rpcsx/rpcs3/Emu/RSX/D3D12/D3D12GSRender.cpp

1039 lines
34 KiB
C++

#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12GSRender.h"
#include <wrl/client.h>
#include <dxgi1_4.h>
GetGSFrameCb2 GetGSFrame = nullptr;
void SetGetD3DGSFrameCallback(GetGSFrameCb2 value)
{
GetGSFrame = value;
}
static void check(HRESULT hr)
{
if (hr != 0)
abort();
}
D3D12GSRender::D3D12GSRender()
: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
{
memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
m_constantsBufferSize = 0;
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;
constantsFragmentSize = 0;
// Enable d3d debug layer
Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
debugInterface->EnableDebugLayer();
// Create adapter
Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
IDXGIAdapter* warpAdapter;
check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
check(D3D12CreateDevice(warpAdapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
// Queues
D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
check(m_device->CreateCommandQueue(&copyQueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
// Create a global command allocator
m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
m_frame = GetGSFrame();
// Create swap chain and put them in a descriptor heap as rendertarget
DXGI_SWAP_CHAIN_DESC swapChain = {};
swapChain.BufferCount = 2;
swapChain.Windowed = true;
swapChain.OutputWindow = m_frame->getHandle();
swapChain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChain.SampleDesc.Count = 1;
swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = 1;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
D3D12_RENDER_TARGET_VIEW_DESC rttDesc = {};
rttDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rttDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0]));
m_device->CreateRenderTargetView(m_backBuffer[0], &rttDesc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
// Create global vertex buffers (1 MB, hopefully big enough...)
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC resDesc = {};
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Width = (UINT)1024 * 1024;
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.SampleDesc.Count = 1;
resDesc.MipLevels = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
for (unsigned i = 0; i < m_vertex_count; i++)
{
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_vertexBuffer[i])
));
}
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_constantsVertexBuffer)
));
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_constantsFragmentBuffer)
));
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 1000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check(m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
// Scale offset buffer
// Separate constant buffer
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_scaleOffsetBuffer)
));
descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 1000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check(m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
// Common root signature
D3D12_DESCRIPTOR_RANGE descriptorRange[2] = {};
// Scale Offset data
descriptorRange[0].BaseShaderRegister = 0;
descriptorRange[0].NumDescriptors = 1;
descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
// Constants
descriptorRange[1].BaseShaderRegister = 1;
descriptorRange[1].NumDescriptors = 2;
descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
D3D12_ROOT_PARAMETER RP[2] = {};
RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
RP[0].DescriptorTable.NumDescriptorRanges = 1;
RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
RP[1].DescriptorTable.NumDescriptorRanges = 1;
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
rootSignatureDesc.NumParameters = 2;
rootSignatureDesc.pParameters = RP;
Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
check(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
m_device->CreateRootSignature(0,
rootSignatureBlob->GetBufferPointer(),
rootSignatureBlob->GetBufferSize(),
IID_PPV_ARGS(&m_rootSignature));
}
D3D12GSRender::~D3D12GSRender()
{
// NOTE: Should be released only if no command are in flight !
m_commandAllocator->Release();
m_commandQueueGraphic->Release();
m_commandQueueCopy->Release();
m_backbufferAsRendertarget[0]->Release();
m_backbufferAsRendertarget[1]->Release();
m_constantsBufferDescriptorsHeap->Release();
m_scaleOffsetDescriptorHeap->Release();
m_constantsVertexBuffer->Release();
m_constantsFragmentBuffer->Release();
m_scaleOffsetBuffer->Release();
for (unsigned i = 0; i < 32; i++)
m_vertexBuffer[i]->Release();
if (m_fbo)
delete m_fbo;
m_rootSignature->Release();
m_backBuffer[0]->Release();
m_backBuffer[1]->Release();
m_swapChain->Release();
m_device->Release();
}
void D3D12GSRender::Close()
{
Stop();
m_frame->Hide();
}
void D3D12GSRender::InitDrawBuffers()
{
if (m_fbo == nullptr || RSXThread::m_width != m_lastWidth || RSXThread::m_height != m_lastHeight || m_lastDepth != m_surface_depth_format)
{
LOG_WARNING(RSX, "New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height);
m_lastWidth = RSXThread::m_width;
m_lastHeight = RSXThread::m_height;
m_lastDepth = m_surface_depth_format;
m_fbo = new D3D12RenderTargetSets(m_device, (u8)m_lastDepth, m_lastWidth, m_lastHeight);
}
}
void D3D12GSRender::OnInit()
{
m_frame->Show();
}
void D3D12GSRender::OnInitThread()
{
}
void D3D12GSRender::OnExitThread()
{
}
void D3D12GSRender::OnReset()
{
}
void D3D12GSRender::ExecCMD(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
InitDrawBuffers();
ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
m_inflightCommandList.push_back(commandList);
/* 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_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}*/
// TODO: Merge depth and stencil clear when possible
if (m_clear_surface_mask & 0x1)
commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)0xffffff, 0, 0, nullptr);
if (m_clear_surface_mask & 0x2)
commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
if (m_clear_surface_mask & 0xF0)
{
float clearColor[] =
{
m_clear_surface_color_r / 255.0f,
m_clear_surface_color_g / 255.0f,
m_clear_surface_color_b / 255.0f,
m_clear_surface_color_a / 255.0f
};
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE: break;
case CELL_GCM_SURFACE_TARGET_0:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_1:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
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);
}
void D3D12GSRender::EnableVertexData(bool indexed_draw)
{
m_IASet = getIALayout(m_device, indexed_draw, m_vertex_data);
const u32 data_offset = indexed_draw ? 0 : m_draw_array_first;
for (u32 i = 0; i < m_vertex_count; ++i)
{
if (!m_vertex_data[i].IsEnabled()) continue;
const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
const size_t data_size = m_vertex_data[i].data.size() - data_offset * item_size;
// TODO: Use default heap and upload data
void *bufferMap;
check(m_vertexBuffer[i]->Map(0, nullptr, (void**)&bufferMap));
memcpy((char*)bufferMap + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
m_vertexBuffer[i]->Unmap(0, nullptr);
size_t newOffset = (data_offset + data_size) * item_size;
m_vertexBufferSize[i] = newOffset > m_vertexBufferSize[i] ? newOffset : m_vertexBufferSize[i];
}
if (indexed_draw)
{
/* D3D12_RESOURCE_DESC resDesc = {};
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Width = (UINT)m_indexed_array.m_data.size();
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.SampleDesc.Count = 1;
resDesc.MipLevels = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_indexBuffer)
));
check(m_indexBuffer->Map(0, nullptr, (void**)&bufferMap));
memcpy(bufferMap, m_indexed_array.m_data.data(), m_indexed_array.m_data.size());
m_indexBuffer->Unmap(0, nullptr);
D3D12_INDEX_BUFFER_VIEW indexBufferView = {};
indexBufferView.SizeInBytes = (UINT)m_indexed_array.m_data.size();
indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();*/
}
}
void D3D12GSRender::setScaleOffset()
{
float scaleOffsetMat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
// Scale
scaleOffsetMat[0] = (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 0)] / (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[5] = (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 1)] / (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[10] = (float&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 2)];
// Offset
scaleOffsetMat[3] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 0)] - (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[7] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 1)] - (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[11] = (float&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 2)] - 1 / 2.0f;
scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale;
scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale;
void *scaleOffsetMap;
size_t offset = m_currentScaleOffsetBufferIndex * 256;
D3D12_RANGE range = {
offset,
1024 * 1024 - offset
};
check(m_scaleOffsetBuffer->Map(0, &range, &scaleOffsetMap));
memcpy((char*)scaleOffsetMap + offset, scaleOffsetMat, 16 * sizeof(float));
m_scaleOffsetBuffer->Unmap(0, &range);
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = m_scaleOffsetBuffer->GetGPUVirtualAddress() + offset;
constantBufferViewDesc.SizeInBytes = (UINT)256;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
}
void D3D12GSRender::FillVertexShaderConstantsBuffer()
{
void *constantsBufferMap;
check(m_constantsVertexBuffer->Map(0, nullptr, &constantsBufferMap));
for (const RSXTransformConstant& c : m_transform_constants)
{
size_t offset = c.id * 4 * sizeof(float);
float vector[] = { c.x, c.y, c.z, c.w };
memcpy((char*)constantsBufferMap + offset, vector, 4 * sizeof(float));
size_t bufferSizeCandidate = offset + 4 * sizeof(float);
m_constantsBufferSize = bufferSizeCandidate > m_constantsBufferSize ? bufferSizeCandidate : m_constantsBufferSize;
}
m_constantsVertexBuffer->Unmap(0, nullptr);
// make it multiple of 256 bytes
m_constantsBufferSize = (m_constantsBufferSize + 255) & ~255;
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = m_constantsVertexBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = (UINT)m_constantsBufferSize;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
}
void D3D12GSRender::FillPixelShaderConstantsBuffer()
{
size_t offset = 0;
void *constantsBufferMap;
check(m_constantsFragmentBuffer->Map(0, nullptr, &constantsBufferMap));
for (const RSXTransformConstant& c : m_fragment_constants)
{
u32 id = c.id - m_cur_fragment_prog->offset;
float vector[] = { c.x, c.y, c.z, c.w };
memcpy((char*)constantsBufferMap + constantsFragmentSize + offset, vector, 4 * sizeof(float));
offset += 4 * sizeof(float);
}
m_constantsFragmentBuffer->Unmap(0, nullptr);
// Multiple of 256
offset = (offset + 255) & ~255;
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = m_constantsFragmentBuffer->GetGPUVirtualAddress() + constantsFragmentSize;
constantBufferViewDesc.SizeInBytes = (UINT)offset;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
constantsFragmentSize += offset;
}
