dolphin/Source/Core/VideoBackends/D3D12/D3DUtil.cpp

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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cctype>
#include <list>
#include <memory>
#include <string>
#include "Common/Align.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/D3DTexture.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
namespace DX12
{
namespace D3D
{
void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource,
D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after,
UINT subresource)
{
if (state_before == state_after)
return;
CHECK(resource, "NULL resource passed to ResourceBarrier.");
D3D12_RESOURCE_BARRIER resourceBarrierDesc = {
D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, // D3D12_RESOURCE_TRANSITION_BARRIER_DESC Transition
D3D12_RESOURCE_BARRIER_FLAG_NONE, // D3D12_RESOURCE_BARRIER_FLAGS Flags
// D3D12_RESOURCE_TRANSITION_BARRIER_DESC Transition
{
resource, // ID3D12Resource *pResource;
subresource, // UINT Subresource;
state_before, // UINT StateBefore;
state_after // UINT StateAfter;
}};
command_list->ResourceBarrier(1, &resourceBarrierDesc);
}
// Ring buffer class, shared between the draw* functions
class UtilVertexBuffer
{
public:
explicit UtilVertexBuffer(size_t size)
{
m_stream_buffer = std::make_unique<D3DStreamBuffer>(size, size * 4, nullptr);
}
~UtilVertexBuffer() {}
size_t GetSize() const { return m_stream_buffer->GetSize(); }
// returns vertex offset to the new data
size_t AppendData(const void* data, size_t size, size_t vertex_size)
{
m_stream_buffer->AllocateSpaceInBuffer(size, vertex_size, false);
memcpy(static_cast<u8*>(m_stream_buffer->GetCPUAddressOfCurrentAllocation()), data, size);
return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size;
}
size_t BeginAppendData(void** write_ptr, size_t size, size_t vertex_size)
{
m_stream_buffer->AllocateSpaceInBuffer(size, vertex_size, false);
*write_ptr = m_stream_buffer->GetCPUAddressOfCurrentAllocation();
return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size;
}
void EndAppendData()
{
// No-op on DX12.
}
ID3D12Resource* GetBuffer12() { return m_stream_buffer->GetBuffer(); }
private:
std::unique_ptr<D3DStreamBuffer> m_stream_buffer;
};
CD3DFont font;
static std::unique_ptr<UtilVertexBuffer> util_vbuf_stq;
static std::unique_ptr<UtilVertexBuffer> util_vbuf_clearq;
static std::unique_ptr<UtilVertexBuffer> util_vbuf_efbpokequads;
static const unsigned int s_max_num_vertices = 8000 * 6;
struct FONT2DVERTEX
{
float x, y, z;
float col[4];
float tu, tv;
};
FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
FONT2DVERTEX v;
v.x = x;
v.y = y;
v.z = 0;
v.tu = tu;
v.tv = tv;
v.col[0] = (static_cast<float>((color >> 16) & 0xFF)) / 255.f;
v.col[1] = (static_cast<float>((color >> 8) & 0xFF)) / 255.f;
v.col[2] = (static_cast<float>((color >> 0) & 0xFF)) / 255.f;
v.col[3] = (static_cast<float>((color >> 24) & 0xFF)) / 255.f;
return v;
}
CD3DFont::CD3DFont()
{
}
constexpr const char fontpixshader[] = {
"Texture2D tex2D;\n"
"SamplerState linearSampler\n"
"{\n"
" Filter = MIN_MAG_MIP_LINEAR;\n"
" AddressU = D3D11_TEXTURE_ADDRESS_BORDER;\n"
" AddressV = D3D11_TEXTURE_ADDRESS_BORDER;\n"
" BorderColor = float4(0.f, 0.f, 0.f, 0.f);\n"
"};\n"
"struct PS_INPUT\n"
"{\n"
" float4 pos : SV_POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"float4 main( PS_INPUT input ) : SV_Target\n"
"{\n"
" return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
