
if (rpcs3::config.rsx.d3d12.overlay.value())
init_d2d_structures();
}
D3D12GSRender::~D3D12GSRender()
{
wait_for_command_queue(m_device.Get(), m_commandQueueGraphic.Get());
m_textureCache.unprotect_all();
gfxHandler = [this](u32) { return false; };
m_constantsData.release();
m_vertexIndexData.release();
m_textureUploadData.release();
m_UAVHeap.m_heap->Release();
m_readbackResources.m_heap->Release();
m_texturesRTTs.clear();
m_dummyTexture->Release();
m_convertPSO->Release();
m_convertRootSignature->Release();
m_perFrameStorage[0].release();
m_perFrameStorage[1].release();
m_outputScalingPass.Release();
release_d2d_structures();
}
void D3D12GSRender::onexit_thread()
{
}
bool D3D12GSRender::domethod(u32 cmd, u32 arg)
{
switch (cmd)
{
case NV4097_CLEAR_SURFACE:
clear_surface(arg);
return true;
case NV4097_TEXTURE_READ_SEMAPHORE_RELEASE:
copy_render_target_to_dma_location();
return false; //call rsx::thread method implementation
case NV4097_BACK_END_WRITE_SEMAPHORE_RELEASE:
copy_render_target_to_dma_location();
return false; //call rsx::thread method implementation
default:
return false;
}
}
void D3D12GSRender::end()
{
std::chrono::time_point<std::chrono::system_clock> start_duration = std::chrono::system_clock::now();
std::chrono::time_point<std::chrono::system_clock> rtt_duration_start = std::chrono::system_clock::now();
prepare_render_targets(getCurrentResourceStorage().command_list.Get());
std::chrono::time_point<std::chrono::system_clock> rtt_duration_end = std::chrono::system_clock::now();
m_timers.m_rttDuration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count();
std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_start = std::chrono::system_clock::now();
if (!vertex_index_array.empty() || vertex_draw_count)
upload_and_set_vertex_index_data(getCurrentResourceStorage().command_list.Get());
std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_end = std::chrono::system_clock::now();
m_timers.m_vertexIndexDuration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count();
std::chrono::time_point<std::chrono::system_clock> program_load_start = std::chrono::system_clock::now();
if (!load_program())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
return;
}
std::chrono::time_point<std::chrono::system_clock> program_load_end = std::chrono::system_clock::now();
m_timers.m_programLoadDuration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count();
getCurrentResourceStorage().command_list->SetGraphicsRootSignature(m_rootSignatures[std::get<2>(*m_PSO)].Get());
getCurrentResourceStorage().command_list->OMSetStencilRef(rsx::method_registers[NV4097_SET_STENCIL_FUNC_REF]);
std::chrono::time_point<std::chrono::system_clock> constants_duration_start = std::chrono::system_clock::now();
size_t currentDescriptorIndex = getCurrentResourceStorage().descriptors_heap_index;
// Constants
upload_and_bind_scale_offset_matrix(currentDescriptorIndex);
upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1);
upload_and_bind_fragment_shader_constants(currentDescriptorIndex + 2);
std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now();
m_timers.m_constantsDuration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count();
getCurrentResourceStorage().command_list->SetPipelineState(std::get<0>(*m_PSO));
std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now();
if (std::get<2>(*m_PSO) > 0)
{
upload_and_bind_textures(getCurrentResourceStorage().command_list.Get(), currentDescriptorIndex + 3, std::get<2>(*m_PSO) > 0);
ID3D12DescriptorHeap *descriptors[] =
{
getCurrentResourceStorage().descriptors_heap.Get(),
getCurrentResourceStorage().sampler_descriptor_heap[getCurrentResourceStorage().sampler_descriptors_heap_index].Get(),
};
getCurrentResourceStorage().command_list->SetDescriptorHeaps(2, descriptors);
getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(1,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().sampler_descriptor_heap[getCurrentResourceStorage().sampler_descriptors_heap_index]->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().current_sampler_index, g_descriptorStrideSamplers)
);
getCurrentResourceStorage().current_sampler_index += std::get<2>(*m_PSO);
getCurrentResourceStorage().descriptors_heap_index += std::get<2>(*m_PSO) + 3;
}
else
{
getCurrentResourceStorage().command_list->SetDescriptorHeaps(1, getCurrentResourceStorage().descriptors_heap.GetAddressOf());
getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().descriptors_heap_index += 3;