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;
}
PipelineProperties prop = {};
/*
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
*/
switch (m_draw_mode - 1)
{
case 0:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case 1:
case 2:
case 3:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case 4:
case 5:
case 6:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
default:
// LOG_ERROR(RSX, "Unsupported primitive type");
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
}
m_PSO = m_cachePSO.getGraphicPipelineState(m_device, m_rootSignature, m_cur_vertex_prog, m_cur_fragment_prog, prop, m_IASet);
return m_PSO != nullptr;
}
void D3D12GSRender::ExecCMD()
{
ID3D12GraphicsCommandList *commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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)
{
EnableVertexData(m_indexed_array.m_count ? true : false);
std::vector<D3D12_VERTEX_BUFFER_VIEW> vertexBufferViews;
for (u32 i = 0; i < m_vertex_count; ++i)
{
if (!m_vertex_data[i].IsEnabled()) continue;
const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
vertexBufferView.BufferLocation = m_vertexBuffer[i]->GetGPUVirtualAddress();
vertexBufferView.SizeInBytes = (UINT)m_vertexBufferSize[i];
vertexBufferView.StrideInBytes = (UINT)item_size;
vertexBufferViews.push_back(vertexBufferView);
assert((m_draw_array_first + m_draw_array_count) * item_size <= m_vertexBufferSize[i]);
}
commandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
setScaleOffset();
commandList->SetDescriptorHeaps(1, &m_scaleOffsetDescriptorHeap);
D3D12_GPU_DESCRIPTOR_HANDLE Handle = m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
Handle.ptr += m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
commandList->SetGraphicsRootDescriptorTable(0, Handle);
m_currentScaleOffsetBufferIndex++;
size_t currentBufferIndex = m_constantsBufferIndex;
FillVertexShaderConstantsBuffer();
m_constantsBufferIndex++;
FillPixelShaderConstantsBuffer();
m_constantsBufferIndex++;
commandList->SetDescriptorHeaps(1, &m_constantsBufferDescriptorsHeap);
Handle = m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
Handle.ptr += currentBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
commandList->SetGraphicsRootDescriptorTable(1, Handle);
}
if (!LoadProgram())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
return;
}
commandList->SetPipelineState(m_PSO);
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, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_1:
commandList->OMSetRenderTargets(1, &m_fbo->getRTTCPUHandle(1), true, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
commandList->OMSetRenderTargets(2, &m_fbo->getRTTCPUHandle(0), true, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
commandList->OMSetRenderTargets(3, &m_fbo->getRTTCPUHandle(0), true, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
commandList->OMSetRenderTargets(4, &m_fbo->getRTTCPUHandle(0), true, nullptr);
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);
/*
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
*/
switch (m_draw_mode - 1)
{
case 0:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
break;
case 1:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
break;
case 2:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
break;
case 3:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
break;
case 4:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case 5:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
case 6:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ);
break;
default:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ);
// LOG_ERROR(RSX, "Unsupported primitive type");
break;
}
if (m_indexed_array.m_count)
{
/* switch (m_indexed_array.m_type)
{
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32:
commandList->DrawIndexedInstanced
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_INT, nullptr);
checkForGlError("glDrawElements #4");
break;
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16:
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_SHORT, nullptr);
checkForGlError("glDrawElements #2");
break;
default:
LOG_ERROR(RSX, "Bad indexed array type (%d)", m_indexed_array.m_type);
break;
}
DisableVertexData();
m_indexed_array.Reset();*/
}
if (m_draw_array_count)
{
//LOG_WARNING(RSX,"glDrawArrays(%d,%d,%d)", m_draw_mode - 1, m_draw_array_first, 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);
/* 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, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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 = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
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 = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
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(1, 0));
// Wait execution is over
// TODO: It's suboptimal, we should use 2 command allocator
Microsoft::WRL::ComPtr<ID3D12Fence> fence;
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
HANDLE gfxqueuecompletion = CreateEvent(0, 0, 0, 0);
fence->SetEventOnCompletion(1, gfxqueuecompletion);
m_commandQueueGraphic->Signal(fence.Get(), 1);
WaitForSingleObject(gfxqueuecompletion, INFINITE);
CloseHandle(gfxqueuecompletion);
m_commandAllocator->Reset();
for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
gfxCommandList->Release();
m_inflightCommandList.clear();
memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
m_constantsBufferSize = 0;
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;
constantsFragmentSize = 0;
m_frame->Flip(nullptr);
}
#endif