"};\n"};
constexpr const char fontvertshader[] = {"struct VS_INPUT\n"
"{\n"
" float4 pos : POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"struct PS_INPUT\n"
"{\n"
" float4 pos : SV_POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"PS_INPUT main( VS_INPUT input )\n"
"{\n"
" PS_INPUT output;\n"
" output.pos = input.pos;\n"
" output.col = input.col;\n"
" output.tex = input.tex;\n"
" return output;\n"
"};\n"};
int CD3DFont::Init()
{
// Create vertex buffer for the letters
// Prepare to create a bitmap
unsigned int* bitmap_bits;
BITMAPINFO bmi;
ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = static_cast<int>(m_tex_width);
bmi.bmiHeader.biHeight = -static_cast<int>(m_tex_height);
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC(nullptr);
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS,
reinterpret_cast<void**>(&bitmap_bits), nullptr, 0);
SetMapMode(hDC, MM_TEXT);
// create a GDI font
HFONT hFont =
CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, _T("Tahoma"));
if (nullptr == hFont)
return E_FAIL;
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
// Set text properties
SetTextColor(hDC, 0xFFFFFF);
SetBkColor(hDC, 0);
SetTextAlign(hDC, TA_TOP);
TEXTMETRICW tm;
GetTextMetricsW(hDC, &tm);
m_line_height = tm.tmHeight;
// Loop through all printable characters and output them to the bitmap
// Meanwhile, keep track of the corresponding tex coords for each character.
int x = 0, y = 0;
char str[2] = "\0";
for (int c = 0; c < 127 - 32; c++)
{
str[0] = c + 32;
SIZE size;
GetTextExtentPoint32A(hDC, str, 1, &size);
if (static_cast<int>(x + size.cx + 1) > m_tex_width)
{
x = 0;
y += m_line_height;
}
ExtTextOutA(hDC, x + 1, y + 0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr);
m_tex_coords[c][0] = (static_cast<float>(x + 0)) / m_tex_width;
m_tex_coords[c][1] = (static_cast<float>(y + 0)) / m_tex_height;
m_tex_coords[c][2] = (static_cast<float>(x + 0 + size.cx)) / m_tex_width;
m_tex_coords[c][3] = (static_cast<float>(y + 0 + size.cy)) / m_tex_height;
x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
}
// Create a new texture for the font
// possible optimization: store the converted data in a buffer and fill the texture on creation.
// That way, we can use a static texture
std::unique_ptr<byte[]> tex_initial_data(new byte[m_tex_width * m_tex_height * 4]);
for (y = 0; y < m_tex_height; y++)
{
u32* pDst32 =
reinterpret_cast<u32*>(static_cast<u8*>(tex_initial_data.get()) + y * m_tex_width * 4);
for (x = 0; x < m_tex_width; x++)
{
const u8 bAlpha = (bitmap_bits[m_tex_width * y + x] & 0xff);
*pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF;
}
}
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_tex_width, m_tex_height, 1, 1),
D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&m_texture12)));
D3D::SetDebugObjectName12(m_texture12, "texture of a CD3DFont object");
ID3D12Resource* temporaryFontTextureUploadBuffer;
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(Common::AlignUp(static_cast<unsigned int>(m_tex_width) * 4,
D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
m_tex_height),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&temporaryFontTextureUploadBuffer)));
D3D12_SUBRESOURCE_DATA subresource_data_dest = {
tex_initial_data.get(), // const void *pData;
m_tex_width * 4, // LONG_PTR RowPitch;
0 // LONG_PTR SlicePitch;
};
