1
0
mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 02:32:36 +01:00

Merge pull request #1511 from vlj/d3d12

D3d12: Tweaks
This commit is contained in:
vlj 2016-02-26 00:35:27 +01:00
commit 09fc492257
5 changed files with 56 additions and 147 deletions

View File

@ -179,6 +179,12 @@ D3D12GSRender::D3D12GSRender()
m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[1]));
m_device->CreateRenderTargetView(m_backbuffer[1].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[1]->GetCPUDescriptorHandleForHeapStart());
D3D12_DESCRIPTOR_HEAP_DESC current_texture_descriptors_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16 };
CHECK_HRESULT(m_device->CreateDescriptorHeap(&current_texture_descriptors_desc, IID_PPV_ARGS(m_current_texture_descriptors.GetAddressOf())));
D3D12_DESCRIPTOR_HEAP_DESC current_sampler_descriptors_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 16 };
CHECK_HRESULT(m_device->CreateDescriptorHeap(&current_sampler_descriptors_desc, IID_PPV_ARGS(m_current_sampler_descriptors.GetAddressOf())));
ComPtr<ID3DBlob> root_signature_blob = get_shared_root_signature_blob();
m_device->CreateRootSignature(0,
@ -191,7 +197,6 @@ D3D12GSRender::D3D12GSRender()
m_per_frame_storage[1].init(m_device.Get());
m_per_frame_storage[1].reset();
init_convert_shader();
m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get());
CHECK_HRESULT(
@ -230,8 +235,6 @@ D3D12GSRender::~D3D12GSRender()
m_texture_cache.unprotect_all();
m_dummy_texture->Release();
m_convert_pso->Release();
m_convert_root_signature->Release();
m_per_frame_storage[0].release();
m_per_frame_storage[1].release();
m_output_scaling_pass.release();
@ -319,11 +322,17 @@ void D3D12GSRender::end()
.Offset((INT)currentDescriptorIndex + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav)
);
upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_CONSTANT_BUFFERS_SLOT,
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex + 1 + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav)
);
if (m_transform_constants_dirty)
{
m_current_transform_constants_buffer_descriptor_id = (u32)currentDescriptorIndex + 1 + vertex_buffer_count;
upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
m_transform_constants_dirty = false;
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_CONSTANT_BUFFERS_SLOT,
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
.Offset(m_current_transform_constants_buffer_descriptor_id, m_descriptor_stride_srv_cbv_uav)
);
}
std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now();
m_timers.constants_duration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count();
@ -338,20 +347,19 @@ void D3D12GSRender::end()
{
upload_textures(get_current_resource_storage().command_list.Get(), texture_count);
// Bind texture and samplers
for (u32 i = 0; i < texture_count; i++)
{
ID3D12Resource *tex_resource;
D3D12_SHADER_RESOURCE_VIEW_DESC srv;
std::tie(tex_resource, srv) = m_current_shader_resources[i];
m_device->CreateShaderResourceView(tex_resource, &srv,
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)get_current_resource_storage().descriptors_heap_index + i, m_descriptor_stride_srv_cbv_uav)
);
m_device->CreateSampler(&m_current_samplers[i],
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)get_current_resource_storage().current_sampler_index + i, m_descriptor_stride_samplers));
}
m_device->CopyDescriptorsSimple(16,
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)get_current_resource_storage().descriptors_heap_index, m_descriptor_stride_srv_cbv_uav),
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_texture_descriptors->GetCPUDescriptorHandleForHeapStart()),
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
);
m_device->CopyDescriptorsSimple(16,
CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers),
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_sampler_descriptors->GetCPUDescriptorHandleForHeapStart()),
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
);
get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(TEXTURES_SLOT,
CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())

View File

@ -101,13 +101,6 @@ private:
*/
shader m_output_scaling_pass;
/**
* Data used when depth buffer is converted to uchar textures.
*/
ID3D12PipelineState *m_convert_pso;
ID3D12RootSignature *m_convert_root_signature;
void init_convert_shader();
resource_storage m_per_frame_storage[2];
resource_storage &get_current_resource_storage();
resource_storage &get_non_current_resource_storage();
@ -128,8 +121,9 @@ private:
ID3D12Resource *m_dummy_texture;
// Currently used shader resources / samplers descriptor
std::array<std::tuple<ID3D12Resource*, D3D12_SHADER_RESOURCE_VIEW_DESC>, 16> m_current_shader_resources = {};
std::array<D3D12_SAMPLER_DESC, 16> m_current_samplers = {};
u32 m_current_transform_constants_buffer_descriptor_id;
ComPtr<ID3D12DescriptorHeap> m_current_texture_descriptors;
ComPtr<ID3D12DescriptorHeap> m_current_sampler_descriptors;
public:
D3D12GSRender();
virtual ~D3D12GSRender();

