Add AbstractGfx for DX12

This commit is contained in:
Scott Mansell 2023-01-29 23:58:54 +13:00
parent 5a2d119bda
commit 8ad59f8ccf
9 changed files with 119 additions and 149 deletions

View File

@ -545,7 +545,7 @@
<ClInclude Include="VideoBackends\D3D12\Common.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12BoundingBox.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12PerfQuery.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12Renderer.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12Gfx.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12StreamBuffer.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12SwapChain.h" />
<ClInclude Include="VideoBackends\D3D12\D3D12VertexManager.h" />
@ -1157,7 +1157,7 @@
<ClCompile Include="VideoBackends\D3D\DXTexture.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12BoundingBox.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12PerfQuery.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12Renderer.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12Gfx.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12StreamBuffer.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12SwapChain.cpp" />
<ClCompile Include="VideoBackends\D3D12\D3D12VertexManager.cpp" />

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@ -3,8 +3,8 @@ add_library(videod3d12
D3D12BoundingBox.h
D3D12PerfQuery.cpp
D3D12PerfQuery.h
D3D12Renderer.cpp
D3D12Renderer.h
D3D12Gfx.cpp
D3D12Gfx.h
D3D12StreamBuffer.cpp
D3D12StreamBuffer.h
D3D12SwapChain.cpp

View File

@ -6,7 +6,7 @@
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "VideoBackends/D3D12/DX12Context.h"
namespace DX12
@ -22,7 +22,7 @@ bool D3D12BoundingBox::Initialize()
if (!CreateBuffers())
return false;
Renderer::GetInstance()->SetPixelShaderUAV(m_gpu_descriptor.cpu_handle);
Gfx::GetInstance()->SetPixelShaderUAV(m_gpu_descriptor.cpu_handle);
return true;
}
@ -35,7 +35,7 @@ std::vector<BBoxType> D3D12BoundingBox::Read(u32 index, u32 length)
0, BUFFER_SIZE);
ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
Renderer::GetInstance()->ExecuteCommandList(true);
Gfx::GetInstance()->ExecuteCommandList(true);
// Read back to cached values.
std::vector<BBoxType> values(length);
@ -62,7 +62,7 @@ void D3D12BoundingBox::Write(u32 index, const std::vector<BBoxType>& values)
if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(BBoxType)))
{
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in bbox stream buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(BBoxType)))
{
PanicAlertFmt("Failed to allocate bbox stream buffer space");

