mirror of
https://github.com/RPCSX/rpcsx.git
synced 2026-03-06 05:24:03 +01:00
Since we rarely use more than 1k of constant data we waste space due to alignment requirement with heap so use a commited resource instead.
1226 lines
45 KiB
C++
1226 lines
45 KiB
C++
#include "stdafx.h"
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#if defined(DX12_SUPPORT)
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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 <d3dcompiler.h>
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#include <thread>
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#include <chrono>
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GetGSFrameCb2 GetGSFrame = nullptr;
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void SetGetD3DGSFrameCallback(GetGSFrameCb2 value)
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{
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GetGSFrame = value;
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}
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GarbageCollectionThread::GarbageCollectionThread()
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{
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m_worker = std::thread([this]() {
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while (true)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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if (m_queue.empty())
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cv.wait(lock);
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m_queue.front()();
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m_queue.pop();
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}
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});
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m_worker.detach();
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}
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GarbageCollectionThread::~GarbageCollectionThread()
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{
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}
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void GarbageCollectionThread::pushWork(std::function<void()>&& f)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_queue.push(f);
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cv.notify_all();
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}
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void GarbageCollectionThread::waitForCompletion()
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{
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pushWork([]() {});
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while (true)
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{
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std::this_thread::yield();
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std::unique_lock<std::mutex> lock(m_mutex);
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if (m_queue.empty())
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return;
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}
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}
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void D3D12GSRender::ResourceStorage::Reset()
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{
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m_constantsBufferIndex = 0;
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m_currentScaleOffsetBufferIndex = 0;
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m_currentTextureIndex = 0;
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m_frameFinishedFence = nullptr;
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m_frameFinishedHandle = 0;
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for (auto tmp : m_inUseConstantsBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseVertexIndexBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseTextureUploadBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseTexture2D)
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std::get<2>(tmp)->Release();
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m_inUseConstantsBuffers.clear();
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m_inUseVertexIndexBuffers.clear();
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m_inUseTextureUploadBuffers.clear();
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m_inUseTexture2D.clear();
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m_commandAllocator->Reset();
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m_textureUploadCommandAllocator->Reset();
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m_downloadCommandAllocator->Reset();
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for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
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gfxCommandList->Release();
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m_inflightCommandList.clear();
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for (ID3D12Resource *vertexBuffer : m_inflightResources)
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vertexBuffer->Release();
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m_inflightResources.clear();
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}
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void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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{
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m_frameFinishedHandle = 0;
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// Create a global command allocator
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
