// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include #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(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(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 m_stream_buffer; }; CD3DFont font; static std::unique_ptr util_vbuf_stq; static std::unique_ptr util_vbuf_clearq; static std::unique_ptr 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((color >> 16) & 0xFF)) / 255.f; v.col[1] = (static_cast((color >> 8) & 0xFF)) / 255.f; v.col[2] = (static_cast((color >> 0) & 0xFF)) / 255.f; v.col[3] = (static_cast((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(m_tex_width); bmi.bmiHeader.biHeight = -static_cast(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(&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(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(x + 0)) / m_tex_width; m_tex_coords[c][1] = (static_cast(y + 0)) / m_tex_height; m_tex_coords[c][2] = (static_cast(x + 0 + size.cx)) / m_tex_width; m_tex_coords[c][3] = (static_cast(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 tex_initial_data(new byte[m_tex_width * m_tex_height * 4]); for (y = 0; y < m_tex_height; y++) { u32* pDst32 = reinterpret_cast(static_cast(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(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(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(D3D::GetBackBufferWidth()) * 2.f; float scale_y = 1 / static_cast(D3D::GetBackBufferHeight()) * 2.f; float sizeratio = size / static_cast(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(text.length()) * 6 * sizeof(FONT2DVERTEX), sizeof(FONT2DVERTEX), false); FONT2DVERTEX* vertices12 = reinterpret_cast(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(tx2 - tx1) * m_tex_width * scale_x * sizeratio; float h = static_cast(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(0x10000); util_vbuf_clearq = std::make_unique(0x10000); util_vbuf_efbpokequads = std::make_unique(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(top_left_x), static_cast(top_left_y), static_cast(width), static_cast(height), min_depth, max_depth}; D3D12_RECT scissor = {static_cast(top_left_x), static_cast(top_left_y), static_cast(top_left_x + width), static_cast(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(source_width); float sh = 1.0f / static_cast(source_height); float u1 = static_cast(rSource->left) * sw; float u2 = static_cast(rSource->right) * sw; float v1 = static_cast(rSource->top) * sh; float v2 = static_cast(rSource->bottom) * sh; float S = static_cast(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(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(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(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(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(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(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 = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f; u32 col = (type == POKE_Z) ? 0 : ((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 == POKE_COLOR) FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col); else if (type == POKE_Z) FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z); } // Issue the draw D3D::current_command_list->DrawInstanced(6 * static_cast(points_to_draw), 1, static_cast(base_vertex_index), 0); } } } // namespace D3D } // namespace DX12