View File

@ -1,7 +1,7 @@
// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "Common/Logging/Log.h"
@ -28,11 +28,8 @@ static bool UsesDynamicVertexLoader(const AbstractPipeline* pipeline)
(g_ActiveConfig.UseVSForLinePointExpand() && usage != AbstractPipelineUsage::Utility);
}
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
backbuffer_scale,
swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
m_swap_chain(std::move(swap_chain))
Gfx::Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: m_backbuffer_scale(backbuffer_scale), m_swap_chain(std::move(swap_chain))
{
m_state.root_signature = g_dx_context->GetGXRootSignature();
@ -44,41 +41,26 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale
}
}
Renderer::~Renderer() = default;
Gfx::~Gfx() = default;
bool Renderer::IsHeadless() const
bool Gfx::IsHeadless() const
{
return !m_swap_chain;
}
bool Renderer::Initialize()
{
if (!::Renderer::Initialize())
return false;
return true;
}
void Renderer::Shutdown()
{
m_swap_chain.reset();
::Renderer::Shutdown();
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
std::unique_ptr<AbstractTexture> Gfx::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return DXTexture::Create(config, name);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
std::unique_ptr<AbstractStagingTexture> Gfx::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
std::unique_ptr<AbstractFramebuffer> Gfx::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
@ -86,12 +68,12 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
return DXShader::CreateFromSource(stage, source, name);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length,
std::string_view name)
{
@ -99,43 +81,36 @@ std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage sta
}
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
Gfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<DXVertexFormat>(vtx_decl);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
std::unique_ptr<AbstractPipeline> Gfx::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return DXPipeline::Create(config, cache_data, cache_data_length);
}
std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
{
return std::make_unique<D3D12BoundingBox>();
}
void Renderer::Flush()
void Gfx::Flush()
{
ExecuteCommandList(false);
}
void Renderer::WaitForGPUIdle()
void Gfx::WaitForGPUIdle()
{
ExecuteCommandList(true);
}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z)
void Gfx::ClearRegion(const MathUtil::Rectangle<int>& rc, const MathUtil::Rectangle<int>& target_rc,
bool color_enable, bool alpha_enable, bool z_enable, u32 color, u32 z)
{
// Use a fast path without the shader if both color/alpha are enabled.
const bool fast_color_clear = color_enable && (alpha_enable || !EFBHasAlphaChannel());
const bool fast_color_clear = color_enable && alpha_enable;
if (fast_color_clear || z_enable)
{
MathUtil::Rectangle<int> native_rc = ConvertEFBRectangle(rc);
native_rc.ClampUL(0, 0, m_current_framebuffer->GetWidth(), m_current_framebuffer->GetHeight());
const D3D12_RECT d3d_clear_rc{native_rc.left, native_rc.top, native_rc.right, native_rc.bottom};
const D3D12_RECT d3d_clear_rc{target_rc.left, target_rc.top, target_rc.right, target_rc.bottom};
if (fast_color_clear)
{
@ -170,10 +145,10 @@ void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable
// Anything left over, fall back to clear triangle.
if (color_enable || alpha_enable || z_enable)
::Renderer::ClearScreen(rc, color_enable, alpha_enable, z_enable, color, z);
::AbstractGfx::ClearRegion(rc, target_rc, color_enable, alpha_enable, z_enable, color, z);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
void Gfx::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
@ -205,7 +180,7 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
}
}
void Renderer::BindFramebuffer(DXFramebuffer* fb)
void Gfx::BindFramebuffer(DXFramebuffer* fb)
{
if (fb->HasColorBuffer())
{
@ -226,7 +201,7 @@ void Renderer::BindFramebuffer(DXFramebuffer* fb)
m_dirty_bits &= ~DirtyState_Framebuffer;
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
void Gfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
@ -235,7 +210,7 @@ void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
m_dirty_bits |= DirtyState_Framebuffer;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
void Gfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
SetFramebuffer(framebuffer);
@ -254,7 +229,7 @@ void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
}
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
void Gfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
DXFramebuffer* dxfb = static_cast<DXFramebuffer*>(framebuffer);
@ -273,7 +248,7 @@ void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
}
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
void Gfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
if (m_state.scissor.left == rc.left && m_state.scissor.right == rc.right &&
m_state.scissor.top == rc.top && m_state.scissor.bottom == rc.bottom)
@ -288,7 +263,7 @@ void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
m_dirty_bits |= DirtyState_ScissorRect;
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Gfx::SetTexture(u32 index, const AbstractTexture* texture)
{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr)
@ -301,7 +276,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
m_dirty_bits |= DirtyState_Textures;
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
void Gfx::SetSamplerState(u32 index, const SamplerState& state)
{
if (m_state.samplers.states[index] == state)
return;
@ -310,7 +285,7 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
m_dirty_bits |= DirtyState_Samplers;
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
void Gfx::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.compute_image_texture == dxtex)
@ -323,7 +298,7 @@ void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool
m_dirty_bits |= DirtyState_ComputeImageTexture;
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
void Gfx::UnbindTexture(const AbstractTexture* texture)
{
const auto srv_shadow_descriptor =
static_cast<const DXTexture*>(texture)->GetSRVDescriptor().cpu_handle;
