(D3D12) allow for dynamic allocation of descriptors.
This commit is contained in:
parent
757a9c08de
commit
e42015e026
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@ -15,6 +15,8 @@
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#define CINTERFACE
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#include <stdbool.h>
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#include "d3d12_common.h"
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#include "dxgi_common.h"
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#include "d3dcompiler_common.h"
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@ -254,40 +256,91 @@ static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap
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out->cpu = D3D12GetCPUDescriptorHandleForHeapStart(out->handle);
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out->gpu = D3D12GetGPUDescriptorHandleForHeapStart(out->handle);
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out->stride = D3D12GetDescriptorHandleIncrementSize(device, out->desc.Type);
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out->map = (bool*)calloc(out->desc.NumDescriptors, sizeof(bool));
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}
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static inline void d3d12_release_descriptor_heap(d3d12_descriptor_heap_t* heap)
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{
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free(heap->map);
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Release(heap->handle);
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}
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static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap)
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{
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int i;
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D3D12_CPU_DESCRIPTOR_HANDLE handle = { 0 };
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for (i = heap->start; i < heap->desc.NumDescriptors; i++)
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{
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if (!heap->map[i])
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{
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heap->map[i] = true;
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handle.ptr = heap->cpu.ptr + i * heap->stride;
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heap->start = i + 1;
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return handle;
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}
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}
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/* if you get here try increasing NumDescriptors for this heap */
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assert(0);
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return handle;
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}
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static void
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d3d12_descriptor_heap_slot_free(d3d12_descriptor_heap_t* heap, D3D12_CPU_DESCRIPTOR_HANDLE handle)
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{
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int i;
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if (!handle.ptr)
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return;
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assert(((handle.ptr - heap->cpu.ptr) % heap->stride) == 0);
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i = (handle.ptr - heap->cpu.ptr) / heap->stride;
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assert(i >= 0 && i < heap->desc.NumDescriptors);
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assert(heap->map[i]);
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heap->map[i] = false;
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if (heap->start > i)
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heap->start = i;
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}
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bool d3d12_create_root_signature(
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D3D12Device device, D3D12_ROOT_SIGNATURE_DESC* desc, D3D12RootSignature* out)
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{
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D3DBlob signature;
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D3DBlob error;
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D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
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if (error)
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{
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RARCH_ERR(
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"[D3D12]: CreateRootSignature failed : %s", (const char*)D3DGetBufferPointer(error));
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Release(error);
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return false;
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}
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D3D12CreateRootSignature(
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device, 0, D3DGetBufferPointer(signature), D3DGetBufferSize(signature), out);
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Release(signature);
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return true;
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}
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bool d3d12_init_descriptors(d3d12_video_t* d3d12)
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{
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D3D12_ROOT_SIGNATURE_DESC desc;
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static const D3D12_DESCRIPTOR_RANGE srv_table[] = {
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{
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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1,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
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},
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};
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static const D3D12_DESCRIPTOR_RANGE sampler_table[] = {
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{
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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1,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
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},
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};
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D3D12_DESCRIPTOR_RANGE srv_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
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D3D12_DESCRIPTOR_RANGE sampler_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
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D3D12_ROOT_PARAMETER rootParameters[ROOT_ID_MAX];
