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https://github.com/RPCS3/rpcs3.git
synced 2025-02-01 04:51:49 +01:00
d3d12: Use ComPtr for some others member.
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b54adebfc7
commit
c2430d3af1
@ -103,10 +103,6 @@ void D3D12GSRender::ResourceStorage::Reset()
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m_samplerDescriptorHeapIndex = 0;
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m_commandAllocator->Reset();
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m_textureUploadCommandAllocator->Reset();
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m_downloadCommandAllocator->Reset();
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for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
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gfxCommandList->Release();
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m_inflightCommandList.clear();
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}
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@ -114,9 +110,7 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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{
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m_RAMFramebuffer = nullptr;
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// Create a global command allocator
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
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ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocator.GetAddressOf())));
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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@ -124,7 +118,6 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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@ -150,17 +143,8 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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void D3D12GSRender::ResourceStorage::Release()
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{
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// NOTE: Should be released only if no command are in flight !
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m_constantsBufferDescriptorsHeap->Release();
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m_scaleOffsetDescriptorHeap->Release();
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m_textureDescriptorsHeap->Release();
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m_samplerDescriptorHeap[0]->Release();
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m_samplerDescriptorHeap[1]->Release();
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for (auto &tmp : m_inflightCommandList)
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tmp->Release();
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m_commandAllocator->Release();
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m_textureUploadCommandAllocator->Release();
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m_downloadCommandAllocator->Release();
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// NOTE: Should be released only after gfx pipeline last command has been finished.
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m_inflightCommandList.clear();
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CloseHandle(m_frameFinishedHandle);
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}
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@ -431,11 +415,11 @@ void D3D12GSRender::Clear(u32 cmd)
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{
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assert(cmd == NV4097_CLEAR_SURFACE);
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ID3D12GraphicsCommandList *commandList;
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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ComPtr<ID3D12GraphicsCommandList> commandList;
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList);
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PrepareRenderTargets(commandList.Get());
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/* if (m_set_color_mask)
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{
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@ -504,16 +488,16 @@ void D3D12GSRender::Clear(u32 cmd)
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}
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
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}
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void D3D12GSRender::Draw()
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{
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ID3D12GraphicsCommandList *commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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ComPtr<ID3D12GraphicsCommandList> commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList);
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PrepareRenderTargets(commandList.Get());
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// Init vertex count
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// TODO: Very hackish, clean this
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@ -564,9 +548,9 @@ void D3D12GSRender::Draw()
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// Constants
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setScaleOffset();
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_scaleOffsetDescriptorHeap);
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(0,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
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getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
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);
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getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
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@ -577,9 +561,9 @@ void D3D12GSRender::Draw()
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FillPixelShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_constantsBufferDescriptorsHeap);
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(1,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
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currentBufferIndex * g_descriptorStrideSRVCBVUAV)
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);
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commandList->SetPipelineState(m_PSO->first);
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@ -587,7 +571,7 @@ void D3D12GSRender::Draw()
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if (m_PSO->second > 0)
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{
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std::chrono::time_point<std::chrono::system_clock> startTextureTime = std::chrono::system_clock::now();
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size_t usedTexture = UploadTextures(commandList);
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size_t usedTexture = UploadTextures(commandList.Get());
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// Fill empty slots
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for (; usedTexture < m_PSO->second; usedTexture++)
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@ -602,7 +586,7 @@ void D3D12GSRender::Draw()
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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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getCPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap,
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getCPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
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(getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * g_descriptorStrideSRVCBVUAV)
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);
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@ -612,20 +596,20 @@ void D3D12GSRender::Draw()
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samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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m_device->CreateSampler(&samplerDesc,
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getCPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex],
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getCPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
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(getCurrentResourceStorage().m_currentSamplerIndex + usedTexture) * g_descriptorStrideSamplers)
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);
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}
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_textureDescriptorsHeap);
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(2,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
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getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
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);
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]);
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(3,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex],
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getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
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getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers)
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);
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@ -717,7 +701,7 @@ void D3D12GSRender::Draw()
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commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
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m_indexed_array.Reset();
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}
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@ -740,8 +724,8 @@ isFlipSurfaceInLocalMemory(u32 surfaceColorTarget)
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void D3D12GSRender::Flip()
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{
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ID3D12GraphicsCommandList *commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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ComPtr<ID3D12GraphicsCommandList> commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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ID3D12Resource *resourceToFlip;
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@ -795,12 +779,12 @@ void D3D12GSRender::Flip()
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&getTexture2DResourceDesc(w, h, DXGI_FORMAT_R8G8B8A8_UNORM, 1),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(&storage.m_RAMFramebuffer)
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IID_PPV_ARGS(storage.m_RAMFramebuffer.GetAddressOf())
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)
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);
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D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = storage.m_RAMFramebuffer;
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dst.pResource = storage.m_RAMFramebuffer.Get();
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src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = stagingTexture;
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src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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@ -810,8 +794,8 @@ void D3D12GSRender::Flip()
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src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
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commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
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resourceToFlip = storage.m_RAMFramebuffer;
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
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resourceToFlip = storage.m_RAMFramebuffer.Get();
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viewport_w = (float)w, viewport_h = (float)h;
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}
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else
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@ -897,7 +881,7 @@ void D3D12GSRender::Flip()
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if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
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ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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// Add an event signaling queue completion
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@ -1106,7 +1090,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&convertCommandList))
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);
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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@ -1172,7 +1156,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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if (needTransfer)
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{
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&downloadCommandList))
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);
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}
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@ -319,25 +319,23 @@ private:
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UINT64 m_fenceValue;
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HANDLE m_frameFinishedHandle;
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ID3D12CommandAllocator *m_commandAllocator;
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ID3D12CommandAllocator *m_downloadCommandAllocator;
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std::list<ID3D12GraphicsCommandList *> m_inflightCommandList;
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ComPtr<ID3D12CommandAllocator> m_commandAllocator;
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std::list<ComPtr<ID3D12GraphicsCommandList> > m_inflightCommandList;
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// Constants storage
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ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;
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ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
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size_t m_constantsBufferIndex;
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ID3D12DescriptorHeap *m_scaleOffsetDescriptorHeap;
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ComPtr<ID3D12DescriptorHeap> m_scaleOffsetDescriptorHeap;
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size_t m_currentScaleOffsetBufferIndex;
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// Texture storage
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ID3D12CommandAllocator *m_textureUploadCommandAllocator;
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ID3D12DescriptorHeap *m_textureDescriptorsHeap;
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ID3D12DescriptorHeap *m_samplerDescriptorHeap[2];
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ComPtr<ID3D12DescriptorHeap> m_textureDescriptorsHeap;
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size_t m_currentTextureIndex;
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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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size_t m_currentTextureIndex;
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ID3D12Resource *m_RAMFramebuffer;
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ComPtr<ID3D12Resource> m_RAMFramebuffer;
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void Reset();
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void Init(ID3D12Device *device);
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