VideoBackends:D3D12: Dynamic vertex loader support
This commit is contained in:
parent
936b4d5d0d
commit
dae56a24b8
|
@ -180,7 +180,8 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
|
|||
m_state.root_signature = dx_pipeline->GetRootSignature();
|
||||
m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
|
||||
DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
|
||||
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor;
|
||||
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
|
||||
DirtyState_VS_SRV_Descriptor;
|
||||
}
|
||||
if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
|
||||
{
|
||||
|
@ -362,6 +363,11 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
|
|||
if (!ApplyState())
|
||||
return;
|
||||
|
||||
// DX12 is great and doesn't include the base vertex in SV_VertexID
|
||||
if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() ==
|
||||
AbstractPipelineUsage::GXUber)
|
||||
g_dx_context->GetCommandList()->SetGraphicsRoot32BitConstant(
|
||||
ROOT_PARAMETER_BASE_VERTEX_CONSTANT, base_vertex, 0);
|
||||
g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
|
||||
}
|
||||
|
||||
|
@ -494,18 +500,22 @@ void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
|
|||
m_dirty_bits |= DirtyState_PS_UAV;
|
||||
}
|
||||
|
||||
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size)
|
||||
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
|
||||
u32 stride, u32 size)
|
||||
{
|
||||
if (m_state.vertex_buffer.BufferLocation == address &&
|
||||
m_state.vertex_buffer.StrideInBytes == stride && m_state.vertex_buffer.SizeInBytes == size)
|
||||
if (m_state.vertex_buffer.BufferLocation != address ||
|
||||
m_state.vertex_buffer.StrideInBytes != stride || m_state.vertex_buffer.SizeInBytes != size)
|
||||
{
|
||||
return;
|
||||
m_state.vertex_buffer.BufferLocation = address;
|
||||
m_state.vertex_buffer.StrideInBytes = stride;
|
||||
m_state.vertex_buffer.SizeInBytes = size;
|
||||
m_dirty_bits |= DirtyState_VertexBuffer;
|
||||
}
|
||||
if (m_state.vs_srv.ptr != srv.ptr)
|
||||
{
|
||||
m_state.vs_srv = srv;
|
||||
m_dirty_bits |= DirtyState_VS_SRV;
|
||||
}
|
||||
|
||||
m_state.vertex_buffer.BufferLocation = address;
|
||||
m_state.vertex_buffer.StrideInBytes = stride;
|
||||
m_state.vertex_buffer.SizeInBytes = size;
|
||||
m_dirty_bits |= DirtyState_VertexBuffer;
|
||||
}
|
||||
|
||||
void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
|
||||
|
@ -535,15 +545,17 @@ bool Renderer::ApplyState()
|
|||
// Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
|
||||
// if utility pipelines are bound.
|
||||
const u32 dirty_bits = m_dirty_bits;
|
||||
m_dirty_bits &= ~(
|
||||
DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport | DirtyState_ScissorRect |
|
||||
DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
|
||||
DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
|
||||
DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology);
|
||||
m_dirty_bits &=
|
||||
~(DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport |
|
||||
DirtyState_ScissorRect | DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV |
|
||||
DirtyState_GS_CBV | DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor |
|
||||
DirtyState_UAV_Descriptor | DirtyState_VertexBuffer | DirtyState_IndexBuffer |
|
||||
DirtyState_PrimitiveTopology | DirtyState_VS_SRV_Descriptor);
|
||||
|
||||
auto* const cmdlist = g_dx_context->GetCommandList();
|
||||
auto* const pipeline = static_cast<const DXPipeline*>(m_current_pipeline);
|
||||
if (dirty_bits & DirtyState_Pipeline)
|
||||
cmdlist->SetPipelineState(static_cast<const DXPipeline*>(m_current_pipeline)->GetPipeline());
|
||||
cmdlist->SetPipelineState(pipeline->GetPipeline());
|
||||
|
||||
if (dirty_bits & DirtyState_Framebuffer)
|
||||
BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
|
||||
|
@ -572,8 +584,7 @@ bool Renderer::ApplyState()
|
|||
m_state.sampler_descriptor_base);
|
||||
}
|
||||
|
||||
if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() !=
|
||||
AbstractPipelineUsage::Utility)
|
||||
if (pipeline->GetUsage() != AbstractPipelineUsage::Utility)
|
||||
{
|
||||
if (dirty_bits & DirtyState_VS_CBV)
|
||||
{
|
||||
|
@ -590,6 +601,13 @@ bool Renderer::ApplyState()
|
|||
}
|
||||
}
|
||||
|
||||
if (dirty_bits & DirtyState_VS_SRV_Descriptor &&
|
||||
pipeline->GetUsage() == AbstractPipelineUsage::GXUber)
|
||||
{
|
||||
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_VS_SRV,
|
||||
m_state.vertex_srv_descriptor_base);
|
||||
}
|
||||
|
||||
if (dirty_bits & DirtyState_GS_CBV)
|
||||
{
|
||||
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
|
||||
|
@ -642,7 +660,9 @@ void Renderer::UpdateDescriptorTables()
|
|||