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rootParameters[ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_table);
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rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_table;
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rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl);
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rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl;
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rootParameters[ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[ROOT_ID_SAMPLER_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_table);
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rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_table;
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rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_tbl);
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rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_tbl;
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rootParameters[ROOT_ID_SAMPLER_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[ROOT_ID_UBO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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@ -301,33 +354,19 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
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desc.pStaticSamplers = NULL;
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desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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{
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D3DBlob signature;
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D3DBlob error;
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D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
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d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.rootSignature);
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if (error)
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{
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RARCH_ERR(
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"[D3D12]: CreateRootSignature failed :\n%s\n",
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(const char*)D3DGetBufferPointer(error));
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Release(error);
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return false;
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}
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D3D12CreateRootSignature(
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d3d12->device, 0, D3DGetBufferPointer(signature), D3DGetBufferSize(signature),
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&d3d12->desc.rootSignature);
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Release(signature);
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}
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srv_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
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sampler_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
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d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.sl_rootSignature);
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d3d12->desc.rtv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets);
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d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets) + GFX_MAX_SHADERS;
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d3d12->desc.rtv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap);
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d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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d3d12->desc.srv_heap.desc.NumDescriptors = SRV_HEAP_SLOT_MAX;
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d3d12->desc.srv_heap.desc.NumDescriptors = 256;
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d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap);
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@ -339,6 +378,16 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
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return true;
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}
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static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
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d3d12_create_sampler(D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = d3d12_descriptor_heap_slot_alloc(heap);
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = { cpu_handle.ptr - heap->cpu.ptr + heap->gpu.ptr };
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D3D12CreateSampler(device, desc, cpu_handle);
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return gpu_handle;
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}
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void d3d12_init_samplers(d3d12_video_t* d3d12)
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{
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int i;
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@ -372,14 +421,12 @@ void d3d12_init_samplers(d3d12_video_t* d3d12)
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desc.AddressW = desc.AddressU;
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desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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d3d12->samplers[RARCH_FILTER_LINEAR][i] = d3d12_create_sampler(
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d3d12->device, &desc, &d3d12->desc.sampler_heap,
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0 * RARCH_WRAP_MAX + i);
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d3d12->samplers[RARCH_FILTER_LINEAR][i] =
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d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
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desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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d3d12->samplers[RARCH_FILTER_NEAREST][i] = d3d12_create_sampler(
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d3d12->device, &desc, &d3d12->desc.sampler_heap,
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1 * RARCH_WRAP_MAX + i);
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d3d12->samplers[RARCH_FILTER_NEAREST][i] =
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d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
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}
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}
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@ -469,14 +516,21 @@ d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffe
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return D3D12GetGPUVirtualAddress(*buffer);
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}
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void d3d12_init_texture(
