mirror of
https://github.com/libretro/dolphin
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325 lines
14 KiB
C++
325 lines
14 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/CommonTypes.h"
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#include "VideoBackends/D3D12/VertexManager.h"
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D12/DXContext.h"
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#include "VideoBackends/D3D12/Renderer.h"
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#include "VideoBackends/D3D12/StreamBuffer.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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VertexManager::VertexManager() = default;
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VertexManager::~VertexManager() = default;
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bool VertexManager::Initialize()
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{
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if (!VertexManagerBase::Initialize())
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return false;
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if (!m_vertex_stream_buffer.AllocateBuffer(VERTEX_STREAM_BUFFER_SIZE) ||
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!m_index_stream_buffer.AllocateBuffer(INDEX_STREAM_BUFFER_SIZE) ||
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!m_uniform_stream_buffer.AllocateBuffer(UNIFORM_STREAM_BUFFER_SIZE) ||
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!m_texel_stream_buffer.AllocateBuffer(TEXEL_STREAM_BUFFER_SIZE))
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{
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PanicAlert("Failed to allocate streaming buffers");
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return false;
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}
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static constexpr std::array<std::pair<TexelBufferFormat, DXGI_FORMAT>, NUM_TEXEL_BUFFER_FORMATS>
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format_mapping = {{
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{TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT},
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{TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT},
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{TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT},
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{TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT},
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}};
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for (const auto& it : format_mapping)
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{
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DescriptorHandle& dh = m_texel_buffer_views[it.first];
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if (!g_dx_context->GetDescriptorHeapManager().Allocate(&dh))
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{
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PanicAlert("Failed to allocate descriptor for texel buffer");
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return false;
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}
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {it.second, D3D12_SRV_DIMENSION_BUFFER,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
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srv_desc.Buffer.NumElements =
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m_texel_stream_buffer.GetSize() / GetTexelBufferElementSize(it.first);
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g_dx_context->GetDevice()->CreateShaderResourceView(m_texel_stream_buffer.GetBuffer(),
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&srv_desc, dh.cpu_handle);
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}
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UploadAllConstants();
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return true;
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}
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void VertexManager::ResetBuffer(u32 vertex_stride)
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{
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// Attempt to allocate from buffers
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bool has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
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bool has_ibuffer_allocation =
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m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
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if (!has_vbuffer_allocation || !has_ibuffer_allocation)
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{
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// Flush any pending commands first, so that we can wait on the fences
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WARN_LOG(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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// Attempt to allocate again, this may cause a fence wait
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if (!has_vbuffer_allocation)
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has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
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if (!has_ibuffer_allocation)
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has_ibuffer_allocation =
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m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
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// If we still failed, that means the allocation was too large and will never succeed, so panic
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if (!has_vbuffer_allocation || !has_ibuffer_allocation)
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PanicAlert("Failed to allocate space in streaming buffers for pending draw");
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}
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// Update pointers
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m_base_buffer_pointer = m_vertex_stream_buffer.GetHostPointer();
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m_end_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer() + MAXVBUFFERSIZE;
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m_cur_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer();
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m_index_generator.Start(reinterpret_cast<u16*>(m_index_stream_buffer.GetCurrentHostPointer()));
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}
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void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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const u32 vertex_data_size = num_vertices * vertex_stride;
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const u32 index_data_size = num_indices * sizeof(u16);
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*out_base_vertex =
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vertex_stride > 0 ? (m_vertex_stream_buffer.GetCurrentOffset() / vertex_stride) : 0;
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*out_base_index = m_index_stream_buffer.GetCurrentOffset() / sizeof(u16);
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m_vertex_stream_buffer.CommitMemory(vertex_data_size);
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m_index_stream_buffer.CommitMemory(index_data_size);
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ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast<int>(vertex_data_size));
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ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast<int>(index_data_size));
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Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(), vertex_stride,
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m_vertex_stream_buffer.GetSize());
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Renderer::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
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m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);
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}
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void VertexManager::UploadUniforms()
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{
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UpdateVertexShaderConstants();
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UpdateGeometryShaderConstants();
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UpdatePixelShaderConstants();
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}
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void VertexManager::UpdateVertexShaderConstants()
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{
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if (!VertexShaderManager::dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &VertexShaderManager::constants,
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sizeof(VertexShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(VertexShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(VertexShaderConstants));
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VertexShaderManager::dirty = false;
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}
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void VertexManager::UpdateGeometryShaderConstants()
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{
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if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &GeometryShaderManager::constants,
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sizeof(GeometryShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(GeometryShaderConstants));
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GeometryShaderManager::dirty = false;
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}
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void VertexManager::UpdatePixelShaderConstants()
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{
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if (!PixelShaderManager::dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &PixelShaderManager::constants,
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sizeof(PixelShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants));
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PixelShaderManager::dirty = false;
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}
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bool VertexManager::ReserveConstantStorage()
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{
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static constexpr u32 reserve_size =
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static_cast<u32>(std::max({sizeof(PixelShaderConstants), sizeof(VertexShaderConstants),
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sizeof(GeometryShaderConstants)}));
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if (m_uniform_stream_buffer.ReserveMemory(reserve_size,
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
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{
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return true;
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}
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// The only places that call constant updates are safe to have state restored.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in uniform buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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// Since we are on a new command buffer, all constants have been invalidated, and we need
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// to reupload them. We may as well do this now, since we're issuing a draw anyway.
