1
0
mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-26 04:32:35 +01:00

Merge pull request #1231 from vlj/d3d12

D3d12: Code cleaning and minor fixes
This commit is contained in:
B1ackDaemon 2015-09-26 05:50:02 +03:00
commit 286d2962c6
11 changed files with 1906 additions and 468 deletions

View File

@ -67,46 +67,6 @@ void streamBuffer(void* dst, void* src, size_t sizeInBytes)
memcpy((char*)dst + offset, (char*)src + offset, sizeInBytes - offset);
}
inline
D3D12_RESOURCE_DESC getBufferResourceDesc(size_t sizeInByte)
{
D3D12_RESOURCE_DESC BufferDesc = {};
BufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
BufferDesc.Width = (UINT)sizeInByte;
BufferDesc.Height = 1;
BufferDesc.DepthOrArraySize = 1;
BufferDesc.SampleDesc.Count = 1;
BufferDesc.MipLevels = 1;
BufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
return BufferDesc;
}
inline
D3D12_RESOURCE_DESC getTexture2DResourceDesc(size_t width, size_t height, DXGI_FORMAT dxgiFormat, size_t mipmapLevels)
{
D3D12_RESOURCE_DESC result;
result = {};
result.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
result.Width = (UINT)width;
result.Height = (UINT)height;
result.Format = dxgiFormat;
result.DepthOrArraySize = 1;
result.SampleDesc.Count = 1;
result.MipLevels = (UINT16)mipmapLevels;
return result;
}
inline
D3D12_RESOURCE_BARRIER getResourceBarrierTransition(ID3D12Resource *res, D3D12_RESOURCE_STATES stateBefore, D3D12_RESOURCE_STATES stateAfter)
{
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = res;
barrier.Transition.StateBefore = stateBefore;
barrier.Transition.StateAfter = stateAfter;
return barrier;
}
/**
* Convert GCM blend operator code to D3D12 one
*/
@ -323,20 +283,4 @@ inline DXGI_FORMAT getTextureDXGIFormat(int format)
}
}
inline
D3D12_CPU_DESCRIPTOR_HANDLE getCPUDescriptorHandle(ID3D12DescriptorHeap *descriptors, size_t offset)
{
D3D12_CPU_DESCRIPTOR_HANDLE result = descriptors->GetCPUDescriptorHandleForHeapStart();
result.ptr += offset;
return result;
}
inline
D3D12_GPU_DESCRIPTOR_HANDLE getGPUDescriptorHandle(ID3D12DescriptorHeap *descriptors, size_t offset)
{
D3D12_GPU_DESCRIPTOR_HANDLE result = descriptors->GetGPUDescriptorHandleForHeapStart();
result.ptr += offset;
return result;
}
#endif

