// Copyright 2019 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "Common/Logging/Log.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/D3D12BoundingBox.h" #include "VideoBackends/D3D12/D3D12PerfQuery.h" #include "VideoBackends/D3D12/D3D12Renderer.h" #include "VideoBackends/D3D12/D3D12SwapChain.h" #include "VideoBackends/D3D12/DX12Context.h" #include "VideoBackends/D3D12/DX12Pipeline.h" #include "VideoBackends/D3D12/DX12Shader.h" #include "VideoBackends/D3D12/DX12Texture.h" #include "VideoBackends/D3D12/DX12VertexFormat.h" #include "VideoBackends/D3D12/DescriptorHeapManager.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { Renderer::Renderer(std::unique_ptr 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)) { m_state.root_signature = g_dx_context->GetGXRootSignature(); // Textures must be populated with null descriptors, since we copy directly from this array. for (u32 i = 0; i < MAX_TEXTURES; i++) { m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr; m_state.samplers.states[i] = RenderState::GetPointSamplerState(); } } Renderer::~Renderer() = default; bool Renderer::IsHeadless() const { return !m_swap_chain; } bool Renderer::Initialize() { if (!::Renderer::Initialize()) return false; m_bounding_box = BoundingBox::Create(); if (!m_bounding_box) return false; SetPixelShaderUAV(m_bounding_box->GetGPUDescriptor().cpu_handle); return true; } void Renderer::Shutdown() { m_bounding_box.reset(); m_swap_chain.reset(); ::Renderer::Shutdown(); } std::unique_ptr Renderer::CreateTexture(const TextureConfig& config, std::string_view name) { return DXTexture::Create(config, name); } std::unique_ptr Renderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config) { return DXStagingTexture::Create(type, config); } std::unique_ptr Renderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) { return DXFramebuffer::Create(static_cast(color_attachment), static_cast(depth_attachment)); } std::unique_ptr Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) { return DXShader::CreateFromSource(stage, source, name); } std::unique_ptr Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length, std::string_view name) { return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name); } std::unique_ptr Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) { return std::make_unique(vtx_decl); } std::unique_ptr Renderer::CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data, size_t cache_data_length) { return DXPipeline::Create(config, cache_data, cache_data_length); } u16 Renderer::BBoxReadImpl(int index) { return static_cast(m_bounding_box->Get(index)); } void Renderer::BBoxWriteImpl(int index, u16 value) { m_bounding_box->Set(index, value); } void Renderer::BBoxFlushImpl() { m_bounding_box->Flush(); m_bounding_box->Invalidate(); } void Renderer::Flush() { ExecuteCommandList(false); } void Renderer::WaitForGPUIdle() { ExecuteCommandList(true); } void Renderer::ClearScreen(const MathUtil::Rectangle& 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()); if (fast_color_clear || z_enable) { MathUtil::Rectangle 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}; if (fast_color_clear) { static_cast(m_current_framebuffer->GetColorAttachment()) ->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET); const std::array clear_color = { {static_cast((color >> 16) & 0xFF) / 255.0f, static_cast((color >> 8) & 0xFF) / 255.0f, static_cast((color >> 0) & 0xFF) / 255.0f, static_cast((color >> 24) & 0xFF) / 255.0f}}; g_dx_context->GetCommandList()->ClearRenderTargetView( static_cast(m_current_framebuffer)->GetRTVDescriptor().cpu_handle, clear_color.data(), 1, &d3d_clear_rc); color_enable = false; alpha_enable = false; } if (z_enable) { static_cast(m_current_framebuffer->GetDepthAttachment()) ->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE); // D3D does not support reversed depth ranges. const float clear_depth = 1.0f - static_cast(z & 0xFFFFFF) / 16777216.0f; g_dx_context->GetCommandList()->ClearDepthStencilView( static_cast(m_current_framebuffer)->GetDSVDescriptor().cpu_handle, D3D12_CLEAR_FLAG_DEPTH, clear_depth, 0, 1, &d3d_clear_rc); z_enable = false; } } // 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); } void Renderer::SetPipeline(const AbstractPipeline* pipeline) { const DXPipeline* dx_pipeline = static_cast(pipeline); if (m_current_pipeline == dx_pipeline) return; m_current_pipeline = dx_pipeline; m_dirty_bits |= DirtyState_Pipeline; if (dx_pipeline) { if (dx_pipeline->GetRootSignature() != m_state.root_signature) { 