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check(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
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textureDescriptorDesc.NumDescriptors = 10000; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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textureDescriptorDesc.NumDescriptors = 2048; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap)));
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}
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void D3D12GSRender::ResourceStorage::Release()
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{
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// NOTE: Should be released only if no command are in flight !
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for (auto tmp : m_inUseConstantsBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseVertexIndexBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseTextureUploadBuffers)
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseTexture2D)
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std::get<2>(tmp)->Release();
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m_constantsBufferDescriptorsHeap->Release();
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m_scaleOffsetDescriptorHeap->Release();
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for (auto tmp : m_inflightResources)
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tmp->Release();
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m_textureDescriptorsHeap->Release();
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m_samplerDescriptorHeap->Release();
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for (auto tmp : m_inflightCommandList)
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tmp->Release();
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m_commandAllocator->Release();
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m_textureUploadCommandAllocator->Release();
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m_downloadCommandAllocator->Release();
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if (m_frameFinishedHandle)
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CloseHandle(m_frameFinishedHandle);
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if (m_frameFinishedFence)
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m_frameFinishedFence->Release();
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}
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// 32 bits float to U8 unorm CS
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#define STRINGIFY(x) #x
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const char *shaderCode = STRINGIFY(
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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[numthreads(8, 8, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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}
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);
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/**
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* returns bytecode and root signature of a Compute Shader converting texture from
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* one format to another
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*/
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static
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std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
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{
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ID3DBlob *bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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HRESULT hr = D3DCompile(shaderCode, strlen(shaderCode), "test", nullptr, nullptr, "main", "cs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
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{
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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D3D12_DESCRIPTOR_RANGE descriptorRange[2] = {};
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// Textures
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptorRange[1].BaseShaderRegister = 0;
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descriptorRange[1].NumDescriptors = 1;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptorRange[1].OffsetInDescriptorsFromTableStart = 1;
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D3D12_ROOT_PARAMETER RP[2] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 2;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.NumParameters = 1;
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rootSignatureDesc.pParameters = RP;
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ID3DBlob *rootSignatureBlob;
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hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob);
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if (hr != S_OK)
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{
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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return std::make_pair(bytecode, rootSignatureBlob);
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}
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D3D12GSRender::D3D12GSRender()
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: GSRender(), m_PSO(nullptr)
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{
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if (Ini.GSDebugOutputEnable.GetValue())
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{
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Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
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debugInterface->EnableDebugLayer();
