D3D12HostDisplay: Implement post processing

This commit is contained in:
Connor McLaughlin 2022-10-13 19:56:57 +10:00
parent cc3fadba14
commit adf41b9bbd
3 changed files with 315 additions and 70 deletions

View File

@ -213,21 +213,11 @@ void CDROM::SoftReset(TickCount ticks_late)
if (HasMedia())
{
const TickCount toc_read_ticks = GetTicksForTOCRead();
const TickCount speed_change_ticks = was_double_speed ? GetTicksForSpeedChange() : 0;
const TickCount seek_ticks = (m_current_lba != 0) ? GetTicksForSeek(0) : 0;
const TickCount total_ticks = toc_read_ticks + speed_change_ticks + seek_ticks - ticks_late;
if (was_double_speed)
{
Log_DevPrintf("CDROM was double speed on reset, switching to single speed in %d ticks, reading TOC in %d ticks, "
"seeking in %d ticks",
speed_change_ticks, toc_read_ticks, seek_ticks);
}
else
{
Log_DevPrintf("CDROM reading TOC on reset in %d ticks and seeking in %d ticks", toc_read_ticks, seek_ticks);
}
const TickCount total_ticks = std::max<TickCount>(speed_change_ticks + seek_ticks, INIT_TICKS) - ticks_late;
Log_DevPrintf("CDROM init total disc ticks = %d (speed change = %d, seek = %d)", total_ticks, speed_change_ticks,
seek_ticks);
if (m_current_lba != 0)
{
@ -1351,7 +1341,7 @@ void CDROM::ExecuteCommand(TickCount ticks_late)
case Command::Init:
{
Log_DebugPrintf("CDROM reset command");
Log_DebugPrintf("CDROM init command");
if (m_command_second_response == Command::Init)
{

View File

@ -2,6 +2,7 @@
#include "common/assert.h"
#include "common/d3d11/shader_compiler.h"
#include "common/d3d12/context.h"
#include "common/d3d12/shader_cache.h"
#include "common/d3d12/util.h"
#include "common/log.h"
#include "common/string_util.h"
@ -15,6 +16,8 @@
#include <dxgi1_5.h>
Log_SetChannel(D3D12HostDisplay);
static constexpr const std::array<float, 4> s_clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
D3D12HostDisplay::D3D12HostDisplay() = default;
D3D12HostDisplay::~D3D12HostDisplay()
@ -501,13 +504,30 @@ HostDisplay::AdapterAndModeList D3D12HostDisplay::GetAdapterAndModeList()
bool D3D12HostDisplay::CreateResources()
{
D3D12::