D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
CHECK(0 != UpdateSubresources(D3D::current_command_list, m_texture12,
temporaryFontTextureUploadBuffer, 0, 0, 1, &subresource_data_dest),
"UpdateSubresources call failed.");
command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
temporaryFontTextureUploadBuffer);
tex_initial_data.release();
D3D::gpu_descriptor_heap_mgr->Allocate(&m_texture12_cpu, &m_texture12_gpu);
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = -1;
D3D::device12->CreateShaderResourceView(m_texture12, &srv_desc, m_texture12_cpu);
D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
SelectObject(hDC, hOldbmBitmap);
DeleteObject(hbmBitmap);
SelectObject(hDC, hOldFont);
DeleteObject(hFont);
// setup device objects for drawing
ID3DBlob* psbytecode = nullptr;
D3D::CompilePixelShader(fontpixshader, &psbytecode);
if (psbytecode == nullptr)
PanicAlert("Failed to compile pixel shader, %s %d\n", __FILE__, __LINE__);
m_pshader12.pShaderBytecode = psbytecode->GetBufferPointer();
m_pshader12.BytecodeLength = psbytecode->GetBufferSize();
ID3DBlob* vsbytecode = nullptr;
D3D::CompileVertexShader(fontvertshader, &vsbytecode);
if (vsbytecode == nullptr)
PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
m_vshader12.pShaderBytecode = vsbytecode->GetBufferPointer();
m_vshader12.BytecodeLength = vsbytecode->GetBufferSize();
const D3D12_INPUT_ELEMENT_DESC desc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
0},
};
m_input_layout12.NumElements = ARRAYSIZE(desc);
m_input_layout12.pInputElementDescs = desc;
D3D12_BLEND_DESC blenddesc = {};
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = TRUE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
blenddesc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
blenddesc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
blenddesc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
blenddesc.RenderTarget[0].LogicOpEnable = FALSE;
m_blendstate12 = blenddesc;
D3D12_RASTERIZER_DESC rastdesc = {
D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false, 0, 0.f, 0.f, false, false, false, false};
m_raststate12 = rastdesc;
const unsigned int text_vb_size = s_max_num_vertices * sizeof(FONT2DVERTEX);
m_vertex_buffer = std::make_unique<D3DStreamBuffer>(text_vb_size * 2, text_vb_size * 16, nullptr);
D3D12_GRAPHICS_PIPELINE_STATE_DESC text_pso_desc = {
default_root_signature, // ID3D12RootSignature *pRootSignature;
{vsbytecode->GetBufferPointer(), vsbytecode->GetBufferSize()}, // D3D12_SHADER_BYTECODE VS;
{psbytecode->GetBufferPointer(), psbytecode->GetBufferSize()}, // D3D12_SHADER_BYTECODE PS;
{}, // D3D12_SHADER_BYTECODE DS;
{}, // D3D12_SHADER_BYTECODE HS;
{}, // D3D12_SHADER_BYTECODE GS;
{}, // D3D12_STREAM_OUTPUT_DESC StreamOutput
blenddesc, // D3D12_BLEND_DESC BlendState;
UINT_MAX, // UINT SampleMask;
rastdesc, // D3D12_RASTERIZER_DESC RasterizerState
CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
m_input_layout12, // D3D12_INPUT_LAYOUT_DESC InputLayout
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_STRIP_CUT_VALUE
// IndexBufferProperties
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE
// PrimitiveTopologyType
1, // UINT NumRenderTargets
{DXGI_FORMAT_R8G8B8A8_UNORM}, // DXGI_FORMAT RTVFormats[8]
DXGI_FORMAT_UNKNOWN, // DXGI_FORMAT DSVFormat
{1 /* UINT Count */, 0 /* UINT Quality */} // DXGI_SAMPLE_DESC SampleDesc
};
CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&text_pso_desc, &m_pso));