const bool sampler_update_failed =
|
||||
(m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
|
||||
const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
|
||||
if (texture_update_failed || sampler_update_failed || uav_update_failed)
|
||||
const bool srv_update_failed =
|
||||
(m_dirty_bits & DirtyState_VS_SRV) && !UpdateVSSRVDescriptorTable();
|
||||
if (texture_update_failed || sampler_update_failed || uav_update_failed || srv_update_failed)
|
||||
{
|
||||
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for temporary {}",
|
||||
texture_update_failed ? "descriptors" : "samplers");
|
||||
|
@ -652,6 +672,7 @@ void Renderer::UpdateDescriptorTables()
|
|||
UpdateSRVDescriptorTable();
|
||||
UpdateSamplerDescriptorTable();
|
||||
UpdateUAVDescriptorTable();
|
||||
UpdateVSSRVDescriptorTable();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -701,6 +722,26 @@ bool Renderer::UpdateUAVDescriptorTable()
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Renderer::UpdateVSSRVDescriptorTable()
|
||||
{
|
||||
if (!g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader ||
|
||||
static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() !=
|
||||
AbstractPipelineUsage::GXUber)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
DescriptorHandle handle;
|
||||
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
|
||||
return false;
|
||||
|
||||
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.vs_srv,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_state.vertex_srv_descriptor_base = handle.gpu_handle;
|
||||
m_dirty_bits = (m_dirty_bits & ~DirtyState_VS_SRV) | DirtyState_VS_SRV_Descriptor;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Renderer::UpdateComputeUAVDescriptorTable()
|
||||
{
|
||||
DescriptorHandle handle;
|
||||
|
|
|
@ -88,7 +88,8 @@ public:
|
|||
void SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
|
||||
// Graphics vertex/index buffer binding.
|
||||
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
|
||||
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
|
||||
u32 stride, u32 size);
|
||||
void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
|
||||
|
||||
// Binds all dirty state
|
||||
|
@ -126,6 +127,8 @@ private:
|
|||
DirtyState_RootSignature = (1 << 17),
|
||||
DirtyState_ComputeRootSignature = (1 << 18),
|
||||
DirtyState_DescriptorHeaps = (1 << 19),
|
||||
DirtyState_VS_SRV = (1 << 20),
|
||||
DirtyState_VS_SRV_Descriptor = (1 << 21),
|
||||
|
||||
DirtyState_All =
|
||||
DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Textures | DirtyState_Samplers |
|
||||
|
@ -133,7 +136,8 @@ private:
|
|||
DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
|
||||
DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
|
||||
DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology |
|
||||
DirtyState_RootSignature | DirtyState_ComputeRootSignature | DirtyState_DescriptorHeaps
|
||||
DirtyState_RootSignature | DirtyState_ComputeRootSignature | DirtyState_DescriptorHeaps |
|
||||
DirtyState_VS_SRV | DirtyState_VS_SRV_Descriptor
|
||||
};
|
||||
|
||||
void CheckForSwapChainChanges();
|
||||
|
@ -144,6 +148,7 @@ private:
|
|||
void UpdateDescriptorTables();
|
||||
bool UpdateSRVDescriptorTable();
|
||||
bool UpdateUAVDescriptorTable();
|
||||
bool UpdateVSSRVDescriptorTable();
|
||||
bool UpdateComputeUAVDescriptorTable();
|
||||
bool UpdateSamplerDescriptorTable();
|
||||
|
||||
|
@ -157,11 +162,13 @@ private:
|
|||
DXShader* compute_shader = nullptr;
|
||||
std::array<D3D12_GPU_VIRTUAL_ADDRESS, 3> constant_buffers = {};
|
||||
std::array<D3D12_CPU_DESCRIPTOR_HANDLE, MAX_TEXTURES> textures = {};
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE vs_srv = {};
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE ps_uav = {};
|
||||
SamplerStateSet samplers = {};
|
||||
const DXTexture* compute_image_texture = nullptr;
|
||||
D3D12_VIEWPORT viewport = {};
|
||||
D3D12_RECT scissor = {};
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE vertex_srv_descriptor_base = {};
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE srv_descriptor_base = {};
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE sampler_descriptor_base = {};
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE uav_descriptor_base = {};
|
||||
|
|
|
@ -64,6 +64,18 @@ bool VertexManager::Initialize()
|
|||
&srv_desc, dh.cpu_handle);
|
||||
}
|
||||
|
||||
if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_vertex_srv))
|
||||
{
|
||||
PanicAlertFmt("Failed to allocate descriptor for vertex srv");
|
||||
return false;
|
||||
}
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {DXGI_FORMAT_R32_UINT, D3D12_SRV_DIMENSION_BUFFER,
|
||||