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}
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
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check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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// Create adapter
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IDXGIAdapter* adaptater = nullptr;
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switch (Ini.GSD3DAdaptater.GetValue())
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{
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case 0: // WARP
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check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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break;
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case 1: // Default
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dxgiFactory->EnumAdapters(0, &adaptater);
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break;
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default: // Adaptater 0, 1, ...
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dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater);
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break;
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}
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check(D3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Queues
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D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
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copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
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graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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check(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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m_frame = GetGSFrame();
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DXGI_ADAPTER_DESC adaptaterDesc;
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adaptater->GetDesc(&adaptaterDesc);
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m_frame->SetAdaptaterName(adaptaterDesc.Description);
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// Create swap chain and put them in a descriptor heap as rendertarget
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DXGI_SWAP_CHAIN_DESC swapChain = {};
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swapChain.BufferCount = 2;
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swapChain.Windowed = true;
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swapChain.OutputWindow = m_frame->getHandle();
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swapChain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChain.SampleDesc.Count = 1;
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swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.NumDescriptors = 1;
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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D3D12_RENDER_TARGET_VIEW_DESC rttDesc = {};
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rttDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0]));
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m_device->CreateRenderTargetView(m_backBuffer[0], &rttDesc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
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m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
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// Common root signatures
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for (unsigned textureCount = 0; textureCount < 17; textureCount++)
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{
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D3D12_DESCRIPTOR_RANGE descriptorRange[4] = {};
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// Scale Offset data
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Constants
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descriptorRange[1].BaseShaderRegister = 1;
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descriptorRange[1].NumDescriptors = 2;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Textures
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descriptorRange[2].BaseShaderRegister = 0;
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descriptorRange[2].NumDescriptors = textureCount;
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descriptorRange[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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// Samplers
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descriptorRange[3].BaseShaderRegister = 0;
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descriptorRange[3].NumDescriptors = textureCount;
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descriptorRange[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
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D3D12_ROOT_PARAMETER RP[4] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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RP[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[2].DescriptorTable.pDescriptorRanges = &descriptorRange[2];
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RP[2].DescriptorTable.NumDescriptorRanges = 1;
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RP[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[3].DescriptorTable.pDescriptorRanges = &descriptorRange[3];
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RP[3].DescriptorTable.NumDescriptorRanges = 1;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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rootSignatureDesc.NumParameters = (textureCount > 0) ? 4 : 2;