View File

@ -298,9 +298,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
ComPtr<ID3D12Resource> depth_format_conversion_buffer;
ComPtr<ID3D12DescriptorHeap> descriptor_heap;
size_t depth_row_pitch = align(clip_w, 256);
size_t depth_row_pitch = align(clip_w * 4, 256);
size_t depth_buffer_offset_in_heap = 0;
u32 context_dma_color[] =
@ -334,55 +332,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
if (m_context_dma_z && rpcs3::state.config.rsx.opengl.write_depth_buffer)
{
size_t uav_size = clip_w * clip_h * 2;
CHECK_HRESULT(
m_device->CreateCommittedResource(
&D3D12_HEAP_PROPERTIES{D3D12_HEAP_TYPE_DEFAULT},
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8_UNORM, clip_w, clip_h, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS),
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
nullptr,
IID_PPV_ARGS(depth_format_conversion_buffer.GetAddressOf())
)
);
D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
CHECK_HRESULT(
m_device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(descriptor_heap.GetAddressOf()))
);
D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {};
shader_resource_view_desc.Format = get_depth_samplable_surface_format(m_surface.depth_format);
shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
shader_resource_view_desc.Texture2D.MipLevels = 1;
shader_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
m_device->CreateShaderResourceView(std::get<1>(m_rtts.m_bound_depth_stencil), &shader_resource_view_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptor_heap->GetCPUDescriptorHandleForHeapStart()));
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
uav_desc.Format = DXGI_FORMAT_R8_UNORM;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
m_device->CreateUnorderedAccessView(depth_format_conversion_buffer.Get(), nullptr, &uav_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(1, m_descriptor_stride_srv_cbv_uav));
// Convert
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
get_current_resource_storage().command_list->SetPipelineState(m_convert_pso);
get_current_resource_storage().command_list->SetComputeRootSignature(m_convert_root_signature);
get_current_resource_storage().command_list->SetDescriptorHeaps(1, descriptor_heap.GetAddressOf());
get_current_resource_storage().command_list->SetComputeRootDescriptorTable(0, descriptor_heap->GetGPUDescriptorHandleForHeapStart());
get_current_resource_storage().command_list->Dispatch(clip_w / 8, clip_h / 8, 1);
D3D12_RESOURCE_BARRIER barriers[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
CD3DX12_RESOURCE_BARRIER::UAV(depth_format_conversion_buffer.Get()),
};
get_current_resource_storage().command_list->ResourceBarrier(2, barriers);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(depth_format_conversion_buffer.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.get_heap(), { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(depth_format_conversion_buffer.Get(), 0), nullptr);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.get_heap(), { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(std::get<1>(m_rtts.m_bound_depth_stencil), 0), nullptr);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
invalidate_address(address_z);
need_transfer = true;

View File

@ -194,14 +194,22 @@ void D3D12GSRender::upload_textures(ID3D12GraphicsCommandList *command_list, siz
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
m_current_shader_resources[i] = std::make_tuple(m_dummy_texture, shader_resource_view_desc);
m_device->CreateShaderResourceView(m_dummy_texture, &shader_resource_view_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_texture_descriptors->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)i, m_descriptor_stride_srv_cbv_uav)
);
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
m_current_samplers[i] = sampler_desc;
m_device->CreateSampler(&sampler_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_sampler_descriptors->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)i, m_descriptor_stride_samplers));
continue;
}
size_t w = textures[i].width(), h = textures[i].height();
@ -354,7 +362,10 @@ void D3D12GSRender::upload_textures(ID3D12GraphicsCommandList *command_list, siz
break;
}
m_current_shader_resources[i] = std::make_tuple(vram_texture, shared_resource_view_desc);
m_device->CreateShaderResourceView(vram_texture, &shared_resource_view_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_texture_descriptors->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)i, m_descriptor_stride_srv_cbv_uav)
);
if (get_current_resource_storage().current_sampler_index + 16 > 2048)
{
@ -368,7 +379,10 @@ void D3D12GSRender::upload_textures(ID3D12GraphicsCommandList *command_list, siz
};
command_list->SetDescriptorHeaps(2, descriptors);
}
m_current_samplers[i] = get_sampler_desc(textures[i]);
m_device->CreateSampler(&get_sampler_desc(textures[i]),
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_sampler_descriptors->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)i, m_descriptor_stride_samplers));
}
}
#endif

View File

@ -8,45 +8,6 @@
extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
extern pD3DCompile wrapD3DCompile;
/**
* returns bytecode and root signature of a Compute Shader converting texture from
* one format to another
*/
static
std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
{
const char *shaderCode = STRINGIFY(
Texture2D<float> InputTexture : register(t0); \n
RWTexture2D<float> OutputTexture : register(u0);\n
[numthreads(8, 8, 1)]\n
void main(uint3 Id : SV_DispatchThreadID)\n
{ \n
OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
}
);
ID3DBlob *bytecode;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
CHECK_HRESULT(wrapD3DCompile(shaderCode, strlen(shaderCode), "test", nullptr, nullptr, "main", "cs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf()));
CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
{
// Textures
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0),
// UAV (same descriptor heap)
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, 1),
};
CD3DX12_ROOT_PARAMETER RP;
RP.InitAsDescriptorTable(2, &descriptorRange[0]);
ID3DBlob *rootSignatureBlob;
CHECK_HRESULT(wrapD3D12SerializeRootSignature(&CD3DX12_ROOT_SIGNATURE_DESC(1, &RP), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
return std::make_pair(bytecode, rootSignatureBlob);
}
void D3D12GSRender::shader::init(ID3D12Device *device, ID3D12CommandQueue *gfx_command_queue)
{
const char *fsCode = STRINGIFY(
@ -213,25 +174,4 @@ void D3D12GSRender::shader::init(ID3D12Device *device, ID3D12CommandQueue *gfx_c
WaitForSingleObjectEx(handle, INFINITE, FALSE);
CloseHandle(handle);
}
void D3D12GSRender::init_convert_shader()
{
const auto &p = compileF32toU8CS();
CHECK_HRESULT(
m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convert_root_signature))
);
D3D12_COMPUTE_PIPELINE_STATE_DESC computePipelineStateDesc = {};
computePipelineStateDesc.CS.BytecodeLength = p.first->GetBufferSize();
computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
computePipelineStateDesc.pRootSignature = m_convert_root_signature;
CHECK_HRESULT(
m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convert_pso))
);
p.first->Release();
p.second->Release();
}
#endif