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https://github.com/RPCS3/rpcs3.git
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d3d12: Make descriptor heap a little more compact.
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5a064be490
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0e98da2306
@ -229,7 +229,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
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return indexBufferView;
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}
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void D3D12GSRender::setScaleOffset()
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void D3D12GSRender::setScaleOffset(size_t descriptorIndex)
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{
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float scaleOffsetMat[16] =
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{
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@ -273,11 +273,11 @@ void D3D12GSRender::setScaleOffset()
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constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
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constantBufferViewDesc.SizeInBytes = (UINT)256;
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m_device->CreateConstantBufferView(&constantBufferViewDesc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_currentScaleOffsetBufferIndex, g_descriptorStrideSRVCBVUAV));
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
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}
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void D3D12GSRender::FillVertexShaderConstantsBuffer()
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void D3D12GSRender::FillVertexShaderConstantsBuffer(size_t descriptorIndex)
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{
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for (const auto &entry : transform_constants)
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local_transform_constants[entry.first] = entry.second;
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@ -305,11 +305,11 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
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constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
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constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
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m_device->CreateConstantBufferView(&constantBufferViewDesc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_constantsBufferIndex, g_descriptorStrideSRVCBVUAV));
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
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}
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void D3D12GSRender::FillPixelShaderConstantsBuffer()
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void D3D12GSRender::FillPixelShaderConstantsBuffer(size_t descriptorIndex)
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{
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// Get constant from fragment program
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const std::vector<size_t> &fragmentOffset = m_cachePSO.getFragmentConstantOffsetsCache(&fragment_program);
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@ -366,8 +366,8 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
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constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
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constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
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m_device->CreateConstantBufferView(&constantBufferViewDesc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_constantsBufferIndex, g_descriptorStrideSRVCBVUAV));
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
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}
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@ -36,9 +36,7 @@ static void unloadD3D12FunctionPointers()
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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_descriptorsHeapIndex = 0;
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m_currentSamplerIndex = 0;
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m_samplerDescriptorHeapIndex = 0;
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@ -65,9 +63,7 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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ThrowIfFailed(m_commandList->Close());
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 10000, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_descriptorsHeap)));
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D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2048, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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ThrowIfFailed(device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
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@ -205,16 +201,14 @@ D3D12GSRender::D3D12GSRender()
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// Samplers
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, textureCount, 0),
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};
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CD3DX12_ROOT_PARAMETER RP[4];
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RP[0].InitAsDescriptorTable(1, &descriptorRange[0]);
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RP[1].InitAsDescriptorTable(1, &descriptorRange[1]);
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RP[2].InitAsDescriptorTable(1, &descriptorRange[2]);
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RP[3].InitAsDescriptorTable(1, &descriptorRange[3]);
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CD3DX12_ROOT_PARAMETER RP[2];
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RP[0].InitAsDescriptorTable((textureCount > 0) ? 3 : 2, &descriptorRange[0]);
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RP[1].InitAsDescriptorTable(1, &descriptorRange[3]);
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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ThrowIfFailed(wrapD3D12SerializeRootSignature(
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&CD3DX12_ROOT_SIGNATURE_DESC((textureCount > 0) ? 4 : 2, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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&CD3DX12_ROOT_SIGNATURE_DESC((textureCount > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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@ -442,26 +436,11 @@ void D3D12GSRender::end()
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std::chrono::time_point<std::chrono::system_clock> constantsDurationStart = std::chrono::system_clock::now();
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size_t currentDescriptorIndex = getCurrentResourceStorage().m_descriptorsHeapIndex;
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// Constants
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setScaleOffset();
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_currentScaleOffsetBufferIndex, g_descriptorStrideSRVCBVUAV)
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);
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getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
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size_t currentBufferIndex = getCurrentResourceStorage().m_constantsBufferIndex;
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FillVertexShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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FillPixelShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)currentBufferIndex, g_descriptorStrideSRVCBVUAV)
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);
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setScaleOffset(currentDescriptorIndex);
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FillVertexShaderConstantsBuffer(currentDescriptorIndex + 1);
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FillPixelShaderConstantsBuffer(currentDescriptorIndex + 2);
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std::chrono::time_point<std::chrono::system_clock> constantsDurationEnd = std::chrono::system_clock::now();
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m_timers.m_constantsDuration += std::chrono::duration_cast<std::chrono::microseconds>(constantsDurationEnd - constantsDurationStart).count();
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@ -471,7 +450,7 @@ void D3D12GSRender::end()
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std::chrono::time_point<std::chrono::system_clock> textureDurationStart = std::chrono::system_clock::now();