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UploadAllConstants();
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return false;
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}
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void VertexManager::UploadAllConstants()
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{
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// We are free to re-use parts of the buffer now since we're uploading all constants.
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const u32 pixel_constants_offset = 0;
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const u32 vertex_constants_offset =
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Common::AlignUp(pixel_constants_offset + sizeof(PixelShaderConstants),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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const u32 geometry_constants_offset =
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Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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const u32 allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
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// Allocate everything at once.
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// We should only be here if the buffer was full and a command buffer was submitted anyway.
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if (!m_uniform_stream_buffer.ReserveMemory(allocation_size,
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
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{
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PanicAlert("Failed to allocate space for constants in streaming buffer");
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return;
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}
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// Update bindings
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Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() +
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pixel_constants_offset);
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Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
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vertex_constants_offset);
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Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
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geometry_constants_offset);
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// Copy the actual data in
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
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&PixelShaderManager::constants, sizeof(PixelShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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// Finally, flush buffer memory after copying
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m_uniform_stream_buffer.CommitMemory(allocation_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, allocation_size);
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// Clear dirty flags
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VertexShaderManager::dirty = false;
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GeometryShaderManager::dirty = false;
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PixelShaderManager::dirty = false;
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}
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void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size)
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{
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InvalidateConstants();
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if (!m_uniform_stream_buffer.ReserveMemory(data_size,
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
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{
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WARN_LOG(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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}
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Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
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Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
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Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
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m_uniform_stream_buffer.CommitMemory(data_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
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}
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bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
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u32* out_offset)
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{
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if (data_size > m_texel_stream_buffer.GetSize())
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return false;
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const u32 elem_size = GetTexelBufferElementSize(format);
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if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
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{
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// Try submitting cmdbuffer.
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WARN_LOG(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
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{
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PanicAlert("Failed to allocate %u bytes from texel buffer", data_size);
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return false;
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}
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}
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std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
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*out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
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m_texel_stream_buffer.CommitMemory(data_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
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Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
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return true;
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}
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bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
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u32* out_offset, const void* palette_data, u32 palette_size,
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TexelBufferFormat palette_format, u32* out_palette_offset)
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{
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const u32 elem_size = GetTexelBufferElementSize(format);
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const u32 palette_elem_size = GetTexelBufferElementSize(palette_format);
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const u32 reserve_size = data_size + palette_size + palette_elem_size;
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if (reserve_size > m_texel_stream_buffer.GetSize())
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return false;
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if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
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{
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// Try submitting cmdbuffer.
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WARN_LOG(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
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{
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PanicAlert("Failed to allocate %u bytes from texel buffer", reserve_size);
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return false;
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}
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}
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const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size);
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std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
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std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer() + palette_byte_offset, palette_data,
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palette_size);
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*out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
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*out_palette_offset =
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(static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) + palette_byte_offset) /
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palette_elem_size;
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m_texel_stream_buffer.CommitMemory(palette_byte_offset + palette_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size);
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Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
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Renderer::GetInstance()->SetTextureDescriptor(1, m_texel_buffer_views[palette_format].cpu_handle);
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return true;
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}
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} // namespace DX12
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