SAFE_RELEASE(psbytecode);
SAFE_RELEASE(vsbytecode);
return S_OK;
}
int CD3DFont::Shutdown()
{
m_vertex_buffer.reset();
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_texture12);
return S_OK;
}
int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
const std::string& text)
{
if (!m_vertex_buffer)
return 0;
float scale_x = 1 / static_cast<float>(D3D::GetBackBufferWidth()) * 2.f;
float scale_y = 1 / static_cast<float>(D3D::GetBackBufferHeight()) * 2.f;
float sizeratio = size / static_cast<float>(m_line_height);
// translate starting positions
float sx = x * scale_x - 1.f;
float sy = 1.f - y * scale_y;
// set general pipeline state
D3D::current_command_list->SetPipelineState(m_pso);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV,
m_texture12_gpu);
// upper bound is nchars * 6, assuming no spaces
m_vertex_buffer->AllocateSpaceInBuffer(static_cast<u32>(text.length()) * 6 * sizeof(FONT2DVERTEX),
sizeof(FONT2DVERTEX), false);
FONT2DVERTEX* vertices12 =
reinterpret_cast<FONT2DVERTEX*>(m_vertex_buffer->GetCPUAddressOfCurrentAllocation());
int num_triangles = 0;
float start_x = sx;
for (char c : text)
{
if (c == '\n')
{
sx = start_x;
sy -= scale_y * size;
}
if (!std::isprint(c))
continue;
c -= 32;
float tx1 = m_tex_coords[c][0];
float ty1 = m_tex_coords[c][1];
float tx2 = m_tex_coords[c][2];
float ty2 = m_tex_coords[c][3];
float w = static_cast<float>(tx2 - tx1) * m_tex_width * scale_x * sizeratio;
float h = static_cast<float>(ty1 - ty2) * m_tex_height * scale_y * sizeratio;
FONT2DVERTEX v[6];
v[0] = InitFont2DVertex(sx, sy + h, dwColor, tx1, ty2);
v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
v[2] = InitFont2DVertex(sx + w, sy + h, dwColor, tx2, ty2);
v[3] = InitFont2DVertex(sx + w, sy, dwColor, tx2, ty1);
v[4] = v[2];
v[5] = v[1];
memcpy(vertices12, v, 6 * sizeof(FONT2DVERTEX));
vertices12 += 6;
num_triangles += 2;
sx += w + spacing * scale_x * size;
}
// Render the vertex buffer
if (num_triangles > 0)
{
u32 written_size = num_triangles * 3 * sizeof(FONT2DVERTEX);
m_vertex_buffer->OverrideSizeOfPreviousAllocation(written_size);
D3D12_VERTEX_BUFFER_VIEW vb_view = {m_vertex_buffer->GetGPUAddressOfCurrentAllocation(),
written_size, sizeof(FONT2DVERTEX)};
D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
D3D::current_command_list->DrawInstanced(3 * num_triangles, 1, 0, 0);
}
return S_OK;
}
D3D12_CPU_DESCRIPTOR_HANDLE linear_copy_sampler12CPU;
D3D12_GPU_DESCRIPTOR_HANDLE linear_copy_sampler12GPU;
D3D12_CPU_DESCRIPTOR_HANDLE point_copy_sampler12CPU;
D3D12_GPU_DESCRIPTOR_HANDLE point_copy_sampler12GPU;
struct STQVertex
{
float x, y, z, u, v, w, g;
};
struct ClearVertex
{
float x, y, z;
u32 col;
};
struct ColVertex
{
float x, y, z;
u32 col;
};
struct
{
float u1, v1, u2, v2, S, G;
} tex_quad_data;
struct
{
u32 col;
float z;
} clear_quad_data;
// ring buffer offsets
static size_t stq_offset;
static size_t clearq_offset;
void InitUtils()
{
util_vbuf_stq = std::make_unique<UtilVertexBuffer>(0x10000);
util_vbuf_clearq = std::make_unique<UtilVertexBuffer>(0x10000);
util_vbuf_efbpokequads = std::make_unique<UtilVertexBuffer>(0x100000);
D3D12_SAMPLER_DESC point_sampler_desc = {D3D12_FILTER_MIN_MAG_MIP_POINT,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
0.f,
1,
D3D12_COMPARISON_FUNC_ALWAYS,
{0.f, 0.f, 0.f, 0.f},
0.f,
0.f};
D3D::sampler_descriptor_heap_mgr->Allocate(&point_copy_sampler12CPU, &point_copy_sampler12GPU);
