mirror of
https://github.com/RPCSX/rpcsx.git
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291 lines
13 KiB
C++
291 lines
13 KiB
C++
#include "stdafx.h"
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#if defined(DX12_SUPPORT)
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#include "D3D12RenderTargetSets.h"
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#include "rpcs3/Ini.h"
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#include "Utilities/rPlatform.h" // only for rImage
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#include "Utilities/File.h"
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#include "Utilities/Log.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/System.h"
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#include "Emu/RSX/GSRender.h"
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#include "D3D12.h"
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#include "D3D12GSRender.h"
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void D3D12GSRender::InitDrawBuffers()
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{
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// FBO location has changed, previous data might be copied
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u32 address_a = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
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u32 address_b = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
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u32 address_c = GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000);
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u32 address_d = GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000);
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u32 address_z = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
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ID3D12GraphicsCommandList *copycmdlist;
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(©cmdlist)));
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m_perFrameStorage.m_inflightCommandList.push_back(copycmdlist);
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// Make previous RTTs sampleable
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for (unsigned i = 0; i < 4; i++)
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{
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if (m_rtts.m_currentlyBoundRenderTargets[i] == nullptr)
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continue;
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copycmdlist->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[i], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
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}
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// Same for depth buffer
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if (m_rtts.m_currentlyBoundDepthStencil != nullptr)
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copycmdlist->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
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memset(m_rtts.m_currentlyBoundRenderTargetsAddress, 0, 4 * sizeof(u32));
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memset(m_rtts.m_currentlyBoundRenderTargets, 0, 4 * sizeof(ID3D12Resource *));
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m_rtts.m_currentlyBoundDepthStencil = nullptr;
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m_rtts.m_currentlyBoundDepthStencilAddress = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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size_t g_RTTIncrement = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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switch (m_surface_color_target)
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{
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case CELL_GCM_SURFACE_TARGET_0:
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{
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ID3D12Resource *rttA = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 0, address_a, RSXThread::m_width, RSXThread::m_height,
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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);
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D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttA, &rttViewDesc, Handle);
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break;
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}
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case CELL_GCM_SURFACE_TARGET_1:
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{
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ID3D12Resource *rttB = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 0, address_b, RSXThread::m_width, RSXThread::m_height,
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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);
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D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttB, &rttViewDesc, Handle);
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break;
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}
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case CELL_GCM_SURFACE_TARGET_MRT1:
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{
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ID3D12Resource *rttA = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 0, address_a, RSXThread::m_width, RSXThread::m_height,
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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);
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D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttA, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttB = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 1, address_b, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttB, &rttViewDesc, Handle);
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}
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break;
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case CELL_GCM_SURFACE_TARGET_MRT2:
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{
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ID3D12Resource *rttA = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 0, address_a, RSXThread::m_width, RSXThread::m_height,
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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);
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D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttA, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttB = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 1, address_b, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttB, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttC = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 2, address_c, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttC, &rttViewDesc, Handle);
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break;
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}
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case CELL_GCM_SURFACE_TARGET_MRT3:
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{
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ID3D12Resource *rttA = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 0, address_a, RSXThread::m_width, RSXThread::m_height,
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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);
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D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttA, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttB = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 1, address_b, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttB, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttC = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 2, address_c, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttC, &rttViewDesc, Handle);
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Handle.ptr += g_RTTIncrement;
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ID3D12Resource *rttD = m_rtts.bindAddressAsRenderTargets(m_device, copycmdlist, 3, address_d, RSXThread::m_width, RSXThread::m_height,
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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);
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rttViewDesc = {};
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rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateRenderTargetView(rttD, &rttViewDesc, Handle);
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break;
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}
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}
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ID3D12Resource *ds = m_rtts.bindAddressAsDepthStencil(m_device, copycmdlist, address_z, RSXThread::m_width, RSXThread::m_height, m_surface_depth_format, 1., 0);
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D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {};
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switch (m_surface_depth_format)
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{
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case 0:
