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293 lines
11 KiB
C++
293 lines
11 KiB
C++
#include "stdafx_d3d12.h"
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#ifdef _MSC_VER
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#include "Utilities/Log.h"
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#include "D3D12GSRender.h"
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#include "d3dx12.h"
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#include "../Common/BufferUtils.h"
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#include "D3D12Formats.h"
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namespace
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{
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/**
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*
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*/
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D3D12_GPU_VIRTUAL_ADDRESS createVertexBuffer(const rsx::data_array_format_info &vertex_array_desc, const std::vector<u8> &vertex_data, ID3D12Device *device, data_heap<ID3D12Resource, 65536> &vertex_index_heap)
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{
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size_t buffer_size = vertex_data.size();
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assert(vertex_index_heap.can_alloc(buffer_size));
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size_t heap_offset = vertex_index_heap.alloc(buffer_size);
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void *buffer;
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ThrowIfFailed(vertex_index_heap.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
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void *bufferMap = (char*)buffer + heap_offset;
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memcpy(bufferMap, vertex_data.data(), vertex_data.size());
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vertex_index_heap.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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return vertex_index_heap.m_heap->GetGPUVirtualAddress() + heap_offset;
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}
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}
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void D3D12GSRender::load_vertex_data(u32 first, u32 count)
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{
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m_first_count_pairs.emplace_back(std::make_pair(first, count));
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vertex_draw_count += count;
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}
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void D3D12GSRender::upload_vertex_attributes(const std::vector<std::pair<u32, u32> > &vertex_ranges)
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{
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m_vertex_buffer_views.clear();
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m_IASet.clear();
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size_t input_slot = 0;
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size_t vertex_count = 0;
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for (const auto &pair : vertex_ranges)
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vertex_count += pair.second;
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// First array attribute
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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{
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const auto &info = vertex_arrays_info[index];
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if (!info.array) // disabled or not a vertex array
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continue;
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u32 type_size = rsx::get_vertex_type_size(info.type);
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u32 element_size = type_size * info.size;
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size_t buffer_size = element_size * vertex_count;
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assert(m_vertex_index_data.can_alloc(buffer_size));
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size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
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void *buffer;
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ThrowIfFailed(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
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void *mapped_buffer = (char*)buffer + heap_offset;
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for (const auto &range : vertex_ranges)
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{
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write_vertex_array_data_to_buffer(mapped_buffer, range.first, range.second, index, info);
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mapped_buffer = (char*)mapped_buffer + range.second * element_size;
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}
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m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view =
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{
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m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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(UINT)element_size
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};
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m_vertex_buffer_views.push_back(vertex_buffer_view);
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m_timers.m_buffer_upload_size += buffer_size;
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D3D12_INPUT_ELEMENT_DESC IAElement = {};
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = (UINT)index;
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IAElement.InputSlot = (UINT)input_slot++;
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IAElement.Format = get_vertex_attribute_format(info.type, info.size);
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IAElement.AlignedByteOffset = 0;
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IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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IAElement.InstanceDataStepRate = 0;
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m_IASet.push_back(IAElement);
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}
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// Now immediate vertex buffer
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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{
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const auto &info = vertex_arrays_info[index];
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if (info.array)
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continue;
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if (!info.size) // disabled
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continue;
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auto &data = vertex_arrays[index];
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u32 type_size = rsx::get_vertex_type_size(info.type);
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u32 element_size = type_size * info.size;
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size_t buffer_size = data.size();
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assert(m_vertex_index_data.can_alloc(buffer_size));
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size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
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void *buffer;
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ThrowIfFailed(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
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void *mapped_buffer = (char*)buffer + heap_offset;
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memcpy(mapped_buffer, data.data(), data.size());
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m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view = {
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m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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(UINT)element_size
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};
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m_vertex_buffer_views.push_back(vertex_buffer_view);
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D3D12_INPUT_ELEMENT_DESC IAElement = {};
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = (UINT)index;
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IAElement.InputSlot = (UINT)input_slot++;
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IAElement.Format = get_vertex_attribute_format(info.type, info.size);
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IAElement.AlignedByteOffset = 0;
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IAElement.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
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IAElement.InstanceDataStepRate = 1;
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m_IASet.push_back(IAElement);
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}
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}
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void D3D12GSRender::load_vertex_index_data(u32 first, u32 count)
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{
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m_rendering_info.m_indexed = true;
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}
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void D3D12GSRender::upload_and_bind_scale_offset_matrix(size_t descriptorIndex)
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{
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assert(m_constants_data.can_alloc(256));
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size_t heap_offset = m_constants_data.alloc(256);
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// Scale offset buffer
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// Separate constant buffer
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void *mapped_buffer;
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ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + 256), &mapped_buffer));
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fill_scale_offset_data((char*)mapped_buffer + heap_offset);
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int is_alpha_tested = !!(rsx::method_registers[NV4097_SET_ALPHA_TEST_ENABLE]);
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float alpha_ref = (float&)rsx::method_registers[NV4097_SET_ALPHA_REF];