D3D::device12->CreateSampler(&point_sampler_desc, point_copy_sampler12CPU);
D3D12_SAMPLER_DESC linear_sampler_desc = {D3D12_FILTER_MIN_MAG_MIP_LINEAR,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
0.f,
1,
D3D12_COMPARISON_FUNC_ALWAYS,
{0.f, 0.f, 0.f, 0.f},
0.f,
0.f};
D3D::sampler_descriptor_heap_mgr->Allocate(&linear_copy_sampler12CPU, &linear_copy_sampler12GPU);
D3D::device12->CreateSampler(&linear_sampler_desc, linear_copy_sampler12CPU);
// cached data used to avoid unnecessarily reloading the vertex buffers
memset(&tex_quad_data, 0, sizeof(tex_quad_data));
memset(&clear_quad_data, 0, sizeof(clear_quad_data));
font.Init();
}
void ShutdownUtils()
{
font.Shutdown();
util_vbuf_stq.reset();
util_vbuf_clearq.reset();
util_vbuf_efbpokequads.reset();
}
void SetPointCopySampler()
{
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
point_copy_sampler12GPU);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
}
void SetLinearCopySampler()
{
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
linear_copy_sampler12GPU);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
}
void SetViewportAndScissor(int top_left_x, int top_left_y, int width, int height, float min_depth,
float max_depth)
{
D3D12_VIEWPORT viewport = {static_cast<float>(top_left_x),
static_cast<float>(top_left_y),
static_cast<float>(width),
static_cast<float>(height),
min_depth,
max_depth};
D3D12_RECT scissor = {static_cast<LONG>(top_left_x), static_cast<LONG>(top_left_y),
static_cast<LONG>(top_left_x + width),
static_cast<LONG>(top_left_y + height)};
D3D::current_command_list->RSSetViewports(1, &viewport);
D3D::current_command_list->RSSetScissorRects(1, &scissor);
};
void DrawShadedTexQuad(D3DTexture2D* texture, const D3D12_RECT* rSource, int source_width,
int source_height, D3D12_SHADER_BYTECODE pshader12,
D3D12_SHADER_BYTECODE vshader12, D3D12_INPUT_LAYOUT_DESC layout12,
D3D12_SHADER_BYTECODE gshader12, float gamma, u32 slice,
DXGI_FORMAT rt_format, bool inherit_srv_binding, bool rt_multisampled)
{
float sw = 1.0f / static_cast<float>(source_width);
float sh = 1.0f / static_cast<float>(source_height);
float u1 = static_cast<float>(rSource->left) * sw;
float u2 = static_cast<float>(rSource->right) * sw;
float v1 = static_cast<float>(rSource->top) * sh;
float v2 = static_cast<float>(rSource->bottom) * sh;
float S = static_cast<float>(slice);
float G = 1.0f / gamma;
STQVertex coords[4] = {
{-1.0f, 1.0f, 0.0f, u1, v1, S, G},
{1.0f, 1.0f, 0.0f, u2, v1, S, G},
{-1.0f, -1.0f, 0.0f, u1, v2, S, G},
{1.0f, -1.0f, 0.0f, u2, v2, S, G},
};
// only upload the data to VRAM if it changed
if (tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 || tex_quad_data.u2 != u2 ||
tex_quad_data.v2 != v2 || tex_quad_data.S != S || tex_quad_data.G != G)
{
stq_offset = util_vbuf_stq->AppendData(coords, sizeof(coords), sizeof(STQVertex));
tex_quad_data.u1 = u1;
tex_quad_data.v1 = v1;
tex_quad_data.u2 = u2;
tex_quad_data.v2 = v2;
tex_quad_data.S = S;
tex_quad_data.G = G;
}
D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D12_VERTEX_BUFFER_VIEW vb_view = {
util_vbuf_stq->GetBuffer12()
->GetGPUVirtualAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
static_cast<UINT>(util_vbuf_stq->GetSize()), // UINT SizeInBytes; This is the size of the
// entire buffer, not just the size of the
// vertex data for one draw call, since the
// offsetting is done in the draw call itself.
