mirror of
https://github.com/libretro/dolphin
synced 2024-11-13 17:03:58 -05:00
e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
738 lines
24 KiB
C++
738 lines
24 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D12/BoundingBox.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/DXContext.h"
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#include "VideoBackends/D3D12/DXPipeline.h"
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#include "VideoBackends/D3D12/DXShader.h"
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#include "VideoBackends/D3D12/DXTexture.h"
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#include "VideoBackends/D3D12/DXVertexFormat.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoBackends/D3D12/PerfQuery.h"
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#include "VideoBackends/D3D12/Renderer.h"
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#include "VideoBackends/D3D12/SwapChain.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
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: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
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backbuffer_scale,
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swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
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m_swap_chain(std::move(swap_chain))
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{
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m_state.root_signature = g_dx_context->GetGXRootSignature();
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// Textures must be populated with null descriptors, since we copy directly from this array.
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for (u32 i = 0; i < MAX_TEXTURES; i++)
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{
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m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
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m_state.samplers.states[i] = RenderState::GetPointSamplerState();
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}
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}
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Renderer::~Renderer() = default;
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bool Renderer::IsHeadless() const
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{
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return !m_swap_chain;
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}
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bool Renderer::Initialize()
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{
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if (!::Renderer::Initialize())
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return false;
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m_bounding_box = BoundingBox::Create();
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if (!m_bounding_box)
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return false;
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SetPixelShaderUAV(m_bounding_box->GetGPUDescriptor().cpu_handle);
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return true;
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}
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void Renderer::Shutdown()
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{
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m_bounding_box.reset();
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m_swap_chain.reset();
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::Renderer::Shutdown();
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return DXTexture::Create(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return DXStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
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static_cast<DXTexture*>(depth_attachment));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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{
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return DXShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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{
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return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
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}
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<DXVertexFormat>(vtx_decl);
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}
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return DXPipeline::Create(config, cache_data, cache_data_length);
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}
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u16 Renderer::BBoxRead(int index)
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{
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return static_cast<u16>(m_bounding_box->Get(index));
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}
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void Renderer::BBoxWrite(int index, u16 value)
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{
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m_bounding_box->Set(index, value);
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}
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void Renderer::BBoxFlush()
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{
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m_bounding_box->Flush();
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m_bounding_box->Invalidate();
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}
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void Renderer::Flush()
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{
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ExecuteCommandList(false);
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}
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void Renderer::WaitForGPUIdle()
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{
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ExecuteCommandList(true);
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}
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void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
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{
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// Use a fast path without the shader if both color/alpha are enabled.
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const bool fast_color_clear = color_enable && (alpha_enable || !EFBHasAlphaChannel());
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if (fast_color_clear || z_enable)
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{
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MathUtil::Rectangle<int> native_rc = ConvertEFBRectangle(rc);
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native_rc.ClampUL(0, 0, m_current_framebuffer->GetWidth(), m_current_framebuffer->GetHeight());
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const D3D12_RECT d3d_clear_rc{native_rc.left, native_rc.top, native_rc.right, native_rc.bottom};
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if (fast_color_clear)
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{
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static_cast<DXTexture*>(m_current_framebuffer->GetColorAttachment())
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->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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const std::array<float, 4> clear_color = {
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{static_cast<float>((color >> 16) & 0xFF) / 255.0f,
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static_cast<float>((color >> 8) & 0xFF) / 255.0f,
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static_cast<float>((color >> 0) & 0xFF) / 255.0f,
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static_cast<float>((color >> 24) & 0xFF) / 255.0f}};
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g_dx_context->GetCommandList()->ClearRenderTargetView(
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static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetRTVDescriptor().cpu_handle,
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clear_color.data(), 1, &d3d_clear_rc);
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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static_cast<DXTexture*>(m_current_framebuffer->GetDepthAttachment())
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->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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// D3D does not support reversed depth ranges.
