// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/BoundingBox.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DState.h" #include "VideoBackends/D3D12/D3DStreamBuffer.h" #include "VideoBackends/D3D12/FramebufferManager.h" #include "VideoBackends/D3D12/Render.h" #include "VideoBackends/D3D12/ShaderCache.h" #include "VideoBackends/D3D12/VertexManager.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { static constexpr unsigned int MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16; static constexpr unsigned int MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 4; void VertexManager::SetIndexBuffer() { D3D12_INDEX_BUFFER_VIEW ib_view = { m_index_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation; static_cast(m_index_stream_buffer->GetSize()), // UINT SizeInBytes; DXGI_FORMAT_R16_UINT // DXGI_FORMAT Format; }; D3D::current_command_list->IASetIndexBuffer(&ib_view); } void VertexManager::CreateDeviceObjects() { m_vertex_draw_offset = 0; m_index_draw_offset = 0; m_vertex_stream_buffer = std::make_unique(MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated); m_index_stream_buffer = std::make_unique(MAXIBUFFERSIZE * sizeof(u16) * 2, MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated); SetIndexBuffer(); // Use CPU-only memory if the GPU won't be reading from the buffers, // since reading upload heaps on the CPU is slow.. m_vertex_cpu_buffer.resize(MAXVBUFFERSIZE); m_index_cpu_buffer.resize(MAXIBUFFERSIZE); } void VertexManager::DestroyDeviceObjects() { m_vertex_stream_buffer.reset(); m_index_stream_buffer.reset(); m_vertex_cpu_buffer.clear(); m_index_cpu_buffer.clear(); } VertexManager::VertexManager() { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::PrepareDrawBuffers(u32 stride) { u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride; u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16); m_vertex_stream_buffer->OverrideSizeOfPreviousAllocation(vertex_data_size); m_index_stream_buffer->OverrideSizeOfPreviousAllocation(index_data_size); ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size); ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size); } void VertexManager::Draw(u32 stride) { static u32 s_previous_stride = UINT_MAX; u32 indices = IndexGenerator::GetIndexLen(); if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER) || s_previous_stride != stride) { D3D12_VERTEX_BUFFER_VIEW vb_view = { m_vertex_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation; static_cast(m_vertex_stream_buffer->GetSize()), // UINT SizeInBytes; stride // UINT StrideInBytes; }; D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view); D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, false); s_previous_stride = stride; } D3D_PRIMITIVE_TOPOLOGY d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; switch (m_current_primitive_type) { case PRIMITIVE_POINTS: d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST; break; case PRIMITIVE_LINES: d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; } if (D3D::command_list_mgr->GetCommandListPrimitiveTopology() != d3d_primitive_topology) { D3D::current_command_list->IASetPrimitiveTopology(d3d_primitive_topology); D3D::command_list_mgr->SetCommandListPrimitiveTopology(d3d_primitive_topology); } u32 base_vertex = m_vertex_draw_offset / stride; u32 start_index = m_index_draw_offset / sizeof(u16); D3D::current_command_list->DrawIndexedInstanced(indices, 1, start_index, base_vertex, 0); INCSTAT(stats.thisFrame.numDrawCalls); } void VertexManager::vFlush() { ShaderCache::LoadAndSetActiveShaders(m_current_primitive_type); if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active) BBox::Invalidate(); u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(); PrepareDrawBuffers(stride); g_renderer->ApplyState(); Draw(stride); D3D::command_list_mgr->m_draws_since_last_execution++; // Many Gamecube/Wii titles read from the EFB each frame to determine what new rendering work to // submit, e.g. where sun rays are // occluded and where they aren't. When the CPU wants to read this data (done in // Renderer::AccessEFB), it requires that the GPU // finish all oustanding work. As an optimization, when we detect that the CPU is likely to read // back data this frame, we break // up the rendering work and submit it more frequently to the GPU (via ExecuteCommandList). Thus, // when the CPU finally needs the // the GPU to finish all of its work, there is (hopefully) less work outstanding to wait on at // that moment. // D3D12TODO: Decide right threshold for drawCountSinceAsyncFlush at runtime depending on // amount of stall measured in AccessEFB. // We can't do this with perf queries enabled since it can leave queries open. if (D3D::command_list_mgr->m_cpu_access_last_frame && D3D::command_list_mgr->m_draws_since_last_execution > 100 && !PerfQueryBase::ShouldEmulate()) { D3D::command_list_mgr->m_draws_since_last_execution = 0; D3D::command_list_mgr->ExecuteQueuedWork(); } } void VertexManager::ResetBuffer(u32 stride) { if (m_cull_all) { m_cur_buffer_pointer = m_vertex_cpu_buffer.data(); m_base_buffer_pointer = m_vertex_cpu_buffer.data(); m_end_buffer_pointer = m_vertex_cpu_buffer.data() + MAXVBUFFERSIZE; IndexGenerator::Start(reinterpret_cast(m_index_cpu_buffer.data())); return; } m_vertex_stream_buffer->AllocateSpaceInBuffer(MAXVBUFFERSIZE, stride); if (m_vertex_stream_buffer_reallocated) { D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true); m_vertex_stream_buffer_reallocated = false; } m_base_buffer_pointer = static_cast(m_vertex_stream_buffer->GetBaseCPUAddress()); m_end_buffer_pointer = m_base_buffer_pointer + m_vertex_stream_buffer->GetSize(); m_cur_buffer_pointer = static_cast(m_vertex_stream_buffer->GetCPUAddressOfCurrentAllocation()); m_vertex_draw_offset = static_cast(m_vertex_stream_buffer->GetOffsetOfCurrentAllocation()); m_index_stream_buffer->AllocateSpaceInBuffer(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16)); if (m_index_stream_buffer_reallocated) { SetIndexBuffer(); m_index_stream_buffer_reallocated = false; } m_index_draw_offset = static_cast(m_index_stream_buffer->GetOffsetOfCurrentAllocation()); IndexGenerator::Start( static_cast(m_index_stream_buffer->GetCPUAddressOfCurrentAllocation())); } } // namespace