@ -342,7 +317,7 @@ void Renderer::UnbindTexture(const AbstractTexture* texture)
}
}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
void Gfx::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
if (m_state.viewport.TopLeftX == x && m_state.viewport.TopLeftY == y &&
@ -361,7 +336,7 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
m_dirty_bits |= DirtyState_Viewport;
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
void Gfx::Draw(u32 base_vertex, u32 num_vertices)
{
if (!ApplyState())
return;
@ -369,7 +344,7 @@ void Renderer::Draw(u32 base_vertex, u32 num_vertices)
g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
void Gfx::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (!ApplyState())
return;
@ -381,7 +356,7 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
void Gfx::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
SetRootSignatures();
@ -412,13 +387,13 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize
m_dirty_bits |= DirtyState_Pipeline;
}
void Renderer::BindBackbuffer(const ClearColor& clear_color)
void Gfx::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color);
}
void Renderer::CheckForSwapChainChanges()
void Gfx::CheckForSwapChainChanges()
{
const bool surface_changed = g_presenter->SurfaceChangedTestAndClear();
const bool surface_resized =
@ -437,11 +412,10 @@ void Renderer::CheckForSwapChainChanges()
m_swap_chain->ResizeSwapChain();
}
m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
g_presenter->SetBackbuffer(m_swap_chain->GetWidth(), m_swap_chain->GetHeight());
}
void Renderer::PresentBackbuffer()
void Gfx::PresentBackbuffer()
{
m_current_framebuffer = nullptr;
@ -451,10 +425,18 @@ void Renderer::PresentBackbuffer()
m_swap_chain->Present();
}
void Renderer::OnConfigChanged(u32 bits)
SurfaceInfo Gfx::GetSurfaceInfo() const
{
::Renderer::OnConfigChanged(bits);
return {
m_swap_chain ? static_cast<u32>(m_swap_chain->GetWidth()) : 0,
m_swap_chain ? static_cast<u32>(m_swap_chain->GetHeight()) : 0,
m_backbuffer_scale,
m_swap_chain ? m_swap_chain->GetFormat() : AbstractTextureFormat::Undefined
};
}
void Gfx::OnConfigChanged(u32 bits)
{
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
@ -475,14 +457,14 @@ void Renderer::OnConfigChanged(u32 bits)
g_dx_context->RecreateGXRootSignature();
}
void Renderer::ExecuteCommandList(bool wait_for_completion)
void Gfx::ExecuteCommandList(bool wait_for_completion)
{
PerfQuery::GetInstance()->ResolveQueries();
g_dx_context->ExecuteCommandList(wait_for_completion);
m_dirty_bits = DirtyState_All;
}
void Renderer::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
void Gfx::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
if (m_state.constant_buffers[index] == address)
return;
@ -491,7 +473,7 @@ void Renderer::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
m_dirty_bits |= DirtyState_PS_CBV << index;
}
void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
void Gfx::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if (m_state.textures[index].ptr == handle.ptr)
return;
@ -500,7 +482,7 @@ void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handl
m_dirty_bits |= DirtyState_Textures;
}
void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
void Gfx::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if (m_state.ps_uav.ptr == handle.ptr)
return;
@ -509,7 +491,7 @@ void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
m_dirty_bits |= DirtyState_PS_UAV;
}
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
void Gfx::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
u32 stride, u32 size)
{
if (m_state.vertex_buffer.BufferLocation != address ||
@ -527,7 +509,7 @@ void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESC
}
}
void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
void Gfx::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
{
if (m_state.index_buffer.BufferLocation == address && m_state.index_buffer.SizeInBytes == size &&
m_state.index_buffer.Format == format)
@ -541,7 +523,7 @@ void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_
m_dirty_bits |= DirtyState_IndexBuffer;
}
bool Renderer::ApplyState()
bool Gfx::ApplyState()
{
if (!m_current_framebuffer || !m_current_pipeline)
return false;
@ -637,7 +619,7 @@ bool Renderer::ApplyState()
return true;
}
void Renderer::SetRootSignatures()
void Gfx::SetRootSignatures()
{
const u32 dirty_bits = m_dirty_bits;
if (dirty_bits & DirtyState_RootSignature)
@ -650,7 +632,7 @@ void Renderer::SetRootSignatures()
m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature);
}
void Renderer::SetDescriptorHeaps()
void Gfx::SetDescriptorHeaps()
{
if (m_dirty_bits & DirtyState_DescriptorHeaps)
{
@ -660,7 +642,7 @@ void Renderer::SetDescriptorHeaps()
}
}
void Renderer::UpdateDescriptorTables()
void Gfx::UpdateDescriptorTables()
{
// Samplers force a full sync because any of the samplers could be in use.
const bool texture_update_failed =
@ -684,7 +666,7 @@ void Renderer::UpdateDescriptorTables()
}
}
bool Renderer::UpdateSRVDescriptorTable()
bool Gfx::UpdateSRVDescriptorTable()
{
static constexpr std::array<UINT, MAX_TEXTURES> src_sizes = {1, 1, 1, 1, 1, 1, 1, 1};
DescriptorHandle dst_base_handle;
@ -700,7 +682,7 @@ bool Renderer::UpdateSRVDescriptorTable()
return true;
}
bool Renderer::UpdateSamplerDescriptorTable()
bool Gfx::UpdateSamplerDescriptorTable()
{
if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers,
&m_state.sampler_descriptor_base))
@ -713,7 +695,7 @@ bool Renderer::UpdateSamplerDescriptorTable()
return true;
}
bool Renderer::UpdateUAVDescriptorTable()
bool Gfx::UpdateUAVDescriptorTable()
{
// We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise.
if (!g_ActiveConfig.bBBoxEnable)
@ -730,7 +712,7 @@ bool Renderer::UpdateUAVDescriptorTable()
return true;
}
bool Renderer::UpdateVSSRVDescriptorTable()
bool Gfx::UpdateVSSRVDescriptorTable()
{
if (!UsesDynamicVertexLoader(m_current_pipeline))
{
@ -748,7 +730,7 @@ bool Renderer::UpdateVSSRVDescriptorTable()
return true;
}
bool Renderer::UpdateComputeUAVDescriptorTable()
bool Gfx::UpdateComputeUAVDescriptorTable()
{
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))