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const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
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g_dx_context->GetCommandList()->ClearDepthStencilView(
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static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetDSVDescriptor().cpu_handle,
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D3D12_CLEAR_FLAG_DEPTH, clear_depth, 0, 1, &d3d_clear_rc);
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z_enable = false;
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}
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}
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// Anything left over, fall back to clear triangle.
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if (color_enable || alpha_enable || z_enable)
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::Renderer::ClearScreen(rc, color_enable, alpha_enable, z_enable, color, z);
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
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if (m_current_pipeline == dx_pipeline)
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return;
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m_current_pipeline = dx_pipeline;
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m_dirty_bits |= DirtyState_Pipeline;
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if (dx_pipeline)
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{
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if (dx_pipeline->GetRootSignature() != m_state.root_signature)
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{
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m_state.root_signature = dx_pipeline->GetRootSignature();
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m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
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DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
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DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor;
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}
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if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
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{
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m_state.using_integer_rtv = dx_pipeline->UseIntegerRTV();
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m_dirty_bits |= DirtyState_Framebuffer;
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}
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if (dx_pipeline->GetPrimitiveTopology() != m_state.primitive_topology)
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{
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m_state.primitive_topology = dx_pipeline->GetPrimitiveTopology();
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m_dirty_bits |= DirtyState_PrimitiveTopology;
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}
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}
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}
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void Renderer::BindFramebuffer(DXFramebuffer* fb)
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{
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if (fb->HasColorBuffer())
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{
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static_cast<DXTexture*>(fb->GetColorAttachment())
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->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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if (fb->HasDepthBuffer())
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{
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static_cast<DXTexture*>(fb->GetDepthAttachment())
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->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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}
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g_dx_context->GetCommandList()->OMSetRenderTargets(
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fb->GetRTVDescriptorCount(),
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m_state.using_integer_rtv ? fb->GetIntRTVDescriptorArray() : fb->GetRTVDescriptorArray(),
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FALSE, fb->GetDSVDescriptorArray());
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m_current_framebuffer = fb;
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m_dirty_bits &= ~DirtyState_Framebuffer;
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}
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void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
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{
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if (m_current_framebuffer == framebuffer)
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return;
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m_current_framebuffer = framebuffer;
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m_dirty_bits |= DirtyState_Framebuffer;
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}
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void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
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{
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BindFramebuffer(static_cast<DXFramebuffer*>(framebuffer));
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static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
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if (framebuffer->HasColorBuffer())
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{
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g_dx_context->GetCommandList()->DiscardResource(
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static_cast<DXTexture*>(framebuffer->GetColorAttachment())->GetResource(), &dr);
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}
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if (framebuffer->HasDepthBuffer())
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{
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g_dx_context->GetCommandList()->DiscardResource(
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static_cast<DXTexture*>(framebuffer->GetDepthAttachment())->GetResource(), &dr);
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}
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}
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void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value, float depth_value)
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{
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DXFramebuffer* dxfb = static_cast<DXFramebuffer*>(framebuffer);
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BindFramebuffer(dxfb);
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static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
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if (framebuffer->HasColorBuffer())
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{
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g_dx_context->GetCommandList()->ClearRenderTargetView(dxfb->GetRTVDescriptor().cpu_handle,
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color_value.data(), 0, nullptr);
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}
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if (framebuffer->HasDepthBuffer())
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{
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g_dx_context->GetCommandList()->ClearDepthStencilView(
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dxfb->GetDSVDescriptor().cpu_handle, D3D12_CLEAR_FLAG_DEPTH, depth_value, 0, 0, nullptr);
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}
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}
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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if (m_state.scissor.left == rc.left && m_state.scissor.right == rc.right &&
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m_state.scissor.top == rc.top && m_state.scissor.bottom == rc.bottom)
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{
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return;
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}
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m_state.scissor.left = rc.left;
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m_state.scissor.right = rc.right;
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m_state.scissor.top = rc.top;
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m_state.scissor.bottom = rc.bottom;
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m_dirty_bits |= DirtyState_ScissorRect;
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}
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void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
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{