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D3D12Device device,
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d3d12_descriptor_heap_t* heap,
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descriptor_heap_slot_t heap_index,
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d3d12_texture_t* texture)
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void d3d12_release_texture(d3d12_texture_t* texture)
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{
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if (texture->srv_heap)
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d3d12_descriptor_heap_slot_free(texture->srv_heap, texture->cpu_descriptor);
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Release(texture->handle);
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Release(texture->upload_buffer);
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}
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void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
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{
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bool is_render_target = texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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D3D12_FORMAT_SUPPORT1 format_support =
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D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
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d3d12_release_texture(texture);
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{
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D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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@ -486,21 +540,40 @@ void d3d12_init_texture(
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texture->desc.DepthOrArraySize = 1;
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texture->desc.MipLevels = 1;
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texture->desc.SampleDesc.Count = 1;
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texture->desc.Format = d3d12_get_closest_match(device, texture->desc.Format, format_support);
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D3D12CreateCommittedResource(
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device, &heap_props, D3D12_HEAP_FLAG_NONE, &texture->desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &texture->handle);
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}
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D3D12GetCopyableFootprints(
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device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows,
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&texture->row_size_in_bytes, &texture->total_bytes);
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if (texture->srv_heap)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { texture->desc.Format };
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view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
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texture->cpu_descriptor = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
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D3D12CreateShaderResourceView(device, texture->handle, &view_desc, texture->cpu_descriptor);
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texture->gpu_descriptor.ptr =
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texture->cpu_descriptor.ptr - texture->srv_heap->cpu.ptr + texture->srv_heap->gpu.ptr;
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}
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if (is_render_target)
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{
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}
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else
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{
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D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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D3D12_MEMORY_POOL_UNKNOWN, 1, 1 };
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D3D12_RESOURCE_DESC buffer_desc = { D3D12_RESOURCE_DIMENSION_BUFFER };
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D3D12GetCopyableFootprints(
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device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows,
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&texture->row_size_in_bytes, &texture->total_bytes);
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buffer_desc.Width = texture->total_bytes;
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buffer_desc.Height = 1;
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buffer_desc.DepthOrArraySize = 1;
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device, &heap_props, D3D12_HEAP_FLAG_NONE, &buffer_desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &texture->upload_buffer);
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}
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}
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void d3d12_update_texture(
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int width,
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int height,
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int pitch,
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DXGI_FORMAT format,
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const void* data,
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d3d12_texture_t* texture)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
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uint8_t* dst;
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D3D12_RANGE read_range = { 0, 0 };
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view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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view_desc.Format = texture->desc.Format;
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view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
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D3D12Map(texture->upload_buffer, 0, &read_range, (void**)&dst);
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handle.ptr = heap->cpu.ptr + heap_index * heap->stride;
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dxgi_copy(
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width, height, format, pitch, data, texture->desc.Format,
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texture->layout.Footprint.RowPitch, dst + texture->layout.Offset);
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D3D12CreateShaderResourceView(device, texture->handle, &view_desc, handle);
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texture->gpu_descriptor.ptr = heap->gpu.ptr + heap_index * heap->stride;
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D3D12Unmap(texture->upload_buffer, 0, NULL);
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texture->dirty = true;
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}