View File

@ -4,6 +4,7 @@
#include "Utilities/Log.h"
#include "D3D12GSRender.h"
#include "d3dx12.h"
const int g_vertexCount = 32;
@ -205,10 +206,10 @@ std::vector<VertexBufferFormat> FormatVertexData(const RSXVertexData *m_vertex_d
}
/**
* Create a new vertex buffer with attributes from vbf using vertexIndexHeap as storage heap.
* Suballocate a new vertex buffer with attributes from vbf using vertexIndexHeap as storage heap.
*/
static
ComPtr<ID3D12Resource> createVertexBuffer(const VertexBufferFormat &vbf, const RSXVertexData *vertexData, size_t baseOffset, ID3D12Device *device, DataHeap<ID3D12Heap, 65536> &vertexIndexHeap)
D3D12_GPU_VIRTUAL_ADDRESS createVertexBuffer(const VertexBufferFormat &vbf, const RSXVertexData *vertexData, size_t baseOffset, ID3D12Device *device, DataHeap<ID3D12Resource, 65536> &vertexIndexHeap)
{
size_t subBufferSize = vbf.range.second - vbf.range.first + 1;
// Make multiple of stride
@ -217,19 +218,9 @@ ComPtr<ID3D12Resource> createVertexBuffer(const VertexBufferFormat &vbf, const R
assert(vertexIndexHeap.canAlloc(subBufferSize));
size_t heapOffset = vertexIndexHeap.alloc(subBufferSize);
ComPtr<ID3D12Resource> vertexBuffer;
ThrowIfFailed(device->CreatePlacedResource(
vertexIndexHeap.m_heap,
heapOffset,
&getBufferResourceDesc(subBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(vertexBuffer.GetAddressOf())
));
void *bufferMap;
ThrowIfFailed(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
memset(bufferMap, -1, subBufferSize);
#pragma omp parallel for
void *buffer;
ThrowIfFailed(vertexIndexHeap.m_heap->Map(0, &CD3DX12_RANGE(heapOffset, heapOffset + subBufferSize), (void**)&buffer));
void *bufferMap = (char*)buffer + heapOffset;
for (int vertex = 0; vertex < vbf.elementCount; vertex++)
{
for (size_t attributeId : vbf.attributeId)
@ -242,7 +233,7 @@ ComPtr<ID3D12Resource> createVertexBuffer(const VertexBufferFormat &vbf, const R
size_t offset = (size_t)vertexData[attributeId].addr + baseOffset - vbf.range.first;
size_t tsize = vertexData[attributeId].GetTypeSize();
size_t size = vertexData[attributeId].size;
auto src = vm::get_ptr<const u8>(vertexData[attributeId].addr + baseOffset + (int)vbf.stride * vertex);
auto src = vm::get_ptr<const u8>(vertexData[attributeId].addr + (u32)baseOffset + (u32)vbf.stride * vertex);
char* dst = (char*)bufferMap + offset + vbf.stride * vertex;
switch (tsize)
@ -272,8 +263,8 @@ ComPtr<ID3D12Resource> createVertexBuffer(const VertexBufferFormat &vbf, const R
}
}
vertexBuffer->Unmap(0, nullptr);
return vertexBuffer;
vertexIndexHeap.m_heap->Unmap(0, &CD3DX12_RANGE(heapOffset, heapOffset + subBufferSize));
return vertexIndexHeap.m_heap->GetGPUVirtualAddress() + heapOffset;
}
static bool
@ -303,25 +294,11 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::UploadVertexBuffers(bool in
if (vbf.stride)
subBufferSize = ((subBufferSize + vbf.stride - 1) / vbf.stride) * vbf.stride;
u64 key = vbf.range.first;
key = key << 32;
key = key | vbf.range.second;
auto It = m_vertexCache.find(key);
ID3D12Resource *vertexBuffer;
if (vbf.range.first != 0 && // Attribute is stored in a buffer, not inline in command buffer
It != m_vertexCache.end())
vertexBuffer = It->second;
else
{
ComPtr<ID3D12Resource> newVertexBuffer = createVertexBuffer(vbf, m_vertex_data, m_vertex_data_base_offset, m_device.Get(), m_vertexIndexData);
vertexBuffer = newVertexBuffer.Get();
m_vertexCache[key] = newVertexBuffer.Get();
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(newVertexBuffer);
}
D3D12_GPU_VIRTUAL_ADDRESS virtualAddress = createVertexBuffer(vbf, m_vertex_data, m_vertex_data_base_offset, m_device.Get(), m_vertexIndexData);
m_timers.m_bufferUploadSize += subBufferSize;
D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.BufferLocation = virtualAddress;
vertexBufferView.SizeInBytes = (UINT)subBufferSize;
vertexBufferView.StrideInBytes = (UINT)vbf.stride;
result.push_back(vertexBufferView);
@ -428,18 +405,9 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
assert(m_vertexIndexData.canAlloc(subBufferSize));
size_t heapOffset = m_vertexIndexData.alloc(subBufferSize);
ComPtr<ID3D12Resource> indexBuffer;
ThrowIfFailed(m_device->CreatePlacedResource(
m_vertexIndexData.m_heap,
heapOffset,
&getBufferResourceDesc(subBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(indexBuffer.GetAddressOf())
));
void *bufferMap;
ThrowIfFailed(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
void *buffer;
ThrowIfFailed(m_vertexIndexData.m_heap->Map(0, &CD3DX12_RANGE(heapOffset, heapOffset + subBufferSize), (void**)&buffer));
void *bufferMap = (char*)buffer + heapOffset;
if (indexed_draw && !forcedIndexBuffer)
streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
else if (indexed_draw && forcedIndexBuffer)
@ -500,11 +468,12 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
}
}
indexBuffer->Unmap(0, nullptr);
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(indexBuffer);
m_vertexIndexData.m_heap->Unmap(0, &CD3DX12_RANGE(heapOffset, heapOffset + subBufferSize));
m_timers.m_bufferUploadSize += subBufferSize;
indexBufferView.SizeInBytes = (UINT)subBufferSize;
indexBufferView.BufferLocation = indexBuffer->GetGPUVirtualAddress();
indexBufferView.BufferLocation = m_vertexIndexData.m_heap->GetGPUVirtualAddress() + heapOffset;
return indexBufferView;
}