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memcpy((char*)mapped_buffer + heap_offset + 16 * sizeof(float), &is_alpha_tested, sizeof(int));
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memcpy((char*)mapped_buffer + heap_offset + 17 * sizeof(float), &alpha_ref, sizeof(float));
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m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + 256));
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D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = {
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m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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256
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};
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m_device->CreateConstantBufferView(&constant_buffer_view_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptorIndex, g_descriptor_stride_srv_cbv_uav));
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}
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void D3D12GSRender::upload_and_bind_vertex_shader_constants(size_t descriptor_index)
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{
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size_t buffer_size = 512 * 4 * sizeof(float);
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assert(m_constants_data.can_alloc(buffer_size));
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size_t heap_offset = m_constants_data.alloc(buffer_size);
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void *mapped_buffer;
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ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), &mapped_buffer));
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fill_vertex_program_constants_data((char*)mapped_buffer + heap_offset);
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m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = {
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m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size
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};
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m_device->CreateConstantBufferView(&constant_buffer_view_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptor_index, g_descriptor_stride_srv_cbv_uav));
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}
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void D3D12GSRender::upload_and_bind_fragment_shader_constants(size_t descriptor_index)
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{
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// Get constant from fragment program
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size_t buffer_size = m_pso_cache.get_fragment_constants_buffer_size(&fragment_program);
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// Multiple of 256 never 0
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buffer_size = (buffer_size + 255) & ~255;
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assert(m_constants_data.can_alloc(buffer_size));
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size_t heap_offset = m_constants_data.alloc(buffer_size);
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size_t offset = 0;
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void *mapped_buffer;
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ThrowIfFailed(m_constants_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), &mapped_buffer));
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m_pso_cache.fill_fragment_constans_buffer((char*)mapped_buffer + heap_offset, &fragment_program);
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m_constants_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_view_desc = {
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m_constants_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size
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};
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m_device->CreateConstantBufferView(&constant_buffer_view_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptor_index, g_descriptor_stride_srv_cbv_uav));
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}
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void D3D12GSRender::upload_and_set_vertex_index_data(ID3D12GraphicsCommandList *command_list)
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{
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// Index count
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m_rendering_info.m_count = 0;
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for (const auto &pair : m_first_count_pairs)
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m_rendering_info.m_count += get_index_count(draw_mode, pair.second);
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if (!m_rendering_info.m_indexed)
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{
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// Non indexed
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upload_vertex_attributes(m_first_count_pairs);
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command_list->IASetVertexBuffers(0, (UINT)m_vertex_buffer_views.size(), m_vertex_buffer_views.data());
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if (is_primitive_native(draw_mode))
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return;
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// Handle non native primitive
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// Alloc
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size_t buffer_size = align(m_rendering_info.m_count * sizeof(u16), 64);
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assert(m_vertex_index_data.can_alloc(buffer_size));
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size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
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void *buffer;
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ThrowIfFailed(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
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void *mapped_buffer = (char*)buffer + heap_offset;
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size_t first = 0;
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for (const auto &pair : m_first_count_pairs)
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{
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size_t element_count = get_index_count(draw_mode, pair.second);
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write_index_array_for_non_indexed_non_native_primitive_to_buffer((char*)mapped_buffer, draw_mode, (u32)first, (u32)pair.second);
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mapped_buffer = (char*)mapped_buffer + element_count * sizeof(u16);
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first += pair.second;
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}
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m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
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m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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DXGI_FORMAT_R16_UINT
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};
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command_list->IASetIndexBuffer(&index_buffer_view);
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m_rendering_info.m_indexed = true;
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}
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else
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{
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u32 indexed_type = rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4;
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// Index type
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size_t index_size = get_index_type_size(indexed_type);
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// Alloc
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size_t buffer_size = align(m_rendering_info.m_count * index_size, 64);
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assert(m_vertex_index_data.can_alloc(buffer_size));
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size_t heap_offset = m_vertex_index_data.alloc(buffer_size);
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void *buffer;
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ThrowIfFailed(m_vertex_index_data.m_heap->Map(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size), (void**)&buffer));
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void *mapped_buffer = (char*)buffer + heap_offset;
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u32 min_index = (u32)-1, max_index = 0;
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for (const auto &pair : m_first_count_pairs)
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{
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size_t element_count = get_index_count(draw_mode, pair.second);
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write_index_array_data_to_buffer((char*)mapped_buffer, draw_mode, pair.first, pair.second, min_index, max_index);
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mapped_buffer = (char*)mapped_buffer + element_count * index_size;
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}
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m_vertex_index_data.m_heap->Unmap(0, &CD3DX12_RANGE(heap_offset, heap_offset + buffer_size));
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D3D12_INDEX_BUFFER_VIEW index_buffer_view = {
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m_vertex_index_data.m_heap->GetGPUVirtualAddress() + heap_offset,
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(UINT)buffer_size,
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get_index_type(indexed_type)
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};
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m_timers.m_buffer_upload_size += buffer_size;
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command_list->IASetIndexBuffer(&index_buffer_view);
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m_rendering_info.m_indexed = true;
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upload_vertex_attributes({ std::make_pair(0, max_index + 1) });
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command_list->IASetVertexBuffers(0, (UINT)m_vertex_buffer_views.size(), m_vertex_buffer_views.data());
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}
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}
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#endif
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