dolphin/Source/Core/VideoBackends/D3D12/BoundingBox.cpp

153 lines
5.4 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D12/BoundingBox.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
constexpr size_t BBOX_BUFFER_SIZE = sizeof(int) * 4;
constexpr size_t BBOX_STREAM_BUFFER_SIZE = BBOX_BUFFER_SIZE * 128;
static ID3D12Resource* s_bbox_buffer;
static ID3D12Resource* s_bbox_staging_buffer;
static void* s_bbox_staging_buffer_map;
static std::unique_ptr<D3DStreamBuffer> s_bbox_stream_buffer;
static D3D12_GPU_DESCRIPTOR_HANDLE s_bbox_descriptor_handle;
void BBox::Init()
{
CD3DX12_RESOURCE_DESC buffer_desc(CD3DX12_RESOURCE_DESC::Buffer(BBOX_BUFFER_SIZE, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, 0));
CD3DX12_RESOURCE_DESC staging_buffer_desc(CD3DX12_RESOURCE_DESC::Buffer(BBOX_BUFFER_SIZE, D3D12_RESOURCE_FLAG_NONE, 0));
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&buffer_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
nullptr,
IID_PPV_ARGS(&s_bbox_buffer)));
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
D3D12_HEAP_FLAG_NONE,
&staging_buffer_desc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&s_bbox_staging_buffer)));
s_bbox_stream_buffer = std::make_unique<D3DStreamBuffer>(BBOX_STREAM_BUFFER_SIZE, BBOX_STREAM_BUFFER_SIZE, nullptr);
// D3D12 root signature UAV must be raw or structured buffers, not typed. Since we used a typed buffer,
// we have to use a descriptor table. Luckily, we only have to allocate this once, and it never changes.
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
if (!D3D::gpu_descriptor_heap_mgr->Allocate(&cpu_descriptor_handle, &s_bbox_descriptor_handle, nullptr, false))
PanicAlert("Failed to create bounding box UAV descriptor");
D3D12_UNORDERED_ACCESS_VIEW_DESC view_desc = { DXGI_FORMAT_R32_SINT, D3D12_UAV_DIMENSION_BUFFER };
view_desc.Buffer.FirstElement = 0;
view_desc.Buffer.NumElements = 4;
view_desc.Buffer.StructureByteStride = 0;
view_desc.Buffer.CounterOffsetInBytes = 0;
view_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
D3D::device12->CreateUnorderedAccessView(s_bbox_buffer, nullptr, &view_desc, cpu_descriptor_handle);
Bind();
}
void BBox::Bind()
{
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_UAV, s_bbox_descriptor_handle);
}
void BBox::Invalidate()
{
if (!s_bbox_staging_buffer_map)
return;
D3D12_RANGE write_range = {};
s_bbox_staging_buffer->Unmap(0, &write_range);
s_bbox_staging_buffer_map = nullptr;
}
void BBox::Shutdown()
{
Invalidate();
if (s_bbox_buffer)
{
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_bbox_buffer);
s_bbox_buffer = nullptr;
}
if (s_bbox_staging_buffer)
{
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_bbox_staging_buffer);
s_bbox_staging_buffer = nullptr;
}
s_bbox_stream_buffer.reset();
}
void BBox::Set(int index, int value)
{
// If the buffer is currently mapped, compare the value, and update the staging buffer.
if (s_bbox_staging_buffer_map)
{
int current_value;
memcpy(&current_value, reinterpret_cast<u8*>(s_bbox_staging_buffer_map) + (index * sizeof(int)), sizeof(int));
if (current_value == value)
{
// Value hasn't changed. So skip updating completely.
return;
}
memcpy(reinterpret_cast<u8*>(s_bbox_staging_buffer_map) + (index * sizeof(int)), &value, sizeof(int));
}
s_bbox_stream_buffer->AllocateSpaceInBuffer(sizeof(int), sizeof(int));
// Allocate temporary bytes in upload buffer, then copy to real buffer.
memcpy(s_bbox_stream_buffer->GetCPUAddressOfCurrentAllocation(), &value, sizeof(int));
D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST, 0);
D3D::current_command_list->CopyBufferRegion(s_bbox_buffer, index * sizeof(int), s_bbox_stream_buffer->GetBuffer(), s_bbox_stream_buffer->GetOffsetOfCurrentAllocation(), sizeof(int));
D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0);
}
int BBox::Get(int index)
{
if (!s_bbox_staging_buffer_map)
{
D3D::command_list_mgr->CPUAccessNotify();
// Copy from real buffer to staging buffer, then block until we have the results.
D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
D3D::current_command_list->CopyBufferRegion(s_bbox_staging_buffer, 0, s_bbox_buffer, 0, BBOX_BUFFER_SIZE);
D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0);
D3D::command_list_mgr->ExecuteQueuedWork(true);
D3D12_RANGE read_range = { 0, BBOX_BUFFER_SIZE };
CheckHR(s_bbox_staging_buffer->Map(0, &read_range, &s_bbox_staging_buffer_map));
}
int value;
memcpy(&value, &reinterpret_cast<int*>(s_bbox_staging_buffer_map)[index], sizeof(int));
return value;
}
};