}
std::chrono::time_point<std::chrono::system_clock> texture_duration_end = std::chrono::system_clock::now();
m_timers.m_textureDuration += std::chrono::duration_cast<std::chrono::microseconds>(texture_duration_end - texture_duration_start).count();
set_rtt_and_ds(getCurrentResourceStorage().command_list.Get());
int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
D3D12_VIEWPORT viewport =
{
0.f,
0.f,
(float)clip_w,
(float)clip_h,
(f32&)rsx::method_registers[NV4097_SET_CLIP_MIN],
(f32&)rsx::method_registers[NV4097_SET_CLIP_MAX]
};
getCurrentResourceStorage().command_list->RSSetViewports(1, &viewport);
getCurrentResourceStorage().command_list->RSSetScissorRects(1, &get_scissor(rsx::method_registers[NV4097_SET_SCISSOR_HORIZONTAL], rsx::method_registers[NV4097_SET_SCISSOR_VERTICAL]));
getCurrentResourceStorage().command_list->IASetPrimitiveTopology(get_primitive_topology(draw_mode));
if (m_renderingInfo.m_indexed)
getCurrentResourceStorage().command_list->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, 0, 0);
else
getCurrentResourceStorage().command_list->DrawInstanced((UINT)m_renderingInfo.m_count, 1, 0, 0);
vertex_index_array.clear();
std::chrono::time_point<std::chrono::system_clock> end_duration = std::chrono::system_clock::now();
m_timers.m_drawCallDuration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count();
m_timers.m_drawCallCount++;
if (rpcs3::config.rsx.d3d12.debug_output.value())
{
ThrowIfFailed(getCurrentResourceStorage().command_list->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().command_list.GetAddressOf());
getCurrentResourceStorage().set_new_command_list();
}
m_first_count_pairs.clear();
m_renderingInfo.m_indexed = false;
thread::end();
}
namespace
{
bool is_flip_surface_in_global_memory(u32 color_target)
{
switch (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:
return true;
case CELL_GCM_SURFACE_TARGET_NONE:
return false;
}
unreachable("Wrong color target");
}
}
void D3D12GSRender::flip(int buffer)
{
ID3D12Resource *resource_to_flip;
float viewport_w, viewport_h;
if (!is_flip_surface_in_global_memory(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]))
{
resource_storage &storage = getCurrentResourceStorage();
assert(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
assert(m_textureUploadData.can_alloc(texture_size));
size_t heap_offset = m_textureUploadData.alloc(texture_size);
void *buffer;
ThrowIfFailed(m_textureUploadData.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + texture_size), &buffer));
void *mapped_buffer = (char*)buffer + 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_textureUploadData.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + texture_size));
offset = heap_offset;
}
ThrowIfFailed(
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())
)
);
getCurrentResourceStorage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(storage.ram_framebuffer.Get(), 0), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(m_textureUploadData.m_heap, { offset, { DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, (UINT)row_pitch } }), nullptr);
getCurrentResourceStorage().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();
viewport_w = (float)w, viewport_h = (float)h;
}
else
{
if (m_rtts.bound_render_targets[0] != nullptr)
{
getCurrentResourceStorage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_render_targets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
resource_to_flip = m_rtts.bound_render_targets[0];
}
else if (m_rtts.bound_render_targets[1] != nullptr)
{
getCurrentResourceStorage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_render_targets[1], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
resource_to_flip = m_rtts.bound_render_targets[1];
}
else
resource_to_flip = nullptr;
}
getCurrentResourceStorage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
D3D12_VIEWPORT viewport =
{
0.f,
0.f,
(float)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Width,
(float)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Height,
0.f,
1.f
};
getCurrentResourceStorage().command_list->RSSetViewports(1, &viewport);
D3D12_RECT box =
{
0,
0,
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Width,
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Height,
};
getCurrentResourceStorage().command_list->RSSetScissorRects(1, &box);
getCurrentResourceStorage().command_list->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