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rootSignatureDesc.pParameters = RP;
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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check(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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rootSignatureBlob->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignatures[textureCount]));
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}
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m_perFrameStorage[0].Init(m_device);
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m_perFrameStorage[0].Reset();
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m_perFrameStorage[1].Init(m_device);
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m_perFrameStorage[1].Reset();
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vertexConstantShadowCopy = new float[512 * 4];
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// Convert shader
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auto p = compileF32toU8CS();
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check(
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m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature))
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);
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D3D12_COMPUTE_PIPELINE_STATE_DESC computePipelineStateDesc = {};
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computePipelineStateDesc.CS.BytecodeLength = p.first->GetBufferSize();
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computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
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computePipelineStateDesc.pRootSignature = m_convertRootSignature;
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check(
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m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO))
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);
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p.first->Release();
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p.second->Release();
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D3D12_HEAP_PROPERTIES hp = {};
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hp.Type = D3D12_HEAP_TYPE_DEFAULT;
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check(
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m_device->CreateCommittedResource(
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&hp,
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D3D12_HEAP_FLAG_NONE,
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&getTexture2DResourceDesc(2, 2, DXGI_FORMAT_R8G8B8A8_UNORM),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_dummyTexture))
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);
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D3D12_HEAP_DESC hd = {};
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hd.SizeInBytes = 1024 * 1024 * 128;
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hd.Properties.Type = D3D12_HEAP_TYPE_READBACK;
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hd.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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check(m_device->CreateHeap(&hd, IID_PPV_ARGS(&m_readbackResources.m_heap)));
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m_readbackResources.m_putPos = 0;
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m_readbackResources.m_getPos = 1024 * 1024 * 128 - 1;
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hd.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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hd.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
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check(m_device->CreateHeap(&hd, IID_PPV_ARGS(&m_UAVHeap.m_heap)));
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m_UAVHeap.m_putPos = 0;
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m_UAVHeap.m_getPos = 1024 * 1024 * 128 - 1;
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m_rtts.Init(m_device);
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m_constantsData.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_textureUploadData.Init(m_device, 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_textureData.Init(m_device, 1024 * 1024 * 512, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
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}
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D3D12GSRender::~D3D12GSRender()
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{
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m_constantsData.Release();
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m_vertexIndexData.Release();
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m_textureUploadData.Release();
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m_textureData.Release();
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m_UAVHeap.m_heap->Release();
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m_readbackResources.m_heap->Release();
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m_texturesRTTs.clear();
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m_dummyTexture->Release();
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m_convertPSO->Release();
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m_convertRootSignature->Release();
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m_perFrameStorage[0].Release();
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m_perFrameStorage[1].Release();
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m_commandQueueGraphic->Release();