View File

@ -6,6 +6,7 @@
#include <d3dcompiler.h>
#include <thread>
#include <chrono>
#include "d3dx12.h"
PFN_D3D12_CREATE_DEVICE wrapD3D12CreateDevice;
PFN_D3D12_GET_DEBUG_INTERFACE wrapD3D12GetDebugInterface;
@ -63,28 +64,14 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(m_commandList.GetAddressOf())));
ThrowIfFailed(m_commandList->Close());
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 10000, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
textureDescriptorDesc.NumDescriptors = 10000; // For safety
textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
textureDescriptorDesc.NumDescriptors = 2048; // For safety
textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2048, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
ThrowIfFailed(device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
m_frameFinishedHandle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
m_fenceValue = 0;
@ -225,9 +212,7 @@ D3D12GSRender::D3D12GSRender()
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = 1;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
D3D12_RENDER_TARGET_VIEW_DESC rttDesc = {};
rttDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rttDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@ -295,15 +280,13 @@ D3D12GSRender::D3D12GSRender()
m_perFrameStorage[1].Reset();
initConvertShader();
m_outputScalingPass.Init(m_device.Get());
m_outputScalingPass.Init(m_device.Get(), m_commandQueueGraphic.Get());
D3D12_HEAP_PROPERTIES hp = {};
hp.Type = D3D12_HEAP_TYPE_DEFAULT;
ThrowIfFailed(
m_device->CreateCommittedResource(
&hp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&getTexture2DResourceDesc(2, 2, DXGI_FORMAT_R8G8B8A8_UNORM, 1),
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2, 1, 1),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_dummyTexture))
@ -315,7 +298,7 @@ D3D12GSRender::D3D12GSRender()
m_rtts.Init(m_device.Get());
m_constantsData.Init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
if (Ini.GSOverlay.GetValue())
@ -324,7 +307,15 @@ D3D12GSRender::D3D12GSRender()
D3D12GSRender::~D3D12GSRender()
{
getNonCurrentResourceStorage().WaitAndClean();
// wait until queue has completed
ComPtr<ID3D12Fence> fence;
ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())));
HANDLE handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
fence->SetEventOnCompletion(1, handle);
m_commandQueueGraphic->Signal(fence.Get(), 1);
WaitForSingleObjectEx(handle, INFINITE, FALSE);
CloseHandle(handle);
{
std::lock_guard<std::mutex> lock(mut);
@ -390,11 +381,14 @@ void D3D12GSRender::OnReset()
void D3D12GSRender::Clear(u32 cmd)
{
std::chrono::time_point<std::chrono::system_clock> startDuration = std::chrono::system_clock::now();
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
assert(cmd == NV4097_CLEAR_SURFACE);
std::chrono::time_point<std::chrono::system_clock> rttDurationStart = std::chrono::system_clock::now();
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
std::chrono::time_point<std::chrono::system_clock> rttDurationEnd = std::chrono::system_clock::now();
m_timers.m_rttDuration += std::chrono::duration_cast<std::chrono::microseconds>(rttDurationEnd - rttDurationStart).count();
/* if (m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
@ -427,7 +421,6 @@ void D3D12GSRender::Clear(u32 cmd)
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)
{
@ -435,26 +428,22 @@ void D3D12GSRender::Clear(u32 cmd)
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(1, g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(1, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(2, g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(1, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(2, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset(3, g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
@ -476,8 +465,15 @@ void D3D12GSRender::Clear(u32 cmd)
void D3D12GSRender::Draw()
{
std::chrono::time_point<std::chrono::system_clock> startDuration = std::chrono::system_clock::now();
std::chrono::time_point<std::chrono::system_clock> rttDurationStart = std::chrono::system_clock::now();
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
std::chrono::time_point<std::chrono::system_clock> rttDurationEnd = std::chrono::system_clock::now();
m_timers.m_rttDuration += std::chrono::duration_cast<std::chrono::microseconds>(rttDurationEnd - rttDurationStart).count();
std::chrono::time_point<std::chrono::system_clock> vertexIndexDurationStart = std::chrono::system_clock::now();
// Init vertex count
// TODO: Very hackish, clean this
if (m_indexed_array.m_count)
@ -513,22 +509,30 @@ void D3D12GSRender::Draw()
getCurrentResourceStorage().m_commandList->IASetIndexBuffer(&indexBufferView);
}
std::chrono::time_point<std::chrono::system_clock> vertexIndexDurationEnd = std::chrono::system_clock::now();
m_timers.m_vertexIndexDuration += std::chrono::duration_cast<std::chrono::microseconds>(vertexIndexDurationEnd - vertexIndexDurationStart).count();
std::chrono::time_point<std::chrono::system_clock> programLoadStart = std::chrono::system_clock::now();
if (!LoadProgram())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
return;
}
std::chrono::time_point<std::chrono::system_clock> programLoadEnd = std::chrono::system_clock::now();
m_timers.m_programLoadDuration += std::chrono::duration_cast<std::chrono::microseconds>(programLoadEnd - programLoadStart).count();
getCurrentResourceStorage().m_commandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
getCurrentResourceStorage().m_commandList->OMSetStencilRef(m_stencil_func_ref);
std::chrono::time_point<std::chrono::system_clock> constantsDurationStart = std::chrono::system_clock::now();
// Constants
setScaleOffset();
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentScaleOffsetBufferIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
@ -540,11 +544,16 @@ void D3D12GSRender::Draw()
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
currentBufferIndex * g_descriptorStrideSRVCBVUAV)
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentBufferIndex, g_descriptorStrideSRVCBVUAV)
);
std::chrono::time_point<std::chrono::system_clock> constantsDurationEnd = std::chrono::system_clock::now();
m_timers.m_constantsDuration += std::chrono::duration_cast<std::chrono::microseconds>(constantsDurationEnd - constantsDurationStart).count();
getCurrentResourceStorage().m_commandList->SetPipelineState(m_PSO->first);
std::chrono::time_point<std::chrono::system_clock> textureDurationStart = std::chrono::system_clock::now();
if (m_PSO->second > 0)
{
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get());
@ -561,9 +570,9 @@ void D3D12GSRender::Draw()
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,
getCPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
(getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * g_descriptorStrideSRVCBVUAV)