sizeof(STQVertex) // UINT StrideInBytes;
};
D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
if (!inherit_srv_binding)
{
texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV,
texture->GetSRV12GPU());
}
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {
default_root_signature, // ID3D12RootSignature *pRootSignature;
vshader12, // D3D12_SHADER_BYTECODE VS;
pshader12, // D3D12_SHADER_BYTECODE PS;
{}, // D3D12_SHADER_BYTECODE DS;
{}, // D3D12_SHADER_BYTECODE HS;
gshader12, // D3D12_SHADER_BYTECODE GS;
{}, // D3D12_STREAM_OUTPUT_DESC StreamOutput
Renderer::GetResetBlendDesc(), // D3D12_BLEND_DESC BlendState;
UINT_MAX, // UINT SampleMask;
Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState
Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
layout12, // D3D12_INPUT_LAYOUT_DESC InputLayout
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES
// IndexBufferProperties
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE
// PrimitiveTopologyType
1, // UINT NumRenderTargets
{rt_format}, // DXGI_FORMAT RTVFormats[8]
DXGI_FORMAT_D32_FLOAT, // DXGI_FORMAT DSVFormat
{1 /* UINT Count */, 0 /* UINT Quality */} // DXGI_SAMPLE_DESC SampleDesc
};
if (rt_multisampled)
{
pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples;
}
ID3D12PipelineState* pso = nullptr;
CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso));
D3D::current_command_list->SetPipelineState(pso);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(stq_offset), 0);
}
void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc,
D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled)
{
ClearVertex coords[4] = {
{-1.0f, 1.0f, z, Color},
{1.0f, 1.0f, z, Color},
{-1.0f, -1.0f, z, Color},
{1.0f, -1.0f, z, Color},
};
if (clear_quad_data.col != Color || clear_quad_data.z != z)
{
clearq_offset = util_vbuf_clearq->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
clear_quad_data.col = Color;
clear_quad_data.z = z;
}
D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D12_VERTEX_BUFFER_VIEW vb_view = {
util_vbuf_clearq->GetBuffer12()
->GetGPUVirtualAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
static_cast<UINT>(util_vbuf_clearq->GetSize()), // UINT SizeInBytes; This is the size of the
// entire buffer, not just the size of the
// vertex data for one draw call, since the
// offsetting is done in the draw call
// itself.
sizeof(ClearVertex) // UINT StrideInBytes;
};
D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {
default_root_signature, // ID3D12RootSignature *pRootSignature;
StaticShaderCache::GetClearVertexShader(), // D3D12_SHADER_BYTECODE VS;
StaticShaderCache::GetClearPixelShader(), // D3D12_SHADER_BYTECODE PS;
{}, // D3D12_SHADER_BYTECODE DS;
{}, // D3D12_SHADER_BYTECODE HS;
g_ActiveConfig.iStereoMode > 0 ? StaticShaderCache::GetClearGeometryShader() :
D3D12_SHADER_BYTECODE(), // D3D12_SHADER_BYTECODE GS;
{}, // D3D12_STREAM_OUTPUT_DESC StreamOutput
*blend_desc, // D3D12_BLEND_DESC BlendState;
UINT_MAX, // UINT SampleMask;
Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState
*depth_stencil_desc, // D3D12_DEPTH_STENCIL_DESC DepthStencilState
StaticShaderCache::GetClearVertexShaderInputLayout(), // D3D12_INPUT_LAYOUT_DESC InputLayout
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES
// IndexBufferProperties
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE
// PrimitiveTopologyType
1, // UINT NumRenderTargets
{DXGI_FORMAT_R8G8B8A8_UNORM}, // DXGI_FORMAT RTVFormats[8]
DXGI_FORMAT_D32_FLOAT, // DXGI_FORMAT DSVFormat
{1 /* UINT Count */, 0 /* UINT Quality */} // DXGI_SAMPLE_DESC SampleDesc
};
if (rt_multisampled)
{
pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples;
}
ID3D12PipelineState* pso = nullptr;
CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso));
D3D::current_command_list->SetPipelineState(pso);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(clearq_offset), 0);
}
static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col)
{
vert->x = x;
vert->y = y;
vert->z = z;
vert->col = col;
}
void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points,
D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc,
D3D12_CPU_DESCRIPTOR_HANDLE* render_target,
D3D12_CPU_DESCRIPTOR_HANDLE* depth_buffer, bool rt_multisampled)
{
// The viewport and RT/DB are passed in so we can reconstruct the state if we need to execute in
// the middle of building the vertex buffer.