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m_commandQueueCopy->Release();
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m_backbufferAsRendertarget[0]->Release();
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m_backBuffer[0]->Release();
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m_backbufferAsRendertarget[1]->Release();
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m_backBuffer[1]->Release();
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m_rtts.Release();
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for (unsigned i = 0; i < 17; i++)
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m_rootSignatures[i]->Release();
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m_swapChain->Release();
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m_device->Release();
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delete[] vertexConstantShadowCopy;
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}
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void D3D12GSRender::Close()
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{
|
|
Stop();
|
|
m_frame->Hide();
|
|
}
|
|
|
|
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, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
|
|
getCurrentResourceStorage().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)
|
|
{
|
|
u32 max_depth_value = m_surface_depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
|
|
commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
|
|
}
|
|
|
|
if (m_clear_surface_mask & 0x2)
|
|
commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), 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
|
|
};
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
|
size_t g_RTTIncrement = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_NONE: break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, clearColor, 0, nullptr);
|
|
handle.ptr += g_RTTIncrement;
|
|
commandList->ClearRenderTargetView(handle, 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::ExecCMD()
|
|
{
|
|
InitDrawBuffers();
|
|
|
|
// Init vertex count
|
|
// TODO: Very hackish, clean this
|
|
if (m_indexed_array.m_count)
|
|
{
|
|
for (u32 i = 0; i < m_vertex_count; ++i)
|
|
{
|
|
if (!m_vertex_data[i].IsEnabled()) continue;
|
|
if (!m_vertex_data[i].addr) continue;
|
|
|
|
const u32 tsize = m_vertex_data[i].GetTypeSize();
|
|
m_vertex_data[i].data.resize((m_indexed_array.index_min + m_indexed_array.index_max - m_indexed_array.index_min + 1) * tsize * m_vertex_data[i].size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (u32 i = 0; i < m_vertex_count; ++i)
|
|
{
|
|
if (!m_vertex_data[i].IsEnabled()) continue;
|
|
if (!m_vertex_data[i].addr) continue;
|
|
|
|
const u32 tsize = m_vertex_data[i].GetTypeSize();
|
|
m_vertex_data[i].data.resize((m_draw_array_first + m_draw_array_count) * tsize * m_vertex_data[i].size);
|
|
}
|
|
}
|
|
|
|
ID3D12GraphicsCommandList *commandList;
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
|
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
|
|
|
|
if (m_indexed_array.m_count || m_draw_array_count)
|
|
{
|
|
const std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> &vertexIndexBufferViews = EnableVertexData(m_indexed_array.m_count ? true : false);
|
|
commandList->IASetVertexBuffers(0, (UINT)vertexIndexBufferViews.first.size(), vertexIndexBufferViews.first.data());
|
|
if (m_forcedIndexBuffer || m_indexed_array.m_count)
|
|
commandList->IASetIndexBuffer(&vertexIndexBufferViews.second);
|
|
}
|
|
|
|
if (!LoadProgram())
|
|
{
|
|
LOG_ERROR(RSX, "LoadProgram failed.");
|
|
Emu.Pause();
|
|
return;
|
|
}
|
|
|
|
commandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second]);
|
|
commandList->OMSetStencilRef(m_stencil_func_ref);
|
|
|
|
// Constants
|
|
setScaleOffset();
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_scaleOffsetDescriptorHeap);
|
|
D3D12_GPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetGraphicsRootDescriptorTable(0, Handle);
|
|
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
|
|
|
|
size_t currentBufferIndex = getCurrentResourceStorage().m_constantsBufferIndex;
|
|
FillVertexShaderConstantsBuffer();
|
|
getCurrentResourceStorage().m_constantsBufferIndex++;
|
|
FillPixelShaderConstantsBuffer();
|
|
getCurrentResourceStorage().m_constantsBufferIndex++;
|
|
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_constantsBufferDescriptorsHeap);
|
|
Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += currentBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetGraphicsRootDescriptorTable(1, Handle);
|
|
commandList->SetPipelineState(m_PSO->first);
|
|
|
|
if (m_PSO->second > 0)
|
|
{
|
|
size_t usedTexture = UploadTextures();
|
|
|
|
// Fill empty slots
|
|
for (; usedTexture < m_PSO->second; usedTexture++)
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srvDesc.Texture2D.MipLevels = 1;
|
|
srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
|
|
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
|
|
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
|
|
m_device->CreateShaderResourceView(m_dummyTexture, &srvDesc, Handle);
|
|
|
|
D3D12_SAMPLER_DESC samplerDesc = {};
|
|
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
|
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
m_device->CreateSampler(&samplerDesc, Handle);
|
|
}
|
|
|
|
Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_textureDescriptorsHeap);
|
|
commandList->SetGraphicsRootDescriptorTable(2, Handle);
|
|
|
|
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
|
Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_samplerDescriptorHeap);
|
|
commandList->SetGraphicsRootDescriptorTable(3, Handle);
|
|
|
|
getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