m_device->CreateShaderResourceView(m_dummyTexture, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex + (INT)usedTexture, g_descriptorStrideSRVCBVUAV)
);
D3D12_SAMPLER_DESC samplerDesc = {};
@ -572,26 +581,28 @@ void D3D12GSRender::Draw()
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
m_device->CreateSampler(&samplerDesc,
getCPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
(getCurrentResourceStorage().m_currentSamplerIndex + usedTexture) * g_descriptorStrideSamplers)
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex + (INT)usedTexture, g_descriptorStrideSamplers)
);
}
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(2,
getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(3,
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
getCurrentResourceStorage().m_currentSamplerIndex * g_descriptorStrideSamplers)
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex, g_descriptorStrideSamplers)
);
getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
getCurrentResourceStorage().m_currentSamplerIndex += usedTexture;
}
std::chrono::time_point<std::chrono::system_clock> textureDurationEnd = std::chrono::system_clock::now();
m_timers.m_textureDuration += std::chrono::duration_cast<std::chrono::microseconds>(textureDurationEnd - textureDurationStart).count();
size_t numRTT;
switch (m_surface_color_target)
@ -615,7 +626,7 @@ void D3D12GSRender::Draw()
}
getCurrentResourceStorage().m_commandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
&getCPUDescriptorHandle(m_rtts.m_depthStencilDescriptorHeap, 0));
&CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart()));
D3D12_VIEWPORT viewport =
{
@ -714,9 +725,6 @@ void D3D12GSRender::Flip()
ResourceStorage &storage = getCurrentResourceStorage();
assert(storage.m_RAMFramebuffer == nullptr);
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
size_t w = 0, h = 0, rowPitch = 0;
ID3D12Resource *stagingTexture;
@ -736,7 +744,7 @@ void D3D12GSRender::Flip()
ThrowIfFailed(m_device->CreatePlacedResource(
m_textureUploadData.m_heap,
heapOffset,
&getBufferResourceDesc(textureSize),
&CD3DX12_RESOURCE_DESC::Buffer(textureSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&stagingTexture)
@ -752,38 +760,29 @@ void D3D12GSRender::Flip()
ThrowIfFailed(
m_device->CreateCommittedResource(
&heapProp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&getTexture2DResourceDesc(w, h, DXGI_FORMAT_R8G8B8A8_UNORM, 1),
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, 1),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(storage.m_RAMFramebuffer.GetAddressOf())
)
);
D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = storage.m_RAMFramebuffer.Get();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = stagingTexture;
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
src.PlacedFootprint.Footprint.Width = (UINT)w;
src.PlacedFootprint.Footprint.Height = (UINT)h;
src.PlacedFootprint.Footprint.Depth = (UINT)1;
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(storage.m_RAMFramebuffer.Get(), 0), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(stagingTexture, { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, (UINT)rowPitch} }), nullptr);
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = storage.m_RAMFramebuffer.Get();
viewport_w = (float)w, viewport_h = (float)h;
}
else
{
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = m_rtts.m_currentlyBoundRenderTargets[0];
}
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
D3D12_VIEWPORT viewport =
{
@ -806,9 +805,7 @@ void D3D12GSRender::Flip()
getCurrentResourceStorage().m_commandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_commandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
getCurrentResourceStorage().m_commandList->SetPipelineState(m_outputScalingPass.m_PSO);
D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle;
CPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
CPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
// FIXME: Not always true
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@ -823,29 +820,27 @@ void D3D12GSRender::Flip()
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
);
m_device->CreateShaderResourceView(resourceToFlip, &srvDesc, CPUHandle);
m_device->CreateShaderResourceView(resourceToFlip, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSRVCBVUAV));
D3D12_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
CPUHandle = m_outputScalingPass.m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
CPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) * m_swapChain->GetCurrentBackBufferIndex();
m_device->CreateSampler(&samplerDesc, CPUHandle);
m_device->CreateSampler(&samplerDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSamplers));
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle;
GPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
GPUHandle = m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) * m_swapChain->GetCurrentBackBufferIndex();
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_textureDescriptorHeap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSRVCBVUAV));
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
CD3DX12_GPU_DESCRIPTOR_HANDLE(m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swapChain->GetCurrentBackBufferIndex(), g_descriptorStrideSamplers));
CPUHandle = m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart();
getCurrentResourceStorage().m_commandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
getCurrentResourceStorage().m_commandList->OMSetRenderTargets(1,
&CD3DX12_CPU_DESCRIPTOR_HANDLE(m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart()),
true, nullptr);
D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = m_outputScalingPass.m_vertexBuffer->GetGPUVirtualAddress();
vbv.StrideInBytes = 4 * sizeof(float);
@ -856,9 +851,9 @@ void D3D12GSRender::Flip()
getCurrentResourceStorage().m_commandList->DrawInstanced(4, 1, 0, 0);
if (!Ini.GSOverlay.GetValue())
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(getCurrentResourceStorage().m_commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().m_commandList.GetAddressOf());
@ -889,7 +884,6 @@ void D3D12GSRender::Flip()
// Flush
m_texturesRTTs.clear();
m_vertexCache.clear();
m_vertexConstants.clear();
// Now get ready for next frame
@ -911,6 +905,12 @@ void D3D12GSRender::ResetTimer()
{
m_timers.m_drawCallCount = 0;
m_timers.m_drawCallDuration = 0;
m_timers.m_rttDuration = 0;
m_timers.m_vertexIndexDuration = 0;
m_timers.m_bufferUploadSize = 0;
m_timers.m_programLoadDuration = 0;
m_timers.m_constantsDuration = 0;
m_timers.m_textureDuration = 0;
}
D3D12GSRender::ResourceStorage& D3D12GSRender::getCurrentResourceStorage()
@ -941,20 +941,15 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
break;
}
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_READBACK;
