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

222 lines
7.5 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/VertexManager.h"
#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 "VideoCommon/BoundingBox.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/PerfQueryBase.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<UINT>(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<D3DStreamBuffer>(MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE,
&m_vertex_stream_buffer_reallocated);
m_index_stream_buffer = std::make_unique<D3DStreamBuffer>(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<UINT>(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<u16*>(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<u8*>(m_vertex_stream_buffer->GetBaseCPUAddress());
m_end_buffer_pointer = m_base_buffer_pointer + m_vertex_stream_buffer->GetSize();
m_cur_buffer_pointer =
static_cast<u8*>(m_vertex_stream_buffer->GetCPUAddressOfCurrentAllocation());
m_vertex_draw_offset = static_cast<u32>(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<u32>(m_index_stream_buffer->GetOffsetOfCurrentAllocation());
IndexGenerator::Start(
static_cast<u16*>(m_index_stream_buffer->GetCPUAddressOfCurrentAllocation()));
}
} // namespace