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const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
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if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr)
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return;
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m_state.textures[index].ptr = dxtex->GetSRVDescriptor().cpu_handle.ptr;
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if (dxtex)
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dxtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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m_dirty_bits |= DirtyState_Textures;
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}
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void Renderer::SetSamplerState(u32 index, const SamplerState& state)
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{
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if (m_state.samplers.states[index] == state)
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return;
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m_state.samplers.states[index] = state;
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m_dirty_bits |= DirtyState_Samplers;
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}
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void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
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{
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const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
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if (m_state.compute_image_texture == dxtex)
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return;
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m_state.compute_image_texture = dxtex;
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m_dirty_bits |= DirtyState_ComputeImageTexture;
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}
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void Renderer::UnbindTexture(const AbstractTexture* texture)
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{
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const auto srv_shadow_descriptor =
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static_cast<const DXTexture*>(texture)->GetSRVDescriptor().cpu_handle;
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for (u32 i = 0; i < MAX_TEXTURES; i++)
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{
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if (m_state.textures[i].ptr == srv_shadow_descriptor.ptr)
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{
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m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
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m_dirty_bits |= DirtyState_Textures;
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}
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}
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if (m_state.compute_image_texture == texture)
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{
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m_state.compute_image_texture = nullptr;
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m_dirty_bits |= DirtyState_ComputeImageTexture;
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}
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}
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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if (m_state.viewport.TopLeftX == x && m_state.viewport.TopLeftY == y &&
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m_state.viewport.Width == width && m_state.viewport.Height == height &&
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near_depth == m_state.viewport.MinDepth && far_depth == m_state.viewport.MaxDepth)
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{
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return;
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}
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m_state.viewport.TopLeftX = x;
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m_state.viewport.TopLeftY = y;
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m_state.viewport.Width = width;
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m_state.viewport.Height = height;
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m_state.viewport.MinDepth = near_depth;
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m_state.viewport.MaxDepth = far_depth;
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m_dirty_bits |= DirtyState_Viewport;
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}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
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{
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if (!ApplyState())
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return;
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g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0);
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}
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void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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if (!ApplyState())
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return;
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g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
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}
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void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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{
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SetRootSignatures();
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SetDescriptorHeaps();
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UpdateDescriptorTables();
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if (m_dirty_bits & DirtyState_ComputeImageTexture && !UpdateComputeUAVDescriptorTable())
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{
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ExecuteCommandList(false);
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SetRootSignatures();
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SetDescriptorHeaps();
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UpdateDescriptorTables();
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UpdateComputeUAVDescriptorTable();
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}
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// Share graphics and compute state. No need to track now since dispatches are infrequent.
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auto* const cmdlist = g_dx_context->GetCommandList();
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cmdlist->SetPipelineState(static_cast<const DXShader*>(shader)->GetComputePipeline());
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cmdlist->SetComputeRootConstantBufferView(CS_ROOT_PARAMETER_CBV, m_state.constant_buffers[0]);
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cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SRV, m_state.srv_descriptor_base);
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cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SAMPLERS,
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m_state.sampler_descriptor_base);
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cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_UAV,
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m_state.compute_uav_descriptor_base);
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cmdlist->Dispatch(groups_x, groups_y, groups_z);
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// Compute and graphics state share the same pipeline object? :(
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m_dirty_bits |= DirtyState_Pipeline;
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}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
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{
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CheckForSwapChainChanges();
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SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color);
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}
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void Renderer::CheckForSwapChainChanges()
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{
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const bool surface_changed = m_surface_changed.TestAndClear();
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const bool surface_resized =
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m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
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if (!surface_changed && !surface_resized)
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return;
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// The swap chain could be in use from a previous frame.