D3D12_RESOURCE_DESC resdesc = getBufferResourceDesc(rowPitch * h);
size_t sizeInByte = rowPitch * h;
assert(m_readbackResources.canAlloc(sizeInByte));
size_t heapOffset = m_readbackResources.alloc(sizeInByte);
resdesc = getBufferResourceDesc(sizeInByte);
ThrowIfFailed(
m_device->CreatePlacedResource(
m_readbackResources.m_heap,
heapOffset,
&resdesc,
&CD3DX12_RESOURCE_DESC::Buffer(rowPitch * h),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&Result)
@ -962,21 +957,11 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
);
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(Result);
cmdlist->ResourceBarrier(1, &getResourceBarrierTransition(RTT, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
cmdlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(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));
cmdlist->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(Result, { 0, {dxgiFormat, (UINT)h, (UINT)w, 1, (UINT)rowPitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(RTT, 0), nullptr);
cmdlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(RTT, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
return Result;
}
@ -1003,15 +988,15 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
// Except when a semaphore is written by RSX
ID3D12Fence *fence;
ComPtr<ID3D12Fence> fence;
ThrowIfFailed(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf()))
);
HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
fence->SetEventOnCompletion(1, handle);
ComPtr<ID3D12Resource> writeDest, depthConverted;
ID3D12DescriptorHeap *descriptorHeap;
ComPtr<ID3D12DescriptorHeap> descriptorHeap;
size_t depthRowPitch = m_surface_clip_w;
depthRowPitch = (depthRowPitch + 255) & ~255;
@ -1020,11 +1005,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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, 1);
resdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
size_t sizeInByte = m_surface_clip_w * m_surface_clip_h * 2;
assert(m_UAVHeap.canAlloc(sizeInByte));
size_t heapOffset = m_UAVHeap.alloc(sizeInByte);
@ -1033,39 +1013,32 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
m_device->CreatePlacedResource(
m_UAVHeap.m_heap,
heapOffset,
&resdesc,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8_UNORM, m_surface_clip_w, m_surface_clip_h, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS),
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
nullptr,
IID_PPV_ARGS(depthConverted.GetAddressOf())
)
);
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(depthConverted);
sizeInByte = depthRowPitch * m_surface_clip_h;
assert(m_readbackResources.canAlloc(sizeInByte));
heapOffset = m_readbackResources.alloc(sizeInByte);
resdesc = getBufferResourceDesc(sizeInByte);
ThrowIfFailed(
m_device->CreatePlacedResource(
m_readbackResources.m_heap,
heapOffset,
&resdesc,
&CD3DX12_RESOURCE_DESC::Buffer(sizeInByte),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(writeDest.GetAddressOf())
)
);
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(writeDest);
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;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(
m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(descriptorHeap.GetAddressOf()))
);
D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
switch (m_surface_depth_format)
{
@ -1084,51 +1057,32 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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);
m_device->CreateShaderResourceView(m_rtts.m_currentlyBoundDepthStencil, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptorHeap->GetCPUDescriptorHandleForHeapStart()));
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = DXGI_FORMAT_R8_UNORM;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
m_device->CreateUnorderedAccessView(depthConverted.Get(), nullptr, &uavDesc, Handle);
m_device->CreateUnorderedAccessView(depthConverted.Get(), nullptr, &uavDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptorHeap->GetCPUDescriptorHandleForHeapStart()).Offset(1, g_descriptorStrideSRVCBVUAV));
// Convert
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->SetPipelineState(m_convertPSO);
getCurrentResourceStorage().m_commandList->SetComputeRootSignature(m_convertRootSignature);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &descriptorHeap);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, descriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
getCurrentResourceStorage().m_commandList->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.Get();
D3D12_RESOURCE_BARRIER barriers[] =
{
getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
uavbarrier,
CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
CD3DX12_RESOURCE_BARRIER::UAV(depthConverted.Get()),
};
getCurrentResourceStorage().m_commandList->ResourceBarrier(2, barriers);
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
}
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.Get();
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst.pResource = writeDest.Get();
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;
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(writeDest.Get(), { 0, { DXGI_FORMAT_R8_UNORM, m_surface_clip_w, m_surface_clip_h, 1, (UINT)depthRowPitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(depthConverted.Get(), 0), nullptr);
invalidateTexture(GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000));
}
@ -1181,118 +1135,107 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
//Wait for result
m_commandQueueGraphic->Signal(fence, 1);
m_commandQueueGraphic->Signal(fence.Get(), 1);
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
auto tmp = [=]() {
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;
ThrowIfFailed(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
for (unsigned row = 0; row < m_surface_clip_h; row++)
{
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;
ThrowIfFailed(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++)
{
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;
}
}
descriptorHeap->Release();
}
size_t srcPitch, dstPitch;
switch (m_surface_color_format)
{
case CELL_GCM_SURFACE_A8R8G8B8:
srcPitch = align(m_surface_clip_w * 4, 256);
dstPitch = m_surface_clip_w * 4;
break;
case CELL_GCM_SURFACE_F_W16Z16Y16X16:
srcPitch = align(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;
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;
}
}
}
vm::write32(m_label_addr + offset, value);
};
tmp();
size_t srcPitch, dstPitch;
switch (m_surface_color_format)
{
case CELL_GCM_SURFACE_A8R8G8B8:
srcPitch = align(m_surface_clip_w * 4, 256);
dstPitch = m_surface_clip_w * 4;
break;
case CELL_GCM_SURFACE_F_W16Z16Y16X16:
srcPitch = align(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;
}
}
vm::write32(m_label_addr + offset, value);
}
void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)