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; } if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv) { m_state.using_integer_rtv = dx_pipeline->UseIntegerRTV(); m_dirty_bits |= DirtyState_Framebuffer; } if (dx_pipeline->GetPrimitiveTopology() != m_state.primitive_topology) { m_state.primitive_topology = dx_pipeline->GetPrimitiveTopology(); m_dirty_bits |= DirtyState_PrimitiveTopology; } } } void Renderer::BindFramebuffer(DXFramebuffer* fb) { if (fb->HasColorBuffer()) { static_cast(fb->GetColorAttachment()) ->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET); } if (fb->HasDepthBuffer()) { static_cast(fb->GetDepthAttachment()) ->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE); } g_dx_context->GetCommandList()->OMSetRenderTargets( fb->GetRTVDescriptorCount(), m_state.using_integer_rtv ? fb->GetIntRTVDescriptorArray() : fb->GetRTVDescriptorArray(), FALSE, fb->GetDSVDescriptorArray()); m_current_framebuffer = fb; m_dirty_bits &= ~DirtyState_Framebuffer; } void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer) { if (m_current_framebuffer == framebuffer) return; m_current_framebuffer = framebuffer; m_dirty_bits |= DirtyState_Framebuffer; } void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) { BindFramebuffer(static_cast(framebuffer)); static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1}; if (framebuffer->HasColorBuffer()) { g_dx_context->GetCommandList()->DiscardResource( static_cast(framebuffer->GetColorAttachment())->GetResource(), &dr); } if (framebuffer->HasDepthBuffer()) { g_dx_context->GetCommandList()->DiscardResource( static_cast(framebuffer->GetDepthAttachment())->GetResource(), &dr); } } void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value, float depth_value) { DXFramebuffer* dxfb = static_cast(framebuffer); BindFramebuffer(dxfb); static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1}; if (framebuffer->HasColorBuffer()) { g_dx_context->GetCommandList()->ClearRenderTargetView(dxfb->GetRTVDescriptor().cpu_handle, color_value.data(), 0, nullptr); } if (framebuffer->HasDepthBuffer()) { g_dx_context->GetCommandList()->ClearDepthStencilView( dxfb->GetDSVDescriptor().cpu_handle, D3D12_CLEAR_FLAG_DEPTH, depth_value, 0, 0, nullptr); } } void Renderer::SetScissorRect(const MathUtil::Rectangle& 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) { return; } m_state.scissor.left = rc.left; m_state.scissor.right = rc.right; m_state.scissor.top = rc.top; m_state.scissor.bottom = rc.bottom; m_dirty_bits |= DirtyState_ScissorRect; } void Renderer::SetTexture(u32 index, const AbstractTexture* texture) { const DXTexture* dxtex = static_cast(texture); if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr) return; m_state.textures[index].ptr = dxtex->GetSRVDescriptor().cpu_handle.ptr; if (dxtex) dxtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); m_dirty_bits |= DirtyState_Textures; } void Renderer::SetSamplerState(u32 index, const SamplerState& state) { if (m_state.samplers.states[index] == state) return; m_state.samplers.states[index] = state; m_dirty_bits |= DirtyState_Samplers; } void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) { const DXTexture* dxtex = static_cast(texture); if (m_state.compute_image_texture == dxtex) return; m_state.compute_image_texture = dxtex; if (dxtex) dxtex->TransitionToState(D3D12_RESOURCE_STATE_UNORDERED_ACCESS); m_dirty_bits |= DirtyState_ComputeImageTexture; } void Renderer::UnbindTexture(const AbstractTexture* texture) { const auto srv_shadow_descriptor = static_cast(texture)->GetSRVDescriptor().cpu_handle; for (u32 i = 0; i < MAX_TEXTURES; i++) { if (m_state.textures[i].ptr == srv_shadow_descriptor.ptr) { m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr; m_dirty_bits |= DirtyState_Textures; } } if (m_state.compute_image_texture == texture) { m_state.compute_image_texture = nullptr; m_dirty_bits |= DirtyState_ComputeImageTexture; } } void Renderer::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 && m_state.viewport.Width == width && m_state.viewport.Height == height && near_depth == m_state.viewport.MinDepth && far_depth == m_state.viewport.MaxDepth) { return; } m_state.viewport.TopLeftX = x; m_state.viewport.TopLeftY = y; m_state.viewport.Width = width; m_state.viewport.Height = height; m_state.viewport.MinDepth = near_depth; m_state.viewport.MaxDepth = far_depth; m_dirty_bits |= DirtyState_Viewport; } void Renderer::Draw(u32 base_vertex, u32 num_vertices) { if (!ApplyState()) return; g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0); } void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) { if (!ApplyState()) return; g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0); } void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y, u32 groups_z) { SetRootSignatures(); SetDescriptorHeaps(); UpdateDescriptorTables(); if (m_dirty_bits & DirtyState_ComputeImageTexture && !UpdateComputeUAVDescriptorTable()) { ExecuteCommandList(false); SetRootSignatures(); SetDescriptorHeaps(); UpdateDescriptorTables(); UpdateComputeUAVDescriptorTable(); } // Share graphics and compute state. No need to track now since dispatches are infrequent. auto* const cmdlist = g_dx_context->GetCommandList(); cmdlist->SetPipelineState(static_cast(shader)->GetComputePipeline()); cmdlist->SetComputeRootConstantBufferView(CS_ROOT_PARAMETER_CBV, m_state.constant_buffers[0]); cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SRV, m_state.srv_descriptor_base); cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SAMPLERS, m_state.sampler_descriptor_base); cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_UAV, m_state.compute_uav_descriptor_base); cmdlist->Dispatch(groups_x, groups_y, groups_z); // Compute and graphics state share the same pipeline object? :( m_dirty_bits |= DirtyState_Pipeline; } void Renderer::BindBackbuffer(const ClearColor& clear_color) { CheckForSwapChainChanges(); SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color); } void Renderer::CheckForSwapChainChanges() { const bool surface_changed = m_surface_changed.TestAndClear(); const bool surface_resized = m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange(); if (!surface_changed && !surface_resized) return; // The swap chain could be in use from a previous frame. WaitForGPUIdle(); if (surface_changed) { m_swap_chain->ChangeSurface(m_new_surface_handle); m_new_surface_handle = nullptr; } else { m_swap_chain->ResizeSwapChain(); } m_backbuffer_width = m_swap_chain->GetWidth(); m_backbuffer_height = m_swap_chain->GetHeight(); } void Renderer::PresentBackbuffer() { m_current_framebuffer = nullptr; m_swap_chain->GetCurrentTexture()->TransitionToState(D3D12_RESOURCE_STATE_PRESENT); ExecuteCommandList(false); m_swap_chain->Present(); } void Renderer::OnConfigChanged(u32 bits) { ::Renderer::OnConfigChanged(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) { ExecuteCommandList(true); m_swap_chain->SetStereo(SwapChain::WantsStereo()); } // Wipe sampler cache if force texture filtering or anisotropy changes. if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING)) { ExecuteCommandList(true); g_dx_context->GetSamplerHeapManager().Clear(); g_dx_context->ResetSamplerAllocators(); } // If the host config changed (e.g. bbox/per-pixel-shading), recreate the root signature. if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG) g_dx_context->RecreateGXRootSignature(); } void Renderer::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) { if (m_state.constant_buffers[index] == address) return; m_state.constant_buffers[index] = address; m_dirty_bits |= DirtyState_PS_CBV << index; } void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle) { if (m_state.textures[index].ptr == handle.ptr) return; m_state.textures[index].ptr = handle.ptr; m_dirty_bits |= DirtyState_Textures; } void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle) { if (m_state.ps_uav.ptr == handle.ptr) return; m_state.ps_uav = handle; m_dirty_bits |= DirtyState_PS_UAV; } void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 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; } void Renderer::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) { return; } m_state.index_buffer.BufferLocation = address; m_state.index_buffer.SizeInBytes = size; m_state.index_buffer.Format = format; m_dirty_bits |= DirtyState_IndexBuffer; } bool Renderer::ApplyState() { if (!m_current_framebuffer || !m_current_pipeline) return false; // Updating the descriptor tables can cause command list execution if no descriptors remain. SetRootSignatures(); SetDescriptorHeaps(); UpdateDescriptorTables(); // 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); auto* const cmdlist = g_dx_context->GetCommandList(); if (dirty_bits & DirtyState_Pipeline) cmdlist->SetPipelineState(static_cast(m_current_pipeline)->GetPipeline()); if (dirty_bits & DirtyState_Framebuffer) BindFramebuffer(static_cast(m_current_framebuffer)); if (dirty_bits & DirtyState_Viewport) cmdlist->RSSetViewports(1, &m_state.viewport); if (dirty_bits & DirtyState_ScissorRect) cmdlist->RSSetScissorRects(1, &m_state.scissor); if (dirty_bits & DirtyState_VertexBuffer) cmdlist->IASetVertexBuffers(0, 1, &m_state.vertex_buffer); if (dirty_bits & DirtyState_IndexBuffer) cmdlist->IASetIndexBuffer(&m_state.index_buffer); if (dirty_bits & DirtyState_PrimitiveTopology) cmdlist->IASetPrimitiveTopology(m_state.primitive_topology); if (dirty_bits & DirtyState_SRV_Descriptor) cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SRV, m_state.srv_descriptor_base); if (dirty_bits & DirtyState_Sampler_Descriptor) { cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SAMPLERS, m_state.sampler_descriptor_base); } if (static_cast(m_current_pipeline)->GetUsage() == AbstractPipelineUsage::GX) { if (dirty_bits & DirtyState_VS_CBV) { cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV, m_state.constant_buffers[1]); if (g_ActiveConfig.bEnablePixelLighting) { cmdlist->SetGraphicsRootConstantBufferView( g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CBV2 : ROOT_PARAMETER_PS_UAV_OR_CBV2, m_state.constant_buffers[1]); } } if (dirty_bits & DirtyState_GS_CBV) { cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV, m_state.constant_buffers[2]); } if (dirty_bits & DirtyState_UAV_Descriptor && g_ActiveConfig.bBBoxEnable) { cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_UAV_OR_CBV2, m_state.uav_descriptor_base); } } if (dirty_bits & DirtyState_PS_CBV) { cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_PS_CBV, m_state.constant_buffers[0]); } return true; } void Renderer::SetRootSignatures() { const u32 dirty_bits = m_dirty_bits; if (dirty_bits & DirtyState_RootSignature) g_dx_context->GetCommandList()->SetGraphicsRootSignature(m_state.root_signature); if (dirty_bits & DirtyState_ComputeRootSignature) { g_dx_context->GetCommandList()->SetComputeRootSignature( g_dx_context->GetComputeRootSignature()); } m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature); } void Renderer::SetDescriptorHeaps() { if (m_dirty_bits & DirtyState_DescriptorHeaps) { g_dx_context->GetCommandList()->SetDescriptorHeaps(g_dx_context->GetGPUDescriptorHeapCount(), g_dx_context->GetGPUDescriptorHeaps()); m_dirty_bits &= ~DirtyState_DescriptorHeaps; } } void Renderer::UpdateDescriptorTables() { // Samplers force a full sync because any of the samplers could be in use. const bool texture_update_failed = (m_dirty_bits & DirtyState_Textures) && !UpdateSRVDescriptorTable(); 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) { WARN_LOG_FMT(VIDEO, "Executing command list while waiting for temporary {}", texture_update_failed ? "descriptors" : "samplers"); ExecuteCommandList(false); SetRootSignatures(); SetDescriptorHeaps(); UpdateSRVDescriptorTable(); UpdateSamplerDescriptorTable(); UpdateUAVDescriptorTable(); } } bool Renderer::UpdateSRVDescriptorTable() { static constexpr std::array src_sizes = {1, 1, 1, 1, 1, 1, 1, 1}; DescriptorHandle dst_base_handle; const UINT dst_handle_sizes = 8; if (!g_dx_context->GetDescriptorAllocator()->Allocate(MAX_TEXTURES, &dst_base_handle)) return false; g_dx_context->GetDevice()->CopyDescriptors( 1, &dst_base_handle.cpu_handle, &dst_handle_sizes, MAX_TEXTURES, m_state.textures.data(), src_sizes.data(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); m_state.srv_descriptor_base = dst_base_handle.gpu_handle; m_dirty_bits = (m_dirty_bits & ~DirtyState_Textures) | DirtyState_SRV_Descriptor; return true; } bool Renderer::UpdateSamplerDescriptorTable() { if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers, &m_state.sampler_descriptor_base)) { g_dx_context->ResetSamplerAllocators(); return false; } m_dirty_bits = (m_dirty_bits & ~DirtyState_Samplers) | DirtyState_Sampler_Descriptor; return true; } bool Renderer::UpdateUAVDescriptorTable() { // We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise. if (!g_ActiveConfig.bBBoxEnable) 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.ps_uav, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); m_state.uav_descriptor_base = handle.gpu_handle; m_dirty_bits = (m_dirty_bits & ~DirtyState_PS_UAV) | DirtyState_UAV_Descriptor; return true; } bool Renderer::UpdateComputeUAVDescriptorTable() { DescriptorHandle handle; if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle)) return false; if (m_state.compute_image_texture) { g_dx_context->GetDevice()->CopyDescriptorsSimple( 1, handle.cpu_handle, m_state.compute_image_texture->GetUAVDescriptor().cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); } else { constexpr D3D12_UNORDERED_ACCESS_VIEW_DESC null_uav_desc = {}; g_dx_context->GetDevice()->CreateUnorderedAccessView(nullptr, nullptr, &null_uav_desc, handle.cpu_handle); } m_dirty_bits &= ~DirtyState_ComputeImageTexture; m_state.compute_uav_descriptor_base = handle.gpu_handle; return true; } } // namespace DX12