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WaitForGPUIdle();
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if (surface_changed)
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{
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m_swap_chain->ChangeSurface(m_new_surface_handle);
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m_new_surface_handle = nullptr;
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}
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else
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{
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m_swap_chain->ResizeSwapChain();
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}
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m_backbuffer_width = m_swap_chain->GetWidth();
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m_backbuffer_height = m_swap_chain->GetHeight();
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}
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void Renderer::PresentBackbuffer()
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{
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m_current_framebuffer = nullptr;
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m_swap_chain->GetCurrentTexture()->TransitionToState(D3D12_RESOURCE_STATE_PRESENT);
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ExecuteCommandList(false);
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m_swap_chain->Present();
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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::Renderer::OnConfigChanged(bits);
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
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{
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ExecuteCommandList(true);
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m_swap_chain->SetStereo(SwapChain::WantsStereo());
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}
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// Wipe sampler cache if force texture filtering or anisotropy changes.
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if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
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{
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ExecuteCommandList(true);
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g_dx_context->GetSamplerHeapManager().Clear();
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g_dx_context->ResetSamplerAllocators();
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}
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// If the host config changed (e.g. bbox/per-pixel-shading), recreate the root signature.
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if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
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g_dx_context->RecreateGXRootSignature();
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}
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void Renderer::ExecuteCommandList(bool wait_for_completion)
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{
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PerfQuery::GetInstance()->ResolveQueries();
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g_dx_context->ExecuteCommandList(wait_for_completion);
|
|
m_dirty_bits = DirtyState_All;
|
|
}
|
|
|
|
void Renderer::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
|
|
{
|
|
if (m_state.constant_buffers[index] == address)
|
|
return;
|
|
|
|
m_state.constant_buffers[index] = address;
|
|
m_dirty_bits |= DirtyState_PS_CBV << index;
|
|
}
|
|
|
|
void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
|
|
{
|
|
if (m_state.textures[index].ptr == handle.ptr)
|
|
return;
|
|
|
|
m_state.textures[index].ptr = handle.ptr;
|
|
m_dirty_bits |= DirtyState_Textures;
|
|
}
|
|
|
|
void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
|
|
{
|
|
if (m_state.ps_uav.ptr == handle.ptr)
|
|
return;
|
|
|
|
m_state.ps_uav = handle;
|
|
m_dirty_bits |= DirtyState_PS_UAV;
|
|
}
|
|
|
|
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size)
|
|
{
|
|
if (m_state.vertex_buffer.BufferLocation == address &&
|
|
m_state.vertex_buffer.StrideInBytes == stride && m_state.vertex_buffer.SizeInBytes == size)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_state.vertex_buffer.BufferLocation = address;
|
|
m_state.vertex_buffer.StrideInBytes = stride;
|
|
m_state.vertex_buffer.SizeInBytes = size;
|
|
m_dirty_bits |= DirtyState_VertexBuffer;
|
|
}
|
|
|
|
void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
|
|
{
|
|
if (m_state.index_buffer.BufferLocation == address && m_state.index_buffer.SizeInBytes == size &&
|
|
m_state.index_buffer.Format == format)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_state.index_buffer.BufferLocation = address;
|
|
m_state.index_buffer.SizeInBytes = size;
|
|
m_state.index_buffer.Format = format;
|
|
m_dirty_bits |= DirtyState_IndexBuffer;
|
|
}
|
|
|
|
bool Renderer::ApplyState()
|
|
{
|
|
if (!m_current_framebuffer || !m_current_pipeline)
|
|
return false;
|
|
|
|
// Updating the descriptor tables can cause command list execution if no descriptors remain.
|
|
SetRootSignatures();
|
|
SetDescriptorHeaps();
|
|
UpdateDescriptorTables();
|
|
|
|
// Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
|
|
// if utility pipelines are bound.