View File

@ -13,6 +13,7 @@
#include "D3D12RenderTargetSets.h"
#include "D3D12PipelineState.h"
#include "D3D12Buffer.h"
#include "d3dx12.h"
// Some constants are the same between RSX and GL
#include <GL\GL.h>
@ -34,9 +35,6 @@
* draw call use the same buffer, but the first one doesn't use all the attribute ; then the second one will use
* the cached version and not have updated attributes. Same for texture, if format/size does change, the caching
* system is ignoring it.
* - Fix vertex buffer in The Guided Paradox
* The vertex info in the guided paradox are wrong, leading to missing character parts ingame (like leg or torso).
* It's because some vertex position are incorrect.
* - Improve sync between cell and RSX
* A lot of optimisation can be gained from using Cell and RSX latency. Cell can't read RSX generated data without
* synchronisation. We currently only cover semaphore sync, but there are more (like implicit sync at flip) that
@ -97,7 +95,7 @@ struct InitHeap<ID3D12Resource>
heapProperties.Type = type;
ThrowIfFailed(device->CreateCommittedResource(&heapProperties,
flags,
&getBufferResourceDesc(heapSize),
&CD3DX12_RESOURCE_DESC::Buffer(heapSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&result))
@ -231,10 +229,6 @@ private:
std::unordered_map<u32, ID3D12Resource*> m_texturesCache;
// std::vector<PostDrawObj> m_post_draw_objs;
// TODO: Use a tree structure to parse more efficiently
// Key is begin << 32 | end
std::unordered_map<u64, ID3D12Resource *> m_vertexCache;
PipelineStateObjectCache m_cachePSO;
std::pair<ID3D12PipelineState *, size_t> *m_PSO;
@ -242,6 +236,12 @@ private:
{
size_t m_drawCallDuration;
size_t m_drawCallCount;
size_t m_rttDuration;
size_t m_vertexIndexDuration;
size_t m_bufferUploadSize;
size_t m_programLoadDuration;
size_t m_constantsDuration;
size_t m_textureDuration;
} m_timers;
void ResetTimer();
@ -253,7 +253,7 @@ private:
ID3D12Resource *m_vertexBuffer;
ID3D12DescriptorHeap *m_textureDescriptorHeap;
ID3D12DescriptorHeap *m_samplerDescriptorHeap;
void Init(ID3D12Device *device);
void Init(ID3D12Device *device, ID3D12CommandQueue *gfxcommandqueue);
void Release();
};
@ -330,7 +330,7 @@ private:
// Constants storage
DataHeap<ID3D12Resource, 256> m_constantsData;
// Vertex storage
DataHeap<ID3D12Heap, 65536> m_vertexIndexData;
DataHeap<ID3D12Resource, 65536> m_vertexIndexData;
// Texture storage
DataHeap<ID3D12Heap, 65536> m_textureUploadData;
DataHeap<ID3D12Heap, 65536> m_UAVHeap;
@ -347,10 +347,10 @@ private:
std::vector<D3D12_INPUT_ELEMENT_DESC> m_IASet;
size_t g_descriptorStrideSRVCBVUAV;
size_t g_descriptorStrideDSV;
size_t g_descriptorStrideRTV;
size_t g_descriptorStrideSamplers;
INT g_descriptorStrideSRVCBVUAV;
INT g_descriptorStrideDSV;
INT g_descriptorStrideRTV;
INT g_descriptorStrideSamplers;
// Used to fill unused texture slot
ID3D12Resource *m_dummyTexture;

View File

@ -117,7 +117,19 @@ void D3D12GSRender::ReleaseD2DStructures()
void D3D12GSRender::renderOverlay()
{
D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()]->GetSize();
std::wstring duration = L"Draw duration : " + std::to_wstring(m_timers.m_drawCallDuration) + L" ms";
std::wstring duration = L"Draw duration : " + std::to_wstring(m_timers.m_drawCallDuration) + L" us";
float vtxIdxPercent = (float)m_timers.m_vertexIndexDuration / (float)m_timers.m_drawCallDuration;
std::wstring vertexIndexDuration = L"Vtx/Idx upload : " + std::to_wstring(m_timers.m_vertexIndexDuration) + L" us (" + std::to_wstring(100.f * vtxIdxPercent) + L" %)";
std::wstring size = L"Upload size : " + std::to_wstring(m_timers.m_bufferUploadSize) + L" Bytes";
float texPercent = (float)m_timers.m_textureDuration / (float)m_timers.m_drawCallDuration;
std::wstring texDuration = L"Textures : " + std::to_wstring(m_timers.m_textureDuration) + L" us (" + std::to_wstring(100.f * texPercent) + L" %)";
float programPercent = (float)m_timers.m_programLoadDuration / (float)m_timers.m_drawCallDuration;
std::wstring programDuration = L"Program : " + std::to_wstring(m_timers.m_programLoadDuration) + L" us (" + std::to_wstring(100.f * programPercent) + L" %)";
float constantsPercent = (float)m_timers.m_constantsDuration / (float)m_timers.m_drawCallDuration;
std::wstring constantDuration = L"Constants : " + std::to_wstring(m_timers.m_constantsDuration) + L" us (" + std::to_wstring(100.f * constantsPercent) + L" %)";
float rttPercent = (float)m_timers.m_rttDuration / (float)m_timers.m_drawCallDuration;
std::wstring rttDuration = L"RTT : " + std::to_wstring(m_timers.m_rttDuration) + L" us (" + std::to_wstring(100.f * rttPercent) + L" %)";
std::wstring count = L"Draw count : " + std::to_wstring(m_timers.m_drawCallCount);
// Acquire our wrapped render target resource for the current back buffer.
@ -129,18 +141,60 @@ void D3D12GSRender::renderOverlay()
m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity());
m_d2dDeviceContext->DrawTextW(
duration.c_str(),
duration.size(),
(UINT32)duration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 0, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
count.c_str(),
count.size(),
(UINT32)count.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 14, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
rttDuration.c_str(),
(UINT32)rttDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 28, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
vertexIndexDuration.c_str(),
(UINT32)vertexIndexDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 42, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
size.c_str(),
(UINT32)size.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 56, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
programDuration.c_str(),
(UINT32)programDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 70, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
constantDuration.c_str(),
(UINT32)constantDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 86, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
texDuration.c_str(),
(UINT32)texDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 98, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->EndDraw();
// Release our wrapped render target resource. Releasing