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if (m_PSO->second > 0)
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{
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size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get());
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size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get(), currentDescriptorIndex + 3);
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// Fill empty slots
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for (; usedTexture < m_PSO->second; usedTexture++)
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@ -486,8 +465,8 @@ void D3D12GSRender::end()
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
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m_device->CreateShaderResourceView(m_dummyTexture, &srvDesc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex + (INT)usedTexture, g_descriptorStrideSRVCBVUAV)
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex + 3 + (INT)usedTexture, g_descriptorStrideSRVCBVUAV)
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);
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D3D12_SAMPLER_DESC samplerDesc = {};
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@ -501,21 +480,35 @@ void D3D12GSRender::end()
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);
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}
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(2,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex, g_descriptorStrideSRVCBVUAV)
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);
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ID3D12DescriptorHeap *descriptors[] =
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{
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getCurrentResourceStorage().m_descriptorsHeap.Get(),
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getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
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};
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(2, descriptors);
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(3,
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
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);
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex, g_descriptorStrideSamplers)
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);
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getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
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getCurrentResourceStorage().m_currentSamplerIndex += usedTexture;
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getCurrentResourceStorage().m_descriptorsHeapIndex += usedTexture + 3;
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}
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else
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{
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getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_descriptorsHeap.GetAddressOf());
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getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetGPUDescriptorHandleForHeapStart())
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.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
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);
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getCurrentResourceStorage().m_descriptorsHeapIndex += 3;
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}
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std::chrono::time_point<std::chrono::system_clock> textureDurationEnd = std::chrono::system_clock::now();
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m_timers.m_textureDuration += std::chrono::duration_cast<std::chrono::microseconds>(textureDurationEnd - textureDurationStart).count();
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@ -374,15 +374,11 @@ private:
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ComPtr<ID3D12CommandAllocator> m_commandAllocator;
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ComPtr<ID3D12GraphicsCommandList> m_commandList;
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// Constants storage
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ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
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size_t m_constantsBufferIndex;
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ComPtr<ID3D12DescriptorHeap> m_scaleOffsetDescriptorHeap;
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size_t m_currentScaleOffsetBufferIndex;
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// Descriptor heap
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ComPtr<ID3D12DescriptorHeap> m_descriptorsHeap;
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size_t m_descriptorsHeapIndex;
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// Texture storage
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ComPtr<ID3D12DescriptorHeap> m_textureDescriptorsHeap;
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size_t m_currentTextureIndex;
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// Sampler heap
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ComPtr<ID3D12DescriptorHeap> m_samplerDescriptorHeap[2];
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size_t m_samplerDescriptorHeapIndex;
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size_t m_currentSamplerIndex;
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@ -481,16 +477,16 @@ private:
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D3D12_INDEX_BUFFER_VIEW uploadIndexBuffers(bool indexed_draw = false);
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void setScaleOffset();
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void FillVertexShaderConstantsBuffer();
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void FillPixelShaderConstantsBuffer();
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void setScaleOffset(size_t descriptorIndex);
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void FillVertexShaderConstantsBuffer(size_t descriptorIndex);
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void FillPixelShaderConstantsBuffer(size_t descriptorIndex);
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/**
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* Fetch all textures recorded in the state in the render target cache and in the texture cache.
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* If a texture is not cached, populate cmdlist with uploads command.
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* Create necessary resource view/sampler descriptors in the per frame storage struct.
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* returns the number of texture uploaded.
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*/
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size_t UploadTextures(ID3D12GraphicsCommandList *cmdlist);
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size_t UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptorIndex);
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/**
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* Creates render target if necessary.
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@ -284,7 +284,7 @@ size_t getTextureSize(const rsx::texture &texture)
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}
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}
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size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
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size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptorIndex)
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{
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size_t usedTexture = 0;
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@ -452,7 +452,8 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
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}
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m_device->CreateShaderResourceView(vramTexture, &srvDesc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset((UINT)getCurrentResourceStorage().m_currentTextureIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
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CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
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.Offset((UINT)descriptorIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
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if (getCurrentResourceStorage().m_currentSamplerIndex + 16 > 2048)
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{
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