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
|
||||
srv_desc.Buffer.NumElements = m_vertex_stream_buffer.GetSize() / sizeof(u32);
|
||||
g_dx_context->GetDevice()->CreateShaderResourceView(m_vertex_stream_buffer.GetBuffer(), &srv_desc,
|
||||
m_vertex_srv.cpu_handle);
|
||||
|
||||
UploadAllConstants();
|
||||
return true;
|
||||
}
|
||||
|
@ -115,7 +127,8 @@ 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(), vertex_stride,
|
||||
Renderer::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(),
|
||||
m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);
|
||||
|
|
|
@ -46,6 +46,7 @@ protected:
|
|||
StreamBuffer m_uniform_stream_buffer;
|
||||
StreamBuffer m_texel_stream_buffer;
|
||||
std::array<DescriptorHandle, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views = {};
|
||||
DescriptorHandle m_vertex_srv = {};
|
||||
};
|
||||
|
||||
} // namespace DX12
|
||||
|
|
|
@ -261,6 +261,16 @@ bool DXContext::CreateDescriptorHeaps()
|
|||
return true;
|
||||
}
|
||||
|
||||
static void SetRootParamConstant(D3D12_ROOT_PARAMETER* rp, u32 shader_reg, u32 num_values,
|
||||
D3D12_SHADER_VISIBILITY visibility)
|
||||
{
|
||||
rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||
rp->Constants.Num32BitValues = num_values;
|
||||
rp->Constants.ShaderRegister = shader_reg;
|
||||
rp->Constants.RegisterSpace = 0;
|
||||
rp->ShaderVisibility = visibility;
|
||||
}
|
||||
|
||||
static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg,
|
||||
D3D12_SHADER_VISIBILITY visibility)
|
||||
{
|
||||
|
@ -345,6 +355,11 @@ bool DXContext::CreateGXRootSignature()
|
|||
param_count++;
|
||||
SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
|
||||
param_count++;
|
||||
SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3,
|
||||
1, D3D12_SHADER_VISIBILITY_VERTEX);
|
||||
param_count++;
|
||||
SetRootParamConstant(¶ms[param_count], 2, 1, D3D12_SHADER_VISIBILITY_VERTEX);
|
||||
param_count++;
|
||||
|
||||
// Since these must be contiguous, pixel lighting goes to bbox if not enabled.
|
||||
if (g_ActiveConfig.bBBoxEnable)
|
||||
|
|
|
@ -27,6 +27,8 @@ enum ROOT_PARAMETER
|
|||
ROOT_PARAMETER_VS_CBV,
|
||||
ROOT_PARAMETER_VS_CBV2,
|
||||
ROOT_PARAMETER_GS_CBV,
|
||||
ROOT_PARAMETER_VS_SRV,
|
||||
ROOT_PARAMETER_BASE_VERTEX_CONSTANT,
|
||||
ROOT_PARAMETER_PS_UAV_OR_CBV2,
|
||||
ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled
|
||||
NUM_ROOT_PARAMETERS
|
||||
|
|
|
@ -87,7 +87,7 @@ void VideoBackend::FillBackendInfo()
|
|||
g_Config.backend_info.bSupportsLodBiasInSampler = true;
|
||||
g_Config.backend_info.bSupportsSettingObjectNames = true;
|
||||
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
|
||||
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
|
||||
g_Config.backend_info.bSupportsDynamicVertexLoader = true;
|
||||
|
||||
// We can only check texture support once we have a device.
|
||||
if (g_dx_context)
|
||||
|
|
|
@ -60,11 +60,34 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
|
|||
SSBO_BINDING(1) readonly restrict buffer Vertices {{
|
||||
uint vertex_buffer[];
|
||||
}};
|
||||
)");
|
||||
if (api_type == APIType::D3D)
|
||||
{
|
||||
// Write a function to get an offset into vertex_buffer corresponding to this vertex.
|
||||
// This must be done differently for D3D compared to OpenGL/Vulkan/Metal, as on OpenGL, etc.,
|
||||
// gl_VertexID starts counting at the base vertex specified in glDrawElementsBaseVertex,
|
||||
// while on D3D, SV_VertexID (which spirv-cross translates gl_VertexID into) starts counting
|
||||
// at 0 regardless of the BaseVertexLocation value passed to DrawIndexed. In both cases,
|
||||
// offset 0 of vertex_buffer corresponds to index 0 with basevertex set to 0, so we have to
|
||||
// manually apply the basevertex offset for D3D
|
||||
// D3D12 uses a root constant for this uniform, since it changes with every draw.
|
||||
// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
|
||||
// out for it if we want to support it in the future.
|
||||
out.Write("UBO_BINDING(std140, 3) uniform DX_Constants {{\n"
|
||||
" uint base_vertex;\n"
|
||||
"}};\n\n"
|
||||
"uint GetVertexBaseOffset() {{\n"
|
||||
" return (gl_VertexID + base_vertex) * vertex_stride;\n"
|
||||
"}}\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("uint GetVertexBaseOffset() {{\n"
|
||||
" return gl_VertexID * vertex_stride;\n"
|
||||
"}}\n");
|
||||
}
|
||||
|
||||
uint GetVertexBaseOffset() {{
|
||||
return gl_VertexID * vertex_stride;
|
||||
}}
|
||||
|
||||
out.Write(R"(
|
||||
uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
|
||||
uint value = vertex_buffer[vtx_offset + attr_offset];
|
||||
return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);
|
||||
|
|
Loading…
Reference in New Issue