View File

@ -26,11 +26,11 @@ void D3D12GSRender::PrepareRenderTargets(ID3D12GraphicsCommandList *copycmdlist)
{
if (m_rtts.m_currentlyBoundRenderTargets[i] == nullptr)
continue;
copycmdlist->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[i], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
copycmdlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundRenderTargets[i], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
}
// Same for depth buffer
if (m_rtts.m_currentlyBoundDepthStencil != nullptr)
copycmdlist->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
copycmdlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
memset(m_rtts.m_currentlyBoundRenderTargetsAddress, 0, 4 * sizeof(u32));
memset(m_rtts.m_currentlyBoundRenderTargets, 0, 4 * sizeof(ID3D12Resource *));
@ -148,7 +148,7 @@ ID3D12Resource *RenderTargets::bindAddressAsRenderTargets(ID3D12Device *device,
if (It != m_renderTargets.end())
{
rtt = It->second;
cmdList->ResourceBarrier(1, &getResourceBarrierTransition(rtt, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(rtt, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
}
else
{
@ -170,16 +170,10 @@ ID3D12Resource *RenderTargets::bindAddressAsRenderTargets(ID3D12Device *device,
clearColorValue.Color[2] = clearColorB;
clearColorValue.Color[3] = clearColorA;
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = getTexture2DResourceDesc(width, height, dxgiFormat, 1);
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
device->CreateCommittedResource(
&heapProp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
&CD3DX12_RESOURCE_DESC::Tex2D(dxgiFormat, (UINT)width, (UINT)height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET),
D3D12_RESOURCE_STATE_RENDER_TARGET,
&clearColorValue,
IID_PPV_ARGS(&rtt)
@ -200,7 +194,7 @@ ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device,
if (It != m_depthStencil.end())
{
ds = It->second;
cmdList->ResourceBarrier(1, &getResourceBarrierTransition(ds, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ds, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE));
}
else
{
@ -228,13 +222,10 @@ ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device,
assert(0);
}
D3D12_RESOURCE_DESC resourceDesc = getTexture2DResourceDesc(width, height, dxgiFormat, 1);
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
device->CreateCommittedResource(
&heapProp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
&CD3DX12_RESOURCE_DESC::Tex2D(dxgiFormat, (UINT)width, (UINT)height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&clearDepthValue,
IID_PPV_ARGS(&ds)

View File

@ -1,6 +1,7 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12GSRender.h"
#include "d3dx12.h"
// For clarity this code deals with texture but belongs to D3D12GSRender class
@ -221,7 +222,6 @@ writeTexelsSwizzled(const char *src, char *dst, size_t widthInBlock, size_t heig
log2width = (u32)(logf((float)currentWidth) / logf(2.f));
log2height = (u32)(logf((float)currentHeight) / logf(2.f));
#pragma omp parallel for
for (int row = 0; row < currentHeight; row++)
for (int j = 0; j < currentWidth; j++)
castedDst[(row * rowPitch / 4) + j] = castedSrc[LinearToSwizzleAddress(j, row, 0, log2width, log2height, 0)];
@ -297,7 +297,6 @@ write16bTexelsSwizzled(const char *src, char *dst, size_t widthInBlock, size_t h
log2width = (u32)(logf((float)currentWidth) / logf(2.f));
log2height = (u32)(logf((float)currentHeight) / logf(2.f));
#pragma omp parallel for
for (int row = 0; row < currentHeight; row++)
for (int j = 0; j < currentWidth; j++)
castedDst[(row * rowPitch / 2) + j] = castedSrc[LinearToSwizzleAddress(j, row, 0, log2width, log2height, 0)];
@ -559,7 +558,7 @@ ID3D12Resource *uploadSingleTexture(
ThrowIfFailed(device->CreatePlacedResource(
textureBuffersHeap.m_heap,
heapOffset,
&getBufferResourceDesc(textureSize),
&CD3DX12_RESOURCE_DESC::Buffer(textureSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(Texture.GetAddressOf())
@ -611,14 +610,11 @@ ID3D12Resource *uploadSingleTexture(
}
Texture->Unmap(0, nullptr);
D3D12_RESOURCE_DESC texturedesc = getTexture2DResourceDesc(w, h, dxgiFormat, texture.GetMipmap());
D3D12_RESOURCE_DESC texturedesc = CD3DX12_RESOURCE_DESC::Tex2D(dxgiFormat, (UINT)w, (UINT)h, 1, texture.GetMipmap());
textureSize = device->GetResourceAllocationInfo(0, 1, &texturedesc).SizeInBytes;
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
ThrowIfFailed(device->CreateCommittedResource(
&heapProp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&texturedesc,
D3D12_RESOURCE_STATE_COPY_DEST,
@ -629,29 +625,12 @@ ID3D12Resource *uploadSingleTexture(
size_t miplevel = 0;
for (const MipmapLevelInfo mli : mipInfos)
{
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
dst.pResource = vramTexture;
dst.SubresourceIndex = (UINT)miplevel;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.PlacedFootprint.Offset = mli.offset;
src.pResource = Texture.Get();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint.Footprint.Depth = 1;
src.PlacedFootprint.Footprint.Width = (UINT)mli.width;
src.PlacedFootprint.Footprint.Height = (UINT)mli.height;
src.PlacedFootprint.Footprint.RowPitch = (UINT)mli.rowPitch;
src.PlacedFootprint.Footprint.Format = dxgiFormat;
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
commandList->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(vramTexture, (UINT)miplevel), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(Texture.Get(), { mli.offset, { dxgiFormat, (UINT)mli.width, (UINT)mli.height, 1, (UINT)mli.rowPitch } }), nullptr);
miplevel++;
}
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = vramTexture;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
commandList->ResourceBarrier(1, &barrier);
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(vramTexture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
return vramTexture;
}
@ -892,19 +871,17 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
break;
}
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);
m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
m_device->CreateShaderResourceView(vramTexture, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset((UINT)getCurrentResourceStorage().m_currentTextureIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
if (getCurrentResourceStorage().m_currentSamplerIndex + 16 > 2048)
{
getCurrentResourceStorage().m_samplerDescriptorHeapIndex = 1;
getCurrentResourceStorage().m_currentSamplerIndex = 0;
}
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += (getCurrentResourceStorage().m_currentSamplerIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_device->CreateSampler(&getSamplerDesc(m_textures[i]), Handle);
m_device->CreateSampler(&getSamplerDesc(m_textures[i]),
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)getCurrentResourceStorage().m_currentSamplerIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
usedTexture++;
}