|
|
}
|
|
|
|
size_t numRTT;
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_NONE: break;
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
numRTT = 1;
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
numRTT = 2;
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
numRTT = 3;
|
|
break;
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
numRTT = 4;
|
|
break;
|
|
default:
|
|
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE *DepthStencilHandle = &m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
|
commandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true, DepthStencilHandle);
|
|
|
|
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)m_surface_clip_w, (LONG)m_surface_clip_h,
|
|
};
|
|
commandList->RSSetScissorRects(1, &box);
|
|
|
|
bool requireIndexBuffer = false;
|
|
switch (m_draw_mode - 1)
|
|
{
|
|
case GL_POINTS:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
break;
|
|
case GL_LINES:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
|
|
break;
|
|
case GL_LINE_LOOP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
|
|
break;
|
|
case GL_LINE_STRIP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
|
|
break;
|
|
case GL_TRIANGLES:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
break;
|
|
case GL_TRIANGLE_STRIP:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
break;
|
|
case GL_TRIANGLE_FAN:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ);
|
|
break;
|
|
case GL_QUADS:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
requireIndexBuffer = true;
|
|
case GL_QUAD_STRIP:
|
|
case GL_POLYGON:
|
|
default:
|
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
// LOG_ERROR(RSX, "Unsupported primitive type");
|
|
break;
|
|
}
|
|
|
|
// Indexed quad
|
|
if (m_forcedIndexBuffer && m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)indexCount, 1, 0, 0, 0);
|
|
// Non indexed quad
|
|
else if (m_forcedIndexBuffer && !m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)indexCount, 1, 0, (UINT)m_draw_array_first, 0);
|
|
// Indexed triangles
|
|
else if (m_indexed_array.m_count)
|
|
commandList->DrawIndexedInstanced((UINT)m_indexed_array.m_data.size() / ((m_indexed_array.m_type == CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16) ? 2 : 4), 1, 0, 0, 0);
|
|
else if (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);
|
|
m_indexed_array.Reset();
|
|
}
|
|
|
|
void D3D12GSRender::Flip()
|
|
{
|
|
ID3D12GraphicsCommandList *commandList;
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
|
getCurrentResourceStorage().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_rtts.m_currentlyBoundRenderTargets[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;
|
|
src.SubresourceIndex = 0;
|
|
src.pResource = m_rtts.m_currentlyBoundRenderTargets[0],
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dst.SubresourceIndex = 0;
|
|
dst.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
|
|
D3D12_BOX box = { 0, 0, 0, m_surface_clip_w, m_surface_clip_h, 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(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
|
|
// Add an event signaling queue completion
|
|
|
|
ResourceStorage &storage = getNonCurrentResourceStorage();
|
|
|
|
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&storage.m_frameFinishedFence));
|
|
storage.m_frameFinishedHandle = CreateEvent(0, 0, 0, 0);
|
|
storage.m_frameFinishedFence->SetEventOnCompletion(1, storage.m_frameFinishedHandle);
|
|
m_commandQueueGraphic->Signal(storage.m_frameFinishedFence, 1);
|
|
|
|
// Flush
|
|
m_texturesCache.clear();
|
|
m_texturesRTTs.clear();
|
|
|
|
storage.m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
|
|
m_constantsData.m_resourceStoredSinceLastSync.clear();
|
|
storage.m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
|
|
m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
|
|
storage.m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
|
|
m_textureUploadData.m_resourceStoredSinceLastSync.clear();
|
|
storage.m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
|
|
m_textureData.m_resourceStoredSinceLastSync.clear();
|
|
|
|
m_GC.pushWork([&]()
|
|
{
|
|
WaitForSingleObject(storage.m_frameFinishedHandle, INFINITE);
|
|
CloseHandle(storage.m_frameFinishedHandle);
|
|
storage.m_frameFinishedFence->Release();
|
|
|
|
for (auto tmp : storage.m_inUseConstantsBuffers)
|
|
m_constantsData.m_getPos = std::get<0>(tmp);
|
|
for (auto tmp : storage.m_inUseVertexIndexBuffers)
|
|
m_vertexIndexData.m_getPos = std::get<0>(tmp);
|
|
for (auto tmp : storage.m_inUseTextureUploadBuffers)
|
|
m_textureUploadData.m_getPos = std::get<0>(tmp);
|
|
for (auto tmp : storage.m_inUseTexture2D)
|
|
m_textureData.m_getPos = std::get<0>(tmp);
|
|
storage.Reset();
|
|
});
|
|
|
|
while (getCurrentResourceStorage().m_frameFinishedHandle)
|
|
std::this_thread::yield();
|
|
m_frame->Flip(nullptr);
|
|
}
|
|
|
|
D3D12GSRender::ResourceStorage& D3D12GSRender::getCurrentResourceStorage()
|
|
{
|
|
return m_perFrameStorage[m_swapChain->GetCurrentBackBufferIndex()];
|
|
}
|
|
|
|
D3D12GSRender::ResourceStorage& D3D12GSRender::getNonCurrentResourceStorage()
|
|
{
|
|
return m_perFrameStorage[1 - m_swapChain->GetCurrentBackBufferIndex()];
|
|
}
|
|
|
|
ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12GraphicsCommandList * cmdlist)
|
|
{
|
|
ID3D12Resource *Result;
|
|
size_t w = m_surface_clip_w, h = m_surface_clip_h;
|
|
DXGI_FORMAT dxgiFormat;
|
|
size_t rowPitch;
|
|
switch (m_surface_color_format)
|
|
{
|
|
case CELL_GCM_SURFACE_A8R8G8B8:
|
|
dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
rowPitch = powerOf2Align(w * 4, 256);
|
|
break;
|
|
case CELL_GCM_SURFACE_F_W16Z16Y16X16:
|
|
dxgiFormat = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