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}
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void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture)
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{
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D3D12_TEXTURE_COPY_LOCATION src = { 0 };
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@ -101,11 +101,13 @@ static INLINE ULONG D3D12ReleaseResource(void* resource)
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static INLINE HRESULT
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D3D12Map(void* resource, UINT subresource, D3D12_RANGE* read_range, void** data)
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{
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return ((ID3D12Resource*)resource)->lpVtbl->Map((ID3D12Resource*)resource, subresource, read_range, data);
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return ((ID3D12Resource*)resource)
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->lpVtbl->Map((ID3D12Resource*)resource, subresource, read_range, data);
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}
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static INLINE void D3D12Unmap(void* resource, UINT subresource, D3D12_RANGE* written_range)
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{
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((ID3D12Resource*)resource)->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
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((ID3D12Resource*)resource)
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->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
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}
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static INLINE D3D12_GPU_VIRTUAL_ADDRESS D3D12GetGPUVirtualAddress(void* resource)
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{
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@ -121,7 +123,8 @@ static INLINE HRESULT D3D12WriteToSubresource(
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{
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return ((ID3D12Resource*)resource)
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->lpVtbl->WriteToSubresource(
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(ID3D12Resource*)resource, dst_subresource, dst_box, src_data, src_row_pitch, src_depth_pitch);
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(ID3D12Resource*)resource, dst_subresource, dst_box, src_data, src_row_pitch,
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src_depth_pitch);
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}
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static INLINE HRESULT D3D12ReadFromSubresource(
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void* resource,
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@ -133,7 +136,8 @@ static INLINE HRESULT D3D12ReadFromSubresource(
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{
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return ((ID3D12Resource*)resource)
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->lpVtbl->ReadFromSubresource(
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(ID3D12Resource*)resource, dst_data, dst_row_pitch, dst_depth_pitch, src_subresource, src_box);
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(ID3D12Resource*)resource, dst_data, dst_row_pitch, dst_depth_pitch, src_subresource,
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src_box);
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}
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static INLINE HRESULT D3D12GetHeapProperties(
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void* resource, D3D12_HEAP_PROPERTIES* heap_properties, D3D12_HEAP_FLAGS* heap_flags)
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@ -639,8 +643,7 @@ static INLINE UINT D3D12GetNodeCount(D3D12Device device)
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static INLINE HRESULT D3D12CreateCommandQueue(
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D3D12Device device, D3D12_COMMAND_QUEUE_DESC* desc, ID3D12CommandQueue** out)
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{
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return device->lpVtbl->CreateCommandQueue(
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device, desc, uuidof(ID3D12CommandQueue), (void**)out);
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return device->lpVtbl->CreateCommandQueue(device, desc, uuidof(ID3D12CommandQueue), (void**)out);
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}
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static INLINE HRESULT D3D12CreateCommandAllocator(
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D3D12Device device, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator** out)
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@ -1207,8 +1210,7 @@ static INLINE void D3D12ExecuteGraphicsCommandLists(
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static INLINE HRESULT
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DXGIGetSwapChainBuffer(DXGISwapChain swapchain, UINT buffer, D3D12Resource* surface)
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{
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return swapchain->lpVtbl->GetBuffer(
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swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
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return swapchain->lpVtbl->GetBuffer(swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
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}
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static INLINE void D3D12SetDescriptorHeaps(
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D3D12GraphicsCommandList command_list,
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@ -1289,7 +1291,8 @@ typedef struct
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D3D12_CPU_DESCRIPTOR_HANDLE cpu; /* descriptor */
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D3D12_GPU_DESCRIPTOR_HANDLE gpu; /* descriptor */
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||||
UINT stride;
|
||||
UINT count;
|
||||
bool* map;
|
||||
int start;
|
||||
} d3d12_descriptor_heap_t;
|
||||
|
||||
typedef struct
|
||||
|
@ -1297,15 +1300,19 @@ typedef struct
|
|||
D3D12Resource handle;
|
||||
D3D12Resource upload_buffer;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
|
||||
UINT num_rows;
|
||||
UINT64 row_size_in_bytes;
|
||||
UINT64 total_bytes;
|
||||
d3d12_descriptor_heap_t* srv_heap;
|
||||
bool dirty;
|
||||
} d3d12_texture_t;
|
||||
|
||||
#define TEXTURE_DESC_SLOTS_COUNT 128
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned cur_mon_id;
|
||||
|
@ -1325,6 +1332,7 @@ typedef struct
|
|||
|
||||
struct
|
||||
{
|
||||
D3D12RootSignature sl_rootSignature; /* descriptor layout */
|
||||
D3D12RootSignature rootSignature; /* descriptor layout */
|
||||
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