View File

@ -5,6 +5,7 @@
#if defined(DX12_SUPPORT)
#include "D3D12GSRender.h"
#include <d3dcompiler.h>
#include "d3dx12.h"
#define STRINGIFY(x) #x
extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
@ -67,7 +68,7 @@ std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
}
void D3D12GSRender::Shader::Init(ID3D12Device *device)
void D3D12GSRender::Shader::Init(ID3D12Device *device, ID3D12CommandQueue *gfxcommandqueue)
{
const char *fsCode = STRINGIFY(
Texture2D InputTexture : register(t0); \n
@ -187,6 +188,19 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
ThrowIfFailed(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_PSO)));
D3D12_DESCRIPTOR_HEAP_DESC textureHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(
device->CreateDescriptorHeap(&textureHeapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
);
D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(
device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
);
ComPtr<ID3D12Fence> fence;
ThrowIfFailed(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())));
HANDLE handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
fence->SetEventOnCompletion(1, handle);
float quadVertex[16] = {
-1., -1., 0., 1.,
@ -195,35 +209,46 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
1., 1., 1., 0.,
};
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
ComPtr<ID3D12CommandAllocator> cmdlistAllocator;
ThrowIfFailed(
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(cmdlistAllocator.GetAddressOf()))
);
ComPtr<ID3D12GraphicsCommandList> cmdList;
ThrowIfFailed(
device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdlistAllocator.Get(),nullptr, IID_PPV_ARGS(cmdList.GetAddressOf()))
);
ComPtr<ID3D12Resource> intermediateBuffer;
ThrowIfFailed(device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(16 * sizeof(float)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(intermediateBuffer.GetAddressOf())
));
ThrowIfFailed(
device->CreateCommittedResource(
&heapProp,
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&getBufferResourceDesc(16 * sizeof(float)),
D3D12_RESOURCE_STATE_GENERIC_READ,
&CD3DX12_RESOURCE_DESC::Buffer(16 * sizeof(float)),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_vertexBuffer)
));
void *tmp;
m_vertexBuffer->Map(0, nullptr, &tmp);
memcpy(tmp, quadVertex, 16 * sizeof(float));
m_vertexBuffer->Unmap(0, nullptr);
D3D12_SUBRESOURCE_DATA vertexData = { reinterpret_cast<BYTE*>(quadVertex), 16 * sizeof(float), 1 };
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = 2;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
UpdateSubresources(cmdList.Get(), m_vertexBuffer, intermediateBuffer.Get(), 0, 0, 1, &vertexData);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
ThrowIfFailed(cmdList->Close());
ThrowIfFailed(
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
);
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
ThrowIfFailed(
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
);
gfxcommandqueue->ExecuteCommandLists(1, CommandListCast(cmdList.GetAddressOf()));
// Now wait until upload has completed
gfxcommandqueue->Signal(fence.Get(), 1);
WaitForSingleObjectEx(handle, INFINITE, FALSE);
CloseHandle(handle);
}
void D3D12GSRender::initConvertShader()

1531
rpcs3/Emu/RSX/D3D12/d3dx12.h Normal file

File diff suppressed because it is too large Load Diff

View File

@ -542,6 +542,7 @@
<ClInclude Include="Emu\RSX\D3D12\D3D12Texture.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12CommonDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\d3dx12.h" />
<ClInclude Include="Emu\RSX\GCM.h" />
<ClInclude Include="Emu\RSX\GL\GLBuffers.h" />
<ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" />

View File

@ -1879,5 +1879,8 @@
<ClInclude Include="..\Utilities\Atomic.h">
<Filter>Utilities</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\d3dx12.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
</ItemGroup>
</Project>