rowPitch = powerOf2Align(w * 8, 256);
|
|
break;
|
|
}
|
|
|
|
D3D12_HEAP_PROPERTIES heapProp = {};
|
|
heapProp.Type = D3D12_HEAP_TYPE_READBACK;
|
|
D3D12_RESOURCE_DESC resdesc = getBufferResourceDesc(rowPitch * h);
|
|
|
|
size_t heapOffset = powerOf2Align(m_readbackResources.m_putPos.load(), 65536);
|
|
size_t sizeInByte = rowPitch * h;
|
|
|
|
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
|
|
heapOffset = 0;
|
|
|
|
resdesc = getBufferResourceDesc(sizeInByte);
|
|
|
|
check(
|
|
m_device->CreatePlacedResource(
|
|
m_readbackResources.m_heap,
|
|
heapOffset,
|
|
&resdesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
nullptr,
|
|
IID_PPV_ARGS(&Result)
|
|
)
|
|
);
|
|
|
|
cmdlist->ResourceBarrier(1, &getResourceBarrierTransition(RTT, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.pResource = RTT;
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst.pResource = Result;
|
|
dst.PlacedFootprint.Offset = 0;
|
|
dst.PlacedFootprint.Footprint.Depth = 1;
|
|
dst.PlacedFootprint.Footprint.Format = dxgiFormat;
|
|
dst.PlacedFootprint.Footprint.Height = (UINT)h;
|
|
dst.PlacedFootprint.Footprint.Width = (UINT)w;
|
|
dst.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
|
|
cmdlist->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
|
cmdlist->ResourceBarrier(1, &getResourceBarrierTransition(RTT, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
|
return Result;
|
|
}
|
|
|
|
static
|
|
void copyToCellRamAndRelease(void *dstAddress, ID3D12Resource *res, size_t dstPitch, size_t srcPitch, size_t width, size_t height)
|
|
{
|
|
void *srcBuffer;
|
|
check(res->Map(0, nullptr, &srcBuffer));
|
|
for (unsigned row = 0; row < height; row++)
|
|
memcpy((char*)dstAddress + row * dstPitch, (char*)srcBuffer + row * srcPitch, srcPitch);
|
|
res->Unmap(0, nullptr);
|
|
res->Release();
|
|
}
|
|
|
|
|
|
void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
|
{
|
|
// Add all buffer write
|
|
// Cell can't make any assumption about readyness of color/depth buffer
|
|
// Except when a semaphore is written by RSX
|
|
|
|
|
|
ID3D12Fence *fence;
|
|
check(
|
|
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
|
|
);
|
|
HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
|
|
fence->SetEventOnCompletion(1, handle);
|
|
|
|
ID3D12Resource *writeDest, *depthConverted;
|
|
ID3D12GraphicsCommandList *convertCommandList;
|
|
ID3D12DescriptorHeap *descriptorHeap;
|
|
size_t depthRowPitch = m_surface_clip_w;
|
|
depthRowPitch = (depthRowPitch + 255) & ~255;
|
|
|
|
bool needTransfer = (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue()) ||
|
|
((m_set_context_dma_color_a || m_set_context_dma_color_b || m_set_context_dma_color_c || m_set_context_dma_color_d) && Ini.GSDumpColorBuffers.GetValue());
|
|
|
|
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
|
|
{
|
|
D3D12_HEAP_PROPERTIES heapProp = {};
|
|
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
D3D12_RESOURCE_DESC resdesc = getTexture2DResourceDesc(m_surface_clip_w, m_surface_clip_h, DXGI_FORMAT_R8_UNORM);
|
|
resdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
|
|
|
size_t heapOffset = m_readbackResources.m_putPos.load();
|
|
heapOffset = powerOf2Align(heapOffset, 65536);
|
|
size_t sizeInByte = m_surface_clip_w * m_surface_clip_h;
|
|
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
|
|
heapOffset = 0;
|
|
|
|
check(
|
|
m_device->CreatePlacedResource(
|
|
m_UAVHeap.m_heap,
|
|
heapOffset,
|
|
&resdesc,
|
|
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
|
nullptr,
|
|
IID_PPV_ARGS(&depthConverted)
|
|
)
|
|
);
|
|
m_UAVHeap.m_putPos.store(heapOffset + sizeInByte);
|
|
|
|
heapOffset = m_readbackResources.m_putPos.load();
|
|
heapOffset = powerOf2Align(heapOffset, 65536);
|
|
sizeInByte = depthRowPitch * m_surface_clip_h;
|
|
|
|
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
|
|
heapOffset = 0;
|
|
resdesc = getBufferResourceDesc(sizeInByte);
|
|
|
|
check(
|
|
m_device->CreatePlacedResource(
|
|
m_readbackResources.m_heap,
|
|
heapOffset,
|
|
&resdesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
nullptr,
|
|
IID_PPV_ARGS(&writeDest)
|
|
)
|
|
);
|
|
m_readbackResources.m_putPos.store(heapOffset + sizeInByte);
|
|
|
|
check(
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
|
|
);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
|
|
descriptorHeapDesc.NumDescriptors = 2;
|
|
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
|
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
|
check(
|
|
m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
|
|
);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
|
switch (m_surface_depth_format)
|
|
{
|
|
case 0:
|
|
break;
|
|
case CELL_GCM_SURFACE_Z16:
|
|
srvDesc.Format = DXGI_FORMAT_R16_UNORM;
|
|
break;
|
|
case CELL_GCM_SURFACE_Z24S8:
|
|
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
|
break;
|
|
default:
|
|
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
|
|
assert(0);
|
|
}
|
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
srvDesc.Texture2D.MipLevels = 1;
|
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
m_device->CreateShaderResourceView(m_rtts.m_currentlyBoundDepthStencil, &srvDesc, Handle);
|
|
Handle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
|
uavDesc.Format = DXGI_FORMAT_R8_UNORM;
|
|
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
|
m_device->CreateUnorderedAccessView(depthConverted, nullptr, &uavDesc, Handle);
|
|
|
|
// Convert
|
|
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
|
|
|
|
convertCommandList->SetPipelineState(m_convertPSO);
|
|
convertCommandList->SetComputeRootSignature(m_convertRootSignature);
|
|
convertCommandList->SetDescriptorHeaps(1, &descriptorHeap);
|
|
convertCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
|
|
convertCommandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
|
|
|
|
// Flush UAV
|
|
D3D12_RESOURCE_BARRIER uavbarrier = {};
|
|
uavbarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
|
uavbarrier.UAV.pResource = depthConverted;
|
|
|
|
D3D12_RESOURCE_BARRIER barriers[] =
|
|
{
|
|
getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
|
|
uavbarrier,
|
|
};
|
|
convertCommandList->ResourceBarrier(2, barriers);
|
|
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
|
|
|
|
convertCommandList->Close();
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
|
|
}
|
|
|
|
ID3D12GraphicsCommandList *downloadCommandList;
|
|
if (needTransfer)
|
|
{
|
|
check(
|
|
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
|
|
);
|
|
}
|
|
|
|
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
|
|
{
|
|
// Copy
|
|
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.pResource = depthConverted;
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst.pResource = writeDest;
|
|
dst.PlacedFootprint.Offset = 0;
|
|
dst.PlacedFootprint.Footprint.Depth = 1;
|
|
dst.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8_UNORM;
|
|
dst.PlacedFootprint.Footprint.Height = m_surface_clip_h;
|
|
dst.PlacedFootprint.Footprint.Width = m_surface_clip_w;
|
|
dst.PlacedFootprint.Footprint.RowPitch = (UINT)depthRowPitch;
|
|
downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
|
}
|
|
|
|
ID3D12Resource *rtt0, *rtt1, *rtt2, *rtt3;
|
|
if (Ini.GSDumpColorBuffers.GetValue())
|
|
{
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_NONE:
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
|
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
|
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
|
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
|
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
|
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
|
|
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], downloadCommandList);
|
|
break;
|
|
}
|
|
}
|
|
if (needTransfer)
|
|
{
|
|
downloadCommandList->Close();
|
|
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
|
|
}
|
|
|
|
//Wait for result
|
|
m_commandQueueGraphic->Signal(fence, 1);
|
|
|
|
m_GC.pushWork([=]() {
|
|
WaitForSingleObject(handle, INFINITE);
|
|
CloseHandle(handle);
|
|
fence->Release();
|
|
|
|
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
|
|
auto ptr = vm::get_ptr<void>(address);
|
|
char *ptrAsChar = (char*)ptr;
|
|
unsigned char *writeDestPtr;
|
|
check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
|
|
// TODO : this should be done by the gpu
|
|
for (unsigned row = 0; row < m_surface_clip_h; row++)
|
|
{
|
|
for (unsigned i = 0; i < m_surface_clip_w; i++)
|
|
{
|
|
unsigned char c = writeDestPtr[row * depthRowPitch + i];
|
|
ptrAsChar[4 * (row * m_surface_clip_w + i)] = c;
|
|
ptrAsChar[4 * (row * m_surface_clip_w + i) + 1] = c;
|
|
ptrAsChar[4 * (row * m_surface_clip_w + i) + 2] = c;
|
|
ptrAsChar[4 * (row * m_surface_clip_w + i) + 3] = c;
|
|
}
|
|
}
|
|
writeDest->Release();
|
|
depthConverted->Release();
|
|
descriptorHeap->Release();
|
|
convertCommandList->Release();
|
|
}
|
|
|
|
size_t srcPitch, dstPitch;
|
|
switch (m_surface_color_format)
|
|
{
|
|
case CELL_GCM_SURFACE_A8R8G8B8:
|
|
srcPitch = powerOf2Align(m_surface_clip_w * 4, 256);
|
|
dstPitch = m_surface_clip_w * 4;
|
|
break;
|
|
case CELL_GCM_SURFACE_F_W16Z16Y16X16:
|
|
srcPitch = powerOf2Align(m_surface_clip_w * 8, 256);
|
|
dstPitch = m_surface_clip_w * 8;
|
|
break;
|
|
}
|
|
|
|
if (Ini.GSDumpColorBuffers.GetValue())
|
|
{
|
|
switch (m_surface_color_target)
|
|
{
|
|
case CELL_GCM_SURFACE_TARGET_NONE:
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_0:
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
|
|
void *dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt0, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
}
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_1:
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
|
|
void *dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt1, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
}
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT1:
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
|
|
void *dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt0, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt1, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
}
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT2:
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
|
|
void *dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt0, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt1, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt2, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
}
|
|
break;
|
|
|
|
case CELL_GCM_SURFACE_TARGET_MRT3:
|
|
{
|
|
u32 address = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
|
|
void *dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt0, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt1, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt2, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
address = GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000);
|
|
dstAddress = vm::get_ptr<void>(address);
|
|
copyToCellRamAndRelease(dstAddress, rtt3, srcPitch, dstPitch, m_surface_clip_w, m_surface_clip_h);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (needTransfer)
|
|
downloadCommandList->Release();
|
|
|
|
vm::write32(m_label_addr + offset, value);
|
|
});
|
|
|
|
m_GC.waitForCompletion();
|
|
}
|
|
|
|
void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)
|
|
{
|
|
while (true)
|
|
{
|
|
u32 val = vm::read32(m_label_addr + offset);
|
|
if (val == value) break;
|
|
std::this_thread::yield();
|
|
}
|
|
}
|
|
#endif
|