// Copyright 2019 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/D3D12/D3D12VertexManager.h" #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Core/System.h" #include "VideoBackends/D3D12/D3D12Gfx.h" #include "VideoBackends/D3D12/D3D12StreamBuffer.h" #include "VideoBackends/D3D12/DX12Context.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { VertexManager::VertexManager() = default; VertexManager::~VertexManager() = default; bool VertexManager::Initialize() { if (!VertexManagerBase::Initialize()) return false; if (!m_vertex_stream_buffer.AllocateBuffer(VERTEX_STREAM_BUFFER_SIZE) || !m_index_stream_buffer.AllocateBuffer(INDEX_STREAM_BUFFER_SIZE) || !m_uniform_stream_buffer.AllocateBuffer(UNIFORM_STREAM_BUFFER_SIZE) || !m_texel_stream_buffer.AllocateBuffer(TEXEL_STREAM_BUFFER_SIZE)) { PanicAlertFmt("Failed to allocate streaming buffers"); return false; } static constexpr std::array, NUM_TEXEL_BUFFER_FORMATS> format_mapping = {{ {TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT}, {TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT}, {TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT}, {TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT}, }}; for (const auto& it : format_mapping) { DescriptorHandle& dh = m_texel_buffer_views[it.first]; if (!g_dx_context->GetDescriptorHeapManager().Allocate(&dh)) { PanicAlertFmt("Failed to allocate descriptor for texel buffer"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {it.second, D3D12_SRV_DIMENSION_BUFFER, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING}; srv_desc.Buffer.NumElements = m_texel_stream_buffer.GetSize() / GetTexelBufferElementSize(it.first); g_dx_context->GetDevice()->CreateShaderResourceView(m_texel_stream_buffer.GetBuffer(), &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; } void VertexManager::ResetBuffer(u32 vertex_stride) { // Attempt to allocate from buffers bool has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride); bool has_ibuffer_allocation = m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16)); if (!has_vbuffer_allocation || !has_ibuffer_allocation) { // 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"); Gfx::GetInstance()->ExecuteCommandList(false); // Attempt to allocate again, this may cause a fence wait if (!has_vbuffer_allocation) has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride); if (!has_ibuffer_allocation) has_ibuffer_allocation = m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16)); // If we still failed, that means the allocation was too large and will never succeed, so panic if (!has_vbuffer_allocation || !has_ibuffer_allocation) PanicAlertFmt("Failed to allocate space in streaming buffers for pending draw"); } // Update pointers m_base_buffer_pointer = m_vertex_stream_buffer.GetHostPointer(); m_end_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer() + MAXVBUFFERSIZE; m_cur_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer(); m_index_generator.Start(reinterpret_cast(m_index_stream_buffer.GetCurrentHostPointer())); } void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { const u32 vertex_data_size = num_vertices * vertex_stride; const u32 index_data_size = num_indices * sizeof(u16); *out_base_vertex = vertex_stride > 0 ? (m_vertex_stream_buffer.GetCurrentOffset() / vertex_stride) : 0; *out_base_index = m_index_stream_buffer.GetCurrentOffset() / sizeof(u16); m_vertex_stream_buffer.CommitMemory(vertex_data_size); m_index_stream_buffer.CommitMemory(index_data_size); ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast(vertex_data_size)); ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast(index_data_size)); Gfx::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(), m_vertex_srv.cpu_handle, vertex_stride, m_vertex_stream_buffer.GetSize()); Gfx::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(), m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT); } void VertexManager::UploadUniforms() { UpdateVertexShaderConstants(); UpdateGeometryShaderConstants(); UpdatePixelShaderConstants(); } void VertexManager::UpdateVertexShaderConstants() { auto& system = Core::System::GetInstance(); auto& vertex_shader_manager = system.GetVertexShaderManager(); if (!vertex_shader_manager.dirty || !ReserveConstantStorage()) return; 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)); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(VertexShaderConstants)); vertex_shader_manager.dirty = false; } void VertexManager::UpdateGeometryShaderConstants() { auto& system = Core::System::GetInstance(); auto& geometry_shader_manager = system.GetGeometryShaderManager(); if (!geometry_shader_manager.dirty || !ReserveConstantStorage()) return; 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)); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(GeometryShaderConstants)); geometry_shader_manager.dirty = false; } void VertexManager::UpdatePixelShaderConstants() { auto& system = Core::System::GetInstance(); auto& pixel_shader_manager = system.GetPixelShaderManager(); if (!pixel_shader_manager.dirty || !ReserveConstantStorage()) return; 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)); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants)); pixel_shader_manager.dirty = false; } bool VertexManager::ReserveConstantStorage() { static constexpr u32 reserve_size = static_cast(std::max({sizeof(PixelShaderConstants), sizeof(VertexShaderConstants), sizeof(GeometryShaderConstants)})); if (m_uniform_stream_buffer.ReserveMemory(reserve_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) { return true; } // 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"); 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. UploadAllConstants(); return false; } void VertexManager::UploadAllConstants() { // We are free to re-use parts of the buffer now since we're uploading all constants. const u32 pixel_constants_offset = 0; constexpr u32 vertex_constants_offset = Common::AlignUp(pixel_constants_offset + sizeof(PixelShaderConstants), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); constexpr u32 geometry_constants_offset = Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); const u32 allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants); // Allocate everything at once. // We should only be here if the buffer was full and a command buffer was submitted anyway. if (!m_uniform_stream_buffer.ReserveMemory(allocation_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) { PanicAlertFmt("Failed to allocate space for constants in streaming buffer"); return; } // Update bindings Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() + pixel_constants_offset); Gfx::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() + vertex_constants_offset); Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() + geometry_constants_offset); auto& system = Core::System::GetInstance(); auto& pixel_shader_manager = system.GetPixelShaderManager(); auto& vertex_shader_manager = system.GetVertexShaderManager(); auto& geometry_shader_manager = system.GetGeometryShaderManager(); // Copy the actual data in std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset, &pixel_shader_manager.constants, sizeof(PixelShaderConstants)); std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset, &vertex_shader_manager.constants, sizeof(VertexShaderConstants)); std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset, &geometry_shader_manager.constants, sizeof(GeometryShaderConstants)); // Finally, flush buffer memory after copying m_uniform_stream_buffer.CommitMemory(allocation_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, allocation_size); // Clear dirty flags vertex_shader_manager.dirty = false; geometry_shader_manager.dirty = false; pixel_shader_manager.dirty = false; } void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size) { InvalidateConstants(); if (!m_uniform_stream_buffer.ReserveMemory(data_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) { WARN_LOG_FMT(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer"); Gfx::GetInstance()->ExecuteCommandList(false); } 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); } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) { if (data_size > m_texel_stream_buffer.GetSize()) return false; const u32 elem_size = GetTexelBufferElementSize(format); if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size)) { // Try submitting cmdbuffer. WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer"); Gfx::GetInstance()->ExecuteCommandList(false); if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size)) { PanicAlertFmt("Failed to allocate {} bytes from texel buffer", data_size); return false; } } std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size); *out_offset = static_cast(m_texel_stream_buffer.GetCurrentOffset()) / elem_size; m_texel_stream_buffer.CommitMemory(data_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size); Gfx::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle); return true; } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* out_palette_offset) { const u32 elem_size = GetTexelBufferElementSize(format); const u32 palette_elem_size = GetTexelBufferElementSize(palette_format); const u32 reserve_size = data_size + palette_size + palette_elem_size; if (reserve_size > m_texel_stream_buffer.GetSize()) return false; if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size)) { // Try submitting cmdbuffer. WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer"); Gfx::GetInstance()->ExecuteCommandList(false); if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size)) { PanicAlertFmt("Failed to allocate {} bytes from texel buffer", reserve_size); return false; } } const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size); std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size); std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer() + palette_byte_offset, palette_data, palette_size); *out_offset = static_cast(m_texel_stream_buffer.GetCurrentOffset()) / elem_size; *out_palette_offset = (static_cast(m_texel_stream_buffer.GetCurrentOffset()) + palette_byte_offset) / palette_elem_size; m_texel_stream_buffer.CommitMemory(palette_byte_offset + palette_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size); 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; } } // namespace DX12