|
||||
d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
|
||||
|
@ -1392,21 +1400,13 @@ typedef struct
|
|||
#endif
|
||||
} d3d12_video_t;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
typedef enum {
|
||||
ROOT_ID_TEXTURE_T = 0,
|
||||
ROOT_ID_SAMPLER_T,
|
||||
ROOT_ID_UBO,
|
||||
ROOT_ID_MAX,
|
||||
} root_signature_parameter_index_t;
|
||||
|
||||
typedef enum {
|
||||
SRV_HEAP_SLOT_FRAME_TEXTURE = 0,
|
||||
SRV_HEAP_SLOT_MENU_TEXTURE,
|
||||
SRV_HEAP_SLOT_CUSTOM,
|
||||
SRV_HEAP_SLOT_MAX = 16
|
||||
} descriptor_heap_slot_t;
|
||||
|
||||
RETRO_BEGIN_DECLS
|
||||
|
||||
extern D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_enable_desc;
|
||||
|
@ -1431,11 +1431,15 @@ bool d3d12_init_queue(d3d12_video_t* d3d12);
|
|||
D3D12_GPU_VIRTUAL_ADDRESS
|
||||
d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer);
|
||||
|
||||
void d3d12_init_texture(
|
||||
D3D12Device device,
|
||||
d3d12_descriptor_heap_t* heap,
|
||||
descriptor_heap_slot_t heap_index,
|
||||
d3d12_texture_t* tex);
|
||||
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* tex);
|
||||
|
||||
void d3d12_update_texture(
|
||||
int width,
|
||||
int height,
|
||||
int pitch,
|
||||
DXGI_FORMAT format,
|
||||
const void* data,
|
||||
d3d12_texture_t* texture);
|
||||
|
||||
void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture);
|
||||
|
||||
|
@ -1473,52 +1477,13 @@ d3d12_set_sampler(D3D12GraphicsCommandList cmd, D3D12_GPU_DESCRIPTOR_HANDLE samp
|
|||
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, sampler);
|
||||
}
|
||||
|
||||
static INLINE void d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
|
||||
static INLINE void
|
||||
d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
|
||||
{
|
||||
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor);
|
||||
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, texture->sampler);
|
||||
}
|
||||
|
||||
static INLINE void d3d12_update_texture(
|
||||
int width,
|
||||
int height,
|
||||
int pitch,
|
||||
DXGI_FORMAT format,
|
||||
const void* data,
|
||||
d3d12_texture_t* texture)
|
||||
{
|
||||
uint8_t* dst;
|
||||
D3D12_RANGE read_range = { 0, 0 };
|
||||
|
||||
D3D12Map(texture->upload_buffer, 0, &read_range, (void**)&dst);
|
||||
|
||||
dxgi_copy(
|
||||
width, height, format, pitch, data, texture->desc.Format,
|
||||
texture->layout.Footprint.RowPitch, dst + texture->layout.Offset);
|
||||
|
||||
D3D12Unmap(texture->upload_buffer, 0, NULL);
|
||||
|
||||
texture->dirty = true;
|
||||
}
|
||||
|
||||
static INLINE DXGI_FORMAT
|
||||
d3d12_get_closest_match_texture2D(D3D12Device device, DXGI_FORMAT desired_format)
|
||||
{
|
||||
return d3d12_get_closest_match(
|
||||
device, desired_format,
|
||||
D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
|
||||
}
|
||||
|
||||
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE d3d12_create_sampler(
|
||||
D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap, int slot)
|
||||
{
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = {heap->gpu.ptr + slot * heap->stride};
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = {heap->cpu.ptr + slot * heap->stride};
|
||||
|
||||
D3D12CreateSampler(device, desc, cpu_handle);
|
||||
return gpu_handle;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
RETRO_END_DECLS
|
||||
|
|
|
@ -214,8 +214,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU_3]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_3]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -229,8 +228,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU_4]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_4]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -244,8 +242,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU_5]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_5]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -259,8 +256,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU_6]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_6]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -278,7 +274,8 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
;
|
||||
|
||||
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
|
||||
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
|
||||
|
@ -293,8 +290,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -308,8 +304,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
|
|||
goto error;
|
||||
|
||||
if (!d3d12_init_pipeline(
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc,
|
||||
&d3d12->pipes[VIDEO_SHADER_MENU_2]))
|
||||
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_2]))
|
||||
goto error;
|
||||
|
||||
Release(vs_code);
|
||||
|
@ -340,12 +335,18 @@ static void d3d12_gfx_free(void* data)
|
|||
Release(d3d12->menu.texture.handle);
|
||||
Release(d3d12->menu.texture.upload_buffer);
|
||||
|
||||
Release(d3d12->ubo);
|
||||
free(d3d12->desc.sampler_heap.map);
|
||||
free(d3d12->desc.srv_heap.map);
|
||||
free(d3d12->desc.rtv_heap.map);
|
||||
Release(d3d12->desc.sampler_heap.handle);
|
||||
Release(d3d12->desc.srv_heap.handle);
|
||||
Release(d3d12->desc.rtv_heap.handle);
|
||||
|
||||
Release(d3d12->desc.sl_rootSignature);
|
||||
Release(d3d12->desc.rootSignature);
|
||||
|
||||
Release(d3d12->ubo);
|
||||
|
||||
for (i = 0; i < GFX_MAX_SHADERS; i++)
|
||||
Release(d3d12->pipes[i]);
|
||||
|
||||
|
@ -418,8 +419,7 @@ d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
|
|||
d3d12->keep_aspect = video->force_aspect;
|
||||
d3d12->chain.vsync = video->vsync;
|
||||
d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
|
||||
d3d12->frame.texture.desc.Format =
|
||||
d3d12_get_closest_match_texture2D(d3d12->device, d3d12->format);
|
||||
d3d12->frame.texture.desc.Format = d3d12->format;
|
||||
|
||||
d3d12->ubo_view.SizeInBytes = sizeof(math_matrix_4x4);
|
||||
d3d12->ubo_view.BufferLocation =
|
||||
|
@ -514,9 +514,8 @@ static bool d3d12_gfx_frame(
|
|||
{
|
||||
d3d12->frame.texture.desc.Width = width;
|
||||
d3d12->frame.texture.desc.Height = height;
|
||||
d3d12_init_texture(
|
||||
d3d12->device, &d3d12->desc.srv_heap, SRV_HEAP_SLOT_FRAME_TEXTURE,
|
||||
&d3d12->frame.texture);
|
||||
d3d12->frame.texture.srv_heap = &d3d12->desc.srv_heap;
|
||||
d3d12_init_texture(d3d12->device, &d3d12->frame.texture);
|
||||
}
|
||||
d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture);
|
||||
|
||||
|
@ -660,9 +659,9 @@ static void d3d12_set_menu_texture_frame(
|
|||
{
|
||||
d3d12->menu.texture.desc.Width = width;
|
||||
d3d12->menu.texture.desc.Height = height;
|
||||
d3d12->menu.texture.desc.Format = d3d12_get_closest_match_texture2D(d3d12->device, format);
|
||||
d3d12_init_texture(
|
||||
d3d12->device, &d3d12->desc.srv_heap, SRV_HEAP_SLOT_MENU_TEXTURE, &d3d12->menu.texture);
|
||||
d3d12->menu.texture.desc.Format = format;
|
||||
d3d12->menu.texture.srv_heap = &d3d12->desc.srv_heap;
|
||||
d3d12_init_texture(d3d12->device, &d3d12->menu.texture);
|
||||
}
|
||||
|
||||
d3d12_update_texture(width, height, pitch, format, frame, &d3d12->menu.texture);
|
||||
|
|
Loading…
Reference in New Issue