View File

@ -6,9 +6,7 @@
#include <d3d12.h>
#include "VideoBackends/D3D12/DescriptorAllocator.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/RenderBase.h"
class BoundingBox;
#include "VideoCommon/AbstractGfx.h"
namespace DX12
{
@ -18,19 +16,16 @@ class DXShader;
class DXPipeline;
class SwapChain;
class Renderer final : public ::Renderer
class Gfx final : public ::AbstractGfx
{
public:
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Renderer() override;
Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Gfx() override;
static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
static Gfx* GetInstance() { return static_cast<Gfx*>(g_gfx.get()); }
bool IsHeadless() const override;
bool Initialize() override;
void Shutdown() override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name) override;
std::unique_ptr<AbstractStagingTexture>
@ -52,8 +47,8 @@ public:
void Flush() override;
void WaitForGPUIdle() override;
void ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z) override;
void ClearRegion(const MathUtil::Rectangle<int>& rc, const MathUtil::Rectangle<int>& target_rc,
bool color_enable, bool alpha_enable, bool z_enable, u32 color, u32 z) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
@ -74,6 +69,8 @@ public:
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
SurfaceInfo GetSurfaceInfo() const override;
// Completes the current render pass, executes the command buffer, and restores state ready for
// next render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCommandList(bool wait_for_completion);
@ -98,8 +95,6 @@ public:
protected:
void OnConfigChanged(u32 bits) override;
std::unique_ptr<BoundingBox> CreateBoundingBox() const override;
private:
static const u32 MAX_TEXTURES = 8;
static const u32 NUM_CONSTANT_BUFFERS = 3;
@ -152,6 +147,8 @@ private:
bool UpdateComputeUAVDescriptorTable();
bool UpdateSamplerDescriptorTable();
float m_backbuffer_scale;
// Owned objects
std::unique_ptr<SwapChain> m_swap_chain;

View File

@ -9,9 +9,10 @@
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/RenderBase.h"
namespace DX12
{
@ -64,7 +65,7 @@ void PerfQuery::EnableQuery(PerfQueryGroup group)
// This is because we can't leave a query open when submitting a command list, and the draw
// call itself may need to execute a command list if we run out of descriptors. Note that
// this assumes that the caller has bound all required state prior to enabling the query.
Renderer::GetInstance()->ApplyState();
Gfx::GetInstance()->ApplyState();
if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP)
{
@ -261,7 +262,7 @@ void PerfQuery::PartialFlush(bool resolve, bool blocking)
{
// Submit a command buffer if there are unresolved queries (to write them to the buffer).
if (resolve && m_unresolved_queries > 0)
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
ReadbackQueries(blocking);
}