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break;
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case CELL_GCM_SURFACE_Z16:
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depthStencilViewDesc.Format = DXGI_FORMAT_D16_UNORM;
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break;
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case CELL_GCM_SURFACE_Z24S8:
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depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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break;
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default:
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LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
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assert(0);
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}
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depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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m_device->CreateDepthStencilView(ds, &depthStencilViewDesc, m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
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check(copycmdlist->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)©cmdlist);
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}
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ID3D12Resource *RenderTargets::bindAddressAsRenderTargets(ID3D12Device *device, ID3D12GraphicsCommandList *cmdList, size_t slot, u32 address,
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size_t width, size_t height, float clearColorR, float clearColorG, float clearColorB, float clearColorA)
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{
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ID3D12Resource* rtt;
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auto It = m_renderTargets.find(address);
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// TODO: Check if sizes match
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if (It != m_renderTargets.end())
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{
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rtt = It->second;
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cmdList->ResourceBarrier(1, &getResourceBarrierTransition(rtt, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
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}
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else
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{
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LOG_WARNING(RSX, "Creating RTT");
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D3D12_CLEAR_VALUE clearColorValue = {};
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clearColorValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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clearColorValue.Color[0] = clearColorR;
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clearColorValue.Color[1] = clearColorG;
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clearColorValue.Color[2] = clearColorB;
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clearColorValue.Color[3] = clearColorA;
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
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D3D12_RESOURCE_DESC resourceDesc = getTexture2DResourceDesc(width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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&clearColorValue,
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IID_PPV_ARGS(&rtt)
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);
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m_renderTargets[address] = rtt;
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}
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m_currentlyBoundRenderTargetsAddress[slot] = address;
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m_currentlyBoundRenderTargets[slot] = rtt;
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return rtt;
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}
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ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device, ID3D12GraphicsCommandList * cmdList, u32 address, size_t width, size_t height, u8 surfaceDepthFormat, float depthClear, u8 stencilClear)
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{
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ID3D12Resource* ds;
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auto It = m_depthStencil.find(address);
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// TODO: Check if sizes and surface depth format match
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if (It != m_depthStencil.end())
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{
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ds = It->second;
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cmdList->ResourceBarrier(1, &getResourceBarrierTransition(ds, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE));
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}
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else
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{
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D3D12_CLEAR_VALUE clearDepthValue = {};
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clearDepthValue.DepthStencil.Depth = depthClear;
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
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DXGI_FORMAT dxgiFormat;
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switch (surfaceDepthFormat)
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{
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case 0:
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break;
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case CELL_GCM_SURFACE_Z16:
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dxgiFormat = DXGI_FORMAT_R16_TYPELESS;
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clearDepthValue.Format = DXGI_FORMAT_D16_UNORM;
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break;
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case CELL_GCM_SURFACE_Z24S8:
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dxgiFormat = DXGI_FORMAT_R24G8_TYPELESS;
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clearDepthValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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break;
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default:
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LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
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assert(0);
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}
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D3D12_RESOURCE_DESC resourceDesc = getTexture2DResourceDesc(width, height, dxgiFormat);
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_DEPTH_WRITE,
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&clearDepthValue,
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IID_PPV_ARGS(&ds)
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);
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m_depthStencil[address] = ds;
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}
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m_currentlyBoundDepthStencil = ds;
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m_currentlyBoundDepthStencilAddress = address;
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return ds;
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}
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void RenderTargets::Init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth)
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{
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.NumDescriptors = 1;
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_depthStencilDescriptorHeap));
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descriptorHeapDesc.NumDescriptors = 4;
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_renderTargetsDescriptorsHeap));
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memset(m_currentlyBoundRenderTargetsAddress, 0, 4 * sizeof(u32));
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memset(m_currentlyBoundRenderTargets, 0, 4 * sizeof(ID3D12Resource*));
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m_currentlyBoundDepthStencil = nullptr;
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m_currentlyBoundDepthStencilAddress = 0;
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}
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void RenderTargets::Release()
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{
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for (auto tmp : m_renderTargets)
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tmp.second->Release();
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m_depthStencilDescriptorHeap->Release();
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m_renderTargetsDescriptorsHeap->Release();
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for (auto tmp : m_depthStencil)
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tmp.second->Release();
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}
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#endif |