D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {
default_root_signature, // ID3D12RootSignature *pRootSignature;
StaticShaderCache::GetClearVertexShader(), // D3D12_SHADER_BYTECODE VS;
StaticShaderCache::GetClearPixelShader(), // D3D12_SHADER_BYTECODE PS;
{}, // D3D12_SHADER_BYTECODE DS;
{}, // D3D12_SHADER_BYTECODE HS;
g_ActiveConfig.iStereoMode > 0 ? StaticShaderCache::GetClearGeometryShader() :
D3D12_SHADER_BYTECODE(), // D3D12_SHADER_BYTECODE GS;
{}, // D3D12_STREAM_OUTPUT_DESC StreamOutput
*blend_desc, // D3D12_BLEND_DESC BlendState;
UINT_MAX, // UINT SampleMask;
Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState
*depth_stencil_desc, // D3D12_DEPTH_STENCIL_DESC DepthStencilState
StaticShaderCache::GetClearVertexShaderInputLayout(), // D3D12_INPUT_LAYOUT_DESC InputLayout
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES
// IndexBufferProperties
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE
// PrimitiveTopologyType
1, // UINT NumRenderTargets
{DXGI_FORMAT_R8G8B8A8_UNORM}, // DXGI_FORMAT RTVFormats[8]
DXGI_FORMAT_D32_FLOAT, // DXGI_FORMAT DSVFormat
{1 /* UINT Count */, 0 /* UINT Quality */} // DXGI_SAMPLE_DESC SampleDesc
};
if (rt_multisampled)
{
pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples;
}
ID3D12PipelineState* pso = nullptr;
CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso));
// If drawing a large number of points at once, this will have to be split into multiple passes.
const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6;
size_t points_per_draw = util_vbuf_efbpokequads->GetSize() / COL_QUAD_SIZE;
size_t current_point_index = 0;
while (current_point_index < num_points)
{
// Map and reserve enough buffer space for this draw
size_t points_to_draw = std::min(num_points - current_point_index, points_per_draw);
size_t required_bytes = COL_QUAD_SIZE * points_to_draw;
void* buffer_ptr = nullptr;
size_t base_vertex_index =
util_vbuf_efbpokequads->BeginAppendData(&buffer_ptr, required_bytes, sizeof(ColVertex));
CHECK(base_vertex_index * 16 + required_bytes <= util_vbuf_efbpokequads->GetSize(), "Uh oh");
// Corresponding dirty flags set outside loop.
D3D::current_command_list->OMSetRenderTargets(1, render_target, FALSE, depth_buffer);
D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW vb_view = {
util_vbuf_efbpokequads->GetBuffer12()
->GetGPUVirtualAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
static_cast<UINT>(util_vbuf_efbpokequads->GetSize()), // UINT SizeInBytes; This is the size
// of the entire buffer, not just the
// size of the vertex data for one
// draw call, since the offsetting is
// done in the draw call itself.
sizeof(ColVertex) // UINT StrideInBytes;
};
D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
D3D::current_command_list->SetPipelineState(pso);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
// generate quads for each efb point
ColVertex* base_vertex_ptr = reinterpret_cast<ColVertex*>(buffer_ptr);
for (size_t i = 0; i < points_to_draw; i++)
{
// generate quad from the single point (clip-space coordinates)
const EfbPokeData* point = &points[current_point_index];
float x1 = float(point->x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
float z = 0.0f;
u32 col = 0;
if (type == EFBAccessType::PokeZ)
{
z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f;
}
else
{
col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
((point->data << 16) & 0xFF0000));
}
current_point_index++;
// quad -> triangles
ColVertex* vertex = &base_vertex_ptr[i * 6];
InitColVertex(&vertex[0], x1, y1, z, col);
InitColVertex(&vertex[1], x2, y1, z, col);
InitColVertex(&vertex[2], x1, y2, z, col);
InitColVertex(&vertex[3], x1, y2, z, col);
InitColVertex(&vertex[4], x2, y1, z, col);
InitColVertex(&vertex[5], x2, y2, z, col);
if (type == EFBAccessType::PokeColor)
FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
else if (type == EFBAccessType::PokeZ)
FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z);
}
// Issue the draw
D3D::current_command_list->DrawInstanced(6 * static_cast<UINT>(points_to_draw), 1,
static_cast<UINT>(base_vertex_index), 0);
}
}
} // namespace D3D
} // namespace DX12