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

671 lines
24 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#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/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/PSTextureEncoder.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoBackends/D3D12/TextureEncoder.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
static std::unique_ptr<TextureEncoder> s_encoder = nullptr;
static std::unique_ptr<D3DStreamBuffer> s_efb_copy_stream_buffer = nullptr;
static ID3D12Resource* s_texture_cache_entry_readback_buffer = nullptr;
static void* s_texture_cache_entry_readback_buffer_data = nullptr;
static UINT s_texture_cache_entry_readback_buffer_size = 0;
TextureCache::TCacheEntry::~TCacheEntry()
{
m_texture->Release();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
// Textures bound as group in TextureCache::BindTextures method.
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
// EXISTINGD3D11TODO: Somehow implement this (D3DX11 doesn't support dumping individual LODs)
static bool warn_once = true;
if (level && warn_once)
{
WARN_LOG(VIDEO, "Dumping individual LOD not supported by D3D12 backend!");
warn_once = false;
return false;
}
D3D12_RESOURCE_DESC texture_desc = m_texture->GetTex12()->GetDesc();
const unsigned int required_readback_buffer_size = D3D::AlignValue(static_cast<unsigned int>(texture_desc.Width) * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
if (s_texture_cache_entry_readback_buffer_size < required_readback_buffer_size)
{
s_texture_cache_entry_readback_buffer_size = required_readback_buffer_size;
// We know the readback buffer won't be in use right now, since we wait on this thread
// for the GPU to finish execution right after copying to it.
SAFE_RELEASE(s_texture_cache_entry_readback_buffer);
}
if (!s_texture_cache_entry_readback_buffer_size)
{
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(s_texture_cache_entry_readback_buffer_size),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&s_texture_cache_entry_readback_buffer)
)
);
CheckHR(s_texture_cache_entry_readback_buffer->Map(0, nullptr, &s_texture_cache_entry_readback_buffer_data));
}
bool saved_png = false;
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = s_texture_cache_entry_readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.Format = texture_desc.Format;
dst_location.PlacedFootprint.Footprint.Width = static_cast<UINT>(texture_desc.Width);
dst_location.PlacedFootprint.Footprint.Height = texture_desc.Height;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
D3D::command_list_mgr->ExecuteQueuedWork(true);
saved_png = TextureToPng(
static_cast<u8*>(s_texture_cache_entry_readback_buffer_data),
dst_location.PlacedFootprint.Footprint.RowPitch,
filename,
dst_location.PlacedFootprint.Footprint.Width,
dst_location.PlacedFootprint.Footprint.Height
);
return saved_png;
}
void TextureCache::TCacheEntry::CopyRectangleFromTexture(
const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& src_rect,
const MathUtil::Rectangle<int>& dst_rect)
{
const TCacheEntry* srcentry = reinterpret_cast<const TCacheEntry*>(source);
if (src_rect.GetWidth() == dst_rect.GetWidth()
&& src_rect.GetHeight() == dst_rect.GetHeight())
{
const D3D12_BOX* src_box_pointer = nullptr;
D3D12_BOX src_box;
if (src_rect.left != 0 || src_rect.top != 0)
{
src_box.front = 0;
src_box.back = 1;
src_box.left = src_rect.left;
src_box.top = src_rect.top;
src_box.right = src_rect.right;
src_box.bottom = src_rect.bottom;
src_box_pointer = &src_box;
}
if (static_cast<u32>(src_rect.GetHeight()) > config.height ||
static_cast<u32>(src_rect.GetWidth()) > config.width)
{
// To mimic D3D11 behavior, we're just going to drop the clear since it is invalid.
// This invalid copy needs to be fixed above the Backend level.
// On D3D12, instead of silently dropping this invalid clear, the runtime throws an exception
// so we need to filter it out ourselves.