View File

@ -10,7 +10,7 @@
#include "Core/System.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DX12Context.h"
@ -92,7 +92,7 @@ void VertexManager::ResetBuffer(u32 vertex_stride)
{
// Flush any pending commands first, so that we can wait on the fences
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
// Attempt to allocate again, this may cause a fence wait
if (!has_vbuffer_allocation)
@ -129,10 +129,10 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast<int>(vertex_data_size));
ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast<int>(index_data_size));
Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(),
Gfx::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(),
m_vertex_srv.cpu_handle, vertex_stride,
m_vertex_stream_buffer.GetSize());
Renderer::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
Gfx::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);
}
@ -151,7 +151,7 @@ void VertexManager::UpdateVertexShaderConstants()
if (!vertex_shader_manager.dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &vertex_shader_manager.constants,
sizeof(VertexShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(VertexShaderConstants));
@ -167,7 +167,7 @@ void VertexManager::UpdateGeometryShaderConstants()
if (!geometry_shader_manager.dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &geometry_shader_manager.constants,
sizeof(GeometryShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
@ -183,7 +183,7 @@ void VertexManager::UpdatePixelShaderConstants()
if (!pixel_shader_manager.dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &pixel_shader_manager.constants,
sizeof(PixelShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
@ -204,7 +204,7 @@ bool VertexManager::ReserveConstantStorage()
// The only places that call constant updates are safe to have state restored.
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in uniform buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
// Since we are on a new command buffer, all constants have been invalidated, and we need
// to reupload them. We may as well do this now, since we're issuing a draw anyway.
@ -234,11 +234,11 @@ void VertexManager::UploadAllConstants()
}
// Update bindings
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() +
Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() +
pixel_constants_offset);
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
Gfx::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
vertex_constants_offset);
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
geometry_constants_offset);
auto& system = Core::System::GetInstance();
@ -271,12 +271,12 @@ void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size)
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
WARN_LOG_FMT(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
}
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_uniform_stream_buffer.CommitMemory(data_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
@ -293,7 +293,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
{
// Try submitting cmdbuffer.
WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
{
PanicAlertFmt("Failed to allocate {} bytes from texel buffer", data_size);
@ -305,7 +305,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
*out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
m_texel_stream_buffer.CommitMemory(data_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
Gfx::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
return true;
}
@ -323,7 +323,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
{
// Try submitting cmdbuffer.
WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
{
PanicAlertFmt("Failed to allocate {} bytes from texel buffer", reserve_size);
@ -342,8 +342,8 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
m_texel_stream_buffer.CommitMemory(palette_byte_offset + palette_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size);
Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
Renderer::GetInstance()->SetTextureDescriptor(1, m_texel_buffer_views[palette_format].cpu_handle);
Gfx::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
Gfx::GetInstance()->SetTextureDescriptor(1, m_texel_buffer_views[palette_format].cpu_handle);
return true;
}

View File

@ -8,7 +8,7 @@
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
@ -254,7 +254,7 @@ void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8*
{
WARN_LOG_FMT(VIDEO,
"Executing command list while waiting for space in texture upload buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
Gfx::GetInstance()->ExecuteCommandList(false);
if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
@ -632,7 +632,7 @@ void DXStagingTexture::Flush()
// the current list and wait for it to complete. This is the slowest path. Otherwise, if the
// command list with the copy has been submitted, we only need to wait for the fence.
if (m_completed_fence == g_dx_context->GetCurrentFenceValue())
Renderer::GetInstance()->ExecuteCommandList(true);
Gfx::GetInstance()->ExecuteCommandList(true);
else
g_dx_context->WaitForFence(m_completed_fence);
}

View File

@ -11,8 +11,9 @@
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12BoundingBox.h"
#include "VideoBackends/D3D12/D3D12PerfQuery.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12Gfx.h"
#include "VideoBackends/D3D12/D3D12SwapChain.h"
#include "VideoBackends/D3D12/D3D12VertexManager.h"
#include "VideoBackends/D3D12/DX12Context.h"
@ -111,7 +112,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
}
FillBackendInfo();
InitializeShared();
UpdateActiveConfig();
if (!g_dx_context->CreateGlobalResources())
{
@ -131,31 +132,20 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
}
// Create main wrapper instances.
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
auto gfx = std::make_unique<DX12::Gfx>(std::move(swap_chain), wsi.render_surface_scale);
auto vertex_manager = std::make_unique<DX12::VertexManager>();
auto perf_query = std::make_unique<DX12::PerfQuery>();
auto bounding_box = std::make_unique<DX12::D3D12BoundingBox>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
{
PanicAlertFmtT("Failed to initialize renderer classes");
Shutdown();
return false;
}
g_shader_cache->InitializeShaderCache();
return true;
return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
std::move(bounding_box));
}
void VideoBackend::Shutdown()
{
// Keep the debug runtime happy...
if (g_renderer)
Renderer::GetInstance()->ExecuteCommandList(true);
if (g_gfx)
Gfx::GetInstance()->ExecuteCommandList(true);
ShutdownShared();
DXContext::Destroy();