|
|
const u32 dirty_bits = m_dirty_bits;
|
|
m_dirty_bits &= ~(
|
|
DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport | DirtyState_ScissorRect |
|
|
DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
|
|
DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
|
|
DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology);
|
|
|
|
auto* const cmdlist = g_dx_context->GetCommandList();
|
|
if (dirty_bits & DirtyState_Pipeline)
|
|
cmdlist->SetPipelineState(static_cast<const DXPipeline*>(m_current_pipeline)->GetPipeline());
|
|
|
|
if (dirty_bits & DirtyState_Framebuffer)
|
|
BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
|
|
|
|
if (dirty_bits & DirtyState_Viewport)
|
|
cmdlist->RSSetViewports(1, &m_state.viewport);
|
|
|
|
if (dirty_bits & DirtyState_ScissorRect)
|
|
cmdlist->RSSetScissorRects(1, &m_state.scissor);
|
|
|
|
if (dirty_bits & DirtyState_VertexBuffer)
|
|
cmdlist->IASetVertexBuffers(0, 1, &m_state.vertex_buffer);
|
|
|
|
if (dirty_bits & DirtyState_IndexBuffer)
|
|
cmdlist->IASetIndexBuffer(&m_state.index_buffer);
|
|
|
|
if (dirty_bits & DirtyState_PrimitiveTopology)
|
|
cmdlist->IASetPrimitiveTopology(m_state.primitive_topology);
|
|
|
|
if (dirty_bits & DirtyState_SRV_Descriptor)
|
|
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SRV, m_state.srv_descriptor_base);
|
|
|
|
if (dirty_bits & DirtyState_Sampler_Descriptor)
|
|
{
|
|
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SAMPLERS,
|
|
m_state.sampler_descriptor_base);
|
|
}
|
|
|
|
if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() == AbstractPipelineUsage::GX)
|
|
{
|
|
if (dirty_bits & DirtyState_VS_CBV)
|
|
{
|
|
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV,
|
|
m_state.constant_buffers[1]);
|
|
|
|
if (g_ActiveConfig.bEnablePixelLighting)
|
|
{
|
|
cmdlist->SetGraphicsRootConstantBufferView(
|
|
g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CBV2 : ROOT_PARAMETER_PS_UAV_OR_CBV2,
|
|
m_state.constant_buffers[1]);
|
|
}
|
|
}
|
|
|
|
if (dirty_bits & DirtyState_GS_CBV)
|
|
{
|
|
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
|
|
m_state.constant_buffers[2]);
|
|
}
|
|
|
|
if (dirty_bits & DirtyState_UAV_Descriptor && g_ActiveConfig.bBBoxEnable)
|
|
{
|
|
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_UAV_OR_CBV2,
|
|
m_state.uav_descriptor_base);
|
|
}
|
|
}
|
|
|
|
if (dirty_bits & DirtyState_PS_CBV)
|
|
{
|
|
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_PS_CBV, m_state.constant_buffers[0]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Renderer::SetRootSignatures()
|
|
{
|
|
const u32 dirty_bits = m_dirty_bits;
|
|
if (dirty_bits & DirtyState_RootSignature)
|
|
g_dx_context->GetCommandList()->SetGraphicsRootSignature(m_state.root_signature);
|
|
if (dirty_bits & DirtyState_ComputeRootSignature)
|
|
{
|
|
g_dx_context->GetCommandList()->SetComputeRootSignature(
|
|
g_dx_context->GetComputeRootSignature());
|
|
}
|
|
m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature);
|
|
}
|
|
|
|
void Renderer::SetDescriptorHeaps()
|
|
{
|
|
if (m_dirty_bits & DirtyState_DescriptorHeaps)
|
|
{
|
|
g_dx_context->GetCommandList()->SetDescriptorHeaps(g_dx_context->GetGPUDescriptorHeapCount(),
|
|
g_dx_context->GetGPUDescriptorHeaps());
|
|
m_dirty_bits &= ~DirtyState_DescriptorHeaps;
|
|
}
|
|
}
|
|
|
|
void Renderer::UpdateDescriptorTables()
|
|
{
|
|
// Samplers force a full sync because any of the samplers could be in use.