return;
}
D3D12_TEXTURE_COPY_LOCATION dst_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(srcentry->m_texture->GetTex12(), 0);
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, dst_rect.left, dst_rect.top, 0, &src_location, src_box_pointer);
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
return;
}
else if (!config.rendertarget)
{
return;
}
const D3D12_VIEWPORT vp = {
float(dst_rect.left),
float(dst_rect.top),
float(dst_rect.GetWidth()),
float(dst_rect.GetHeight()),
D3D12_MIN_DEPTH,
D3D12_MAX_DEPTH
};
D3D::current_command_list->RSSetViewports(1, &vp);
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
D3D::SetLinearCopySampler();
D3D12_RECT src_rc;
src_rc.left = src_rect.left;
src_rc.right = src_rect.right;
src_rc.top = src_rect.top;
src_rc.bottom = src_rect.bottom;
D3D::DrawShadedTexQuad(srcentry->m_texture, &src_rc,
srcentry->config.width, srcentry->config.height,
StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled());
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
unsigned int src_pitch = 4 * expanded_width;
D3D::ReplaceRGBATexture2D(m_texture->GetTex12(), TextureCache::temp, width, height, src_pitch, level, m_texture->GetResourceUsageState());
}
TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
{
if (config.rendertarget)
{
D3DTexture2D* texture = D3DTexture2D::Create(config.width, config.height,
static_cast<D3D11_BIND_FLAG>((static_cast<int>(D3D11_BIND_RENDER_TARGET) | static_cast<int>(D3D11_BIND_SHADER_RESOURCE))),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, config.layers);
TCacheEntry* entry = new TCacheEntry(config, texture);
entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
return entry;
}
else
{
ID3D12Resource* texture_resource = nullptr;
D3D12_RESOURCE_DESC texture_resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM,
config.width, config.height, 1, config.levels);
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC(texture_resource_desc),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
nullptr,
IID_PPV_ARGS(&texture_resource)
)
);
D3DTexture2D* texture = new D3DTexture2D(
texture_resource,
D3D11_BIND_SHADER_RESOURCE,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
false,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
);
TCacheEntry* const entry = new TCacheEntry(
config, texture
);
entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
// EXISTINGD3D11TODO: better debug names
D3D::SetDebugObjectName12(entry->m_texture->GetTex12(), "a texture of the TextureCache");
SAFE_RELEASE(texture_resource);
return entry;
}
}
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& srcRect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat)
{
static unsigned int old_cbuf_id = UINT_MAX;
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBColorTexture();
if (multisampled && scale_by_half)
{
multisampled = false;
efb_tex = (src_format == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture() :
FramebufferManager::GetResolvedEFBColorTexture();
}
// stretch picture with increased internal resolution
const D3D12_VIEWPORT vp = {
0.f,
0.f,
static_cast<float>(config.width),
static_cast<float>(config.height),
D3D12_MIN_DEPTH,
D3D12_MAX_DEPTH
};
D3D::current_command_list->RSSetViewports(1, &vp);
// set transformation
if (cbuf_id != old_cbuf_id)
{
s_efb_copy_stream_buffer->AllocateSpaceInBuffer(28 * sizeof(float), 256);
memcpy(s_efb_copy_stream_buffer->GetCPUAddressOfCurrentAllocation(), colmat, 28 * sizeof(float));
old_cbuf_id = cbuf_id;
}
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_efb_copy_stream_buffer->GetGPUAddressOfCurrentAllocation());
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
// EXISTINGD3D11TODO: try targetSource.asRECT();
const D3D12_RECT sourcerect = CD3DX12_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scale_by_half)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
// Create texture copy
D3D::DrawShadedTexQuad(
efb_tex,
&sourcerect,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
(src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) : StaticShaderCache::GetColorMatrixPixelShader(multisampled),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(),
1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled()
);
m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
}
static const constexpr char s_palette_shader_hlsl[] =
R"HLSL(
sampler samp0 : register(s0);
Texture2DArray Tex0 : register(t0);
Buffer<uint> Tex1 : register(t1);
uniform float Multiply;
uint Convert3To8(uint v)
{
// Swizzle bits: 00000123 -> 12312312
return (v << 5) | (v << 2) | (v >> 1);
}
uint Convert4To8(uint v)
{
// Swizzle bits: 00001234 -> 12341234
return (v << 4) | v;
}
uint Convert5To8(uint v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
uint Convert6To8(uint v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
float4 DecodePixel_RGB5A3(uint val)
{
int r,g,b,a;
if ((val&0x8000))
{
r=Convert5To8((val>>10) & 0x1f);
g=Convert5To8((val>>5 ) & 0x1f);
b=Convert5To8((val ) & 0x1f);
a=0xFF;
}
else
{
a=Convert3To8((val>>12) & 0x7);
r=Convert4To8((val>>8 ) & 0xf);
g=Convert4To8((val>>4 ) & 0xf);
b=Convert4To8((val ) & 0xf);
}
return float4(r, g, b, a) / 255;
}
float4 DecodePixel_RGB565(uint val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val) & 0x1f);
a = 0xFF;
return float4(r, g, b, a) / 255;
}
float4 DecodePixel_IA8(uint val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255;
}
void main(
out float4 ocol0 : SV_Target,
in float4 pos : SV_Position,
in float3 uv0 : TEXCOORD0)
{
uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
src = Tex1.Load(src);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DECODE(src);
}
)HLSL";
void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format)
{
// stretch picture with increased internal resolution
const D3D12_VIEWPORT vp = { 0.f, 0.f, static_cast<float>(unconverted->config.width), static_cast<float>(unconverted->config.height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp);
const unsigned int palette_buffer_allocation_size = 512;
m_palette_stream_buffer->AllocateSpaceInBuffer(palette_buffer_allocation_size, 256);
memcpy(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation(), palette, palette_buffer_allocation_size);
// D3D12: Because the second SRV slot is occupied by this buffer, and an arbitrary texture occupies the first SRV slot,
// we need to allocate temporary space out of our descriptor heap, place the palette SRV in the second slot, then copy the
// existing texture's descriptor into the first slot.