getCurrentResourceStorage().command_list->SetPipelineState(m_outputScalingPass.m_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[NV4097_SET_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_outputScalingPass.m_textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSRVCBVUAV));
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_outputScalingPass.m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSamplers));
ID3D12DescriptorHeap *descriptors_heaps[] =
{
m_outputScalingPass.m_textureDescriptorHeap,
m_outputScalingPass.m_samplerDescriptorHeap
};
getCurrentResourceStorage().command_list->SetDescriptorHeaps(2, descriptors_heaps);
getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_textureDescriptorHeap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSRVCBVUAV));
getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(1,
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSamplers));
getCurrentResourceStorage().command_list->OMSetRenderTargets(1,
&CD3DX12_CPU_DESCRIPTOR_HANDLE(m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart()),
true, nullptr);
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view = {};
vertex_buffer_view.BufferLocation = m_outputScalingPass.m_vertexBuffer->GetGPUVirtualAddress();
vertex_buffer_view.StrideInBytes = 4 * sizeof(float);
vertex_buffer_view.SizeInBytes = 16 * sizeof(float);
getCurrentResourceStorage().command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view);
getCurrentResourceStorage().command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (resource_to_flip)
getCurrentResourceStorage().command_list->DrawInstanced(4, 1, 0, 0);
if (!rpcs3::config.rsx.d3d12.overlay.value())
getCurrentResourceStorage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
if (is_flip_surface_in_global_memory(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]) && resource_to_flip != nullptr)
getCurrentResourceStorage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(resource_to_flip, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(getCurrentResourceStorage().command_list->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().command_list.GetAddressOf());
if(rpcs3::config.rsx.d3d12.overlay.value())
render_overlay();
reset_timer();
std::chrono::time_point<std::chrono::system_clock> flip_start = std::chrono::system_clock::now();
ThrowIfFailed(m_swapChain->Present(rpcs3::state.config.rsx.vsync.value() ? 1 : 0, 0));
// Add an event signaling queue completion
resource_storage &storage = getNonCurrentResourceStorage();
m_commandQueueGraphic->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;
// 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.constants_heap_get_pos = m_constantsData.get_current_put_pos_minus_one();
storage.vertex_index_heap_get_pos = m_vertexIndexData.get_current_put_pos_minus_one();
storage.texture_upload_heap_get_pos = m_textureUploadData.get_current_put_pos_minus_one();
storage.readback_heap_get_pos = m_readbackResources.get_current_put_pos_minus_one();
storage.uav_heap_get_pos = m_UAVHeap.get_current_put_pos_minus_one();
// Flush
m_texturesRTTs.clear();
// Now get ready for next frame
resource_storage &new_storage = getCurrentResourceStorage();
new_storage.wait_and_clean();
if (new_storage.in_use)
{
m_constantsData.m_get_pos = new_storage.constants_heap_get_pos;
m_vertexIndexData.m_get_pos = new_storage.vertex_index_heap_get_pos;
m_textureUploadData.m_get_pos = new_storage.texture_upload_heap_get_pos;
m_readbackResources.m_get_pos = new_storage.readback_heap_get_pos;
m_UAVHeap.m_get_pos = new_storage.uav_heap_get_pos;
}
m_frame->flip(nullptr);
std::chrono::time_point<std::chrono::system_clock> flip_end = std::chrono::system_clock::now();
m_timers.m_flipDuration += std::chrono::duration_cast<std::chrono::microseconds>(flip_end - flip_start).count();
}
void D3D12GSRender::reset_timer()
{
m_timers.m_drawCallCount = 0;
m_timers.m_drawCallDuration = 0;
m_timers.m_rttDuration = 0;
m_timers.m_vertexIndexDuration = 0;
m_timers.m_bufferUploadSize = 0;
m_timers.m_programLoadDuration = 0;
m_timers.m_constantsDuration = 0;
m_timers.m_textureDuration = 0;
m_timers.m_flipDuration = 0;
}
resource_storage& D3D12GSRender::getCurrentResourceStorage()
{
return m_perFrameStorage[m_swapChain->GetCurrentBackBufferIndex()];
}
resource_storage& D3D12GSRender::getNonCurrentResourceStorage()
{
return m_perFrameStorage[1 - m_swapChain->GetCurrentBackBufferIndex()];
}
#endif