|
|
const bool texture_update_failed =
|
|
(m_dirty_bits & DirtyState_Textures) && !UpdateSRVDescriptorTable();
|
|
const bool sampler_update_failed =
|
|
(m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
|
|
const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
|
|
if (texture_update_failed || sampler_update_failed || uav_update_failed)
|
|
{
|
|
WARN_LOG(VIDEO, "Executing command list while waiting for temporary %s",
|
|
texture_update_failed ? "descriptors" : "samplers");
|
|
ExecuteCommandList(false);
|
|
SetRootSignatures();
|
|
SetDescriptorHeaps();
|
|
UpdateSRVDescriptorTable();
|
|
UpdateSamplerDescriptorTable();
|
|
UpdateUAVDescriptorTable();
|
|
}
|
|
}
|
|
|
|
bool Renderer::UpdateSRVDescriptorTable()
|
|
{
|
|
static constexpr std::array<UINT, MAX_TEXTURES> src_sizes = {1, 1, 1, 1, 1, 1, 1, 1};
|
|
DescriptorHandle dst_base_handle;
|
|
const UINT dst_handle_sizes = 8;
|
|
if (!g_dx_context->GetDescriptorAllocator()->Allocate(MAX_TEXTURES, &dst_base_handle))
|
|
return false;
|
|
|
|
g_dx_context->GetDevice()->CopyDescriptors(
|
|
1, &dst_base_handle.cpu_handle, &dst_handle_sizes, MAX_TEXTURES, m_state.textures.data(),
|
|
src_sizes.data(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
m_state.srv_descriptor_base = dst_base_handle.gpu_handle;
|
|
m_dirty_bits = (m_dirty_bits & ~DirtyState_Textures) | DirtyState_SRV_Descriptor;
|
|
return true;
|
|
}
|
|
|
|
bool Renderer::UpdateSamplerDescriptorTable()
|
|
{
|
|
if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers,
|
|
&m_state.sampler_descriptor_base))
|
|
{
|
|
g_dx_context->ResetSamplerAllocators();
|
|
return false;
|
|
}
|
|
|
|
m_dirty_bits = (m_dirty_bits & ~DirtyState_Samplers) | DirtyState_Sampler_Descriptor;
|
|
return true;
|
|
}
|
|
|
|
bool Renderer::UpdateUAVDescriptorTable()
|
|
{
|
|
// We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise.
|
|
if (!g_ActiveConfig.bBBoxEnable)
|
|
return true;
|
|
|
|
DescriptorHandle handle;
|
|
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
|
|
return false;
|
|
|
|
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.ps_uav,
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
m_state.uav_descriptor_base = handle.gpu_handle;
|
|
m_dirty_bits = (m_dirty_bits & ~DirtyState_PS_UAV) | DirtyState_UAV_Descriptor;
|
|
return true;
|
|
}
|
|
|
|
bool Renderer::UpdateComputeUAVDescriptorTable()
|
|
{
|
|
DescriptorHandle handle;
|
|
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
|
|
return false;
|
|
|
|
if (m_state.compute_image_texture)
|
|
{
|
|
g_dx_context->GetDevice()->CopyDescriptorsSimple(
|
|
1, handle.cpu_handle, m_state.compute_image_texture->GetUAVDescriptor().cpu_handle,
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
}
|
|
else
|
|
{
|
|
constexpr D3D12_UNORDERED_ACCESS_VIEW_DESC null_uav_desc = {};
|
|
g_dx_context->GetDevice()->CreateUnorderedAccessView(nullptr, nullptr, &null_uav_desc,
|
|
handle.cpu_handle);
|
|
}
|
|
|
|
m_dirty_bits &= ~DirtyState_ComputeImageTexture;
|
|
m_state.compute_uav_descriptor_base = handle.gpu_handle;
|
|
return true;
|
|
}
|
|
|
|
} // namespace DX12
|