// First, allocate the (temporary) space in the descriptor heap.
D3D12_CPU_DESCRIPTOR_HANDLE srv_group_cpu_handle[2] = {};
D3D12_GPU_DESCRIPTOR_HANDLE srv_group_gpu_handle[2] = {};
D3D::gpu_descriptor_heap_mgr->AllocateGroup(srv_group_cpu_handle, 2, srv_group_gpu_handle, nullptr, true);
srv_group_cpu_handle[1].ptr = srv_group_cpu_handle[0].ptr + D3D::resource_descriptor_size;
// Now, create the palette SRV at the appropriate offset.
D3D12_SHADER_RESOURCE_VIEW_DESC palette_buffer_srv_desc = {
DXGI_FORMAT_R16_UINT, // DXGI_FORMAT Format;
D3D12_SRV_DIMENSION_BUFFER, // D3D12_SRV_DIMENSION ViewDimension;
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING // UINT Shader4ComponentMapping;
};
// Each 'element' is two bytes since format is R16.
palette_buffer_srv_desc.Buffer.FirstElement = m_palette_stream_buffer->GetOffsetOfCurrentAllocation() / sizeof(u16);
palette_buffer_srv_desc.Buffer.NumElements = 256;
D3D::device12->CreateShaderResourceView(m_palette_stream_buffer->GetBuffer(), &palette_buffer_srv_desc, srv_group_cpu_handle[1]);
// Now, copy the existing texture's descriptor into the new temporary location.
static_cast<TCacheEntry*>(unconverted)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
D3D::device12->CopyDescriptorsSimple(
1,
srv_group_cpu_handle[0],
static_cast<TCacheEntry*>(unconverted)->m_texture->GetSRV12GPUCPUShadow(),
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
);
// Finally, bind our temporary location.
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, srv_group_gpu_handle[0]);
// D3D11EXISTINGTODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
// D3D12: See TextureCache::TextureCache() - because there are only two possible buffer contents here,
// just pre-populate the data in two parts of the same upload heap.
if ((unconverted->format & 0xf) == GX_TF_I4)
{
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress());
}
else
{
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress() + 256);
}
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, unconverted->config.width, unconverted->config.height);
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->m_texture->GetRTV12(), FALSE, nullptr);
// Create texture copy
D3D::DrawShadedTexQuad(
static_cast<TCacheEntry*>(unconverted)->m_texture,
&source_rect, unconverted->config.width,
unconverted->config.height,
m_palette_pixel_shaders[format],
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(),
1.0f,
0,
DXGI_FORMAT_R8G8B8A8_UNORM,
true,
static_cast<TCacheEntry*>(entry)->m_texture->GetMultisampled()
);
static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
}
D3D12_SHADER_BYTECODE GetConvertShader12(std::string& Type)
{
std::string shader = "#define DECODE DecodePixel_";
shader.append(Type);
shader.append("\n");
shader.append(s_palette_shader_hlsl);
ID3DBlob* blob = nullptr;
D3D::CompilePixelShader(shader, &blob);
return { blob->GetBufferPointer(), blob->GetBufferSize() };
}
TextureCache::TextureCache()
{
s_encoder = std::make_unique<PSTextureEncoder>();
s_encoder->Init();
s_efb_copy_stream_buffer = std::make_unique<D3DStreamBuffer>(1024 * 1024, 1024 * 1024, nullptr);
s_texture_cache_entry_readback_buffer = nullptr;
s_texture_cache_entry_readback_buffer_data = nullptr;
s_texture_cache_entry_readback_buffer_size = 0;
m_palette_pixel_shaders[GX_TL_IA8] = GetConvertShader12(std::string("IA8"));
m_palette_pixel_shaders[GX_TL_RGB565] = GetConvertShader12(std::string("RGB565"));
m_palette_pixel_shaders[GX_TL_RGB5A3] = GetConvertShader12(std::string("RGB5A3"));
m_palette_stream_buffer = std::make_unique<D3DStreamBuffer>(sizeof(u16) * 256 * 1024, sizeof(u16) * 256 * 1024 * 16, nullptr);
// Right now, there are only two variants of palette_uniform data. So, we'll just create an upload heap to permanently store both of these.
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(((16 + 255) & ~255) * 2), // Constant Buffers have to be 256b aligned. "* 2" to create for two sets of data.
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_palette_uniform_buffer)
)
);
D3D::SetDebugObjectName12(m_palette_uniform_buffer, "a constant buffer used in TextureCache::ConvertTexture");
// Temporarily repurpose m_palette_stream_buffer as a copy source to populate initial data here.
m_palette_stream_buffer->AllocateSpaceInBuffer(256 * 2, 256);
u8* upload_heap_data_location = reinterpret_cast<u8*>(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation());
memset(upload_heap_data_location, 0, 256 * 2);
float paramsFormatZero[4] = { 15.f };
float paramsFormatNonzero[4] = { 255.f };
memcpy(upload_heap_data_location, paramsFormatZero, sizeof(paramsFormatZero));
memcpy(upload_heap_data_location + 256, paramsFormatNonzero, sizeof(paramsFormatNonzero));
D3D::current_command_list->CopyBufferRegion(m_palette_uniform_buffer, 0, m_palette_stream_buffer->GetBuffer(), m_palette_stream_buffer->GetOffsetOfCurrentAllocation(), 256 * 2);
DX12::D3D::ResourceBarrier(D3D::current_command_list, m_palette_uniform_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, 0);
}
TextureCache::~TextureCache()
{
s_encoder->Shutdown();
s_encoder.reset();
s_efb_copy_stream_buffer.reset();
if (s_texture_cache_entry_readback_buffer)
{
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_texture_cache_entry_readback_buffer);
s_texture_cache_entry_readback_buffer = nullptr;
}
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_palette_uniform_buffer);
}
void TextureCache::BindTextures()
{
unsigned int last_texture = 0;
for (unsigned int i = 0; i < 8; ++i)
{
if (bound_textures[i] != nullptr)
{
last_texture = i;
}
}
if (last_texture == 0 && bound_textures[0] != nullptr)
{
DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, reinterpret_cast<TCacheEntry*>(bound_textures[0])->m_texture_srv_gpu_handle);
return;
}
// If more than one texture, allocate space for group.
D3D12_CPU_DESCRIPTOR_HANDLE s_group_base_texture_cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE s_group_base_texture_gpu_handle;
DX12::D3D::gpu_descriptor_heap_mgr->AllocateGroup(&s_group_base_texture_cpu_handle, 8, &s_group_base_texture_gpu_handle, nullptr, true);
for (unsigned int stage = 0; stage <= last_texture; stage++)
{
if (bound_textures[stage] != nullptr)
{
D3D12_CPU_DESCRIPTOR_HANDLE textureDestDescriptor;
textureDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
DX12::D3D::device12->CopyDescriptorsSimple(
1,
textureDestDescriptor,
reinterpret_cast<TCacheEntry*>(bound_textures[stage])->m_texture_srv_gpu_handle_cpu_shadow,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
);
}
else
{
D3D12_CPU_DESCRIPTOR_HANDLE nullDestDescriptor;
nullDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
DX12::D3D::device12->CopyDescriptorsSimple(
1,
nullDestDescriptor,
DX12::D3D::null_srv_cpu_shadow,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
);
}
}
// Actually bind the textures.
DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, s_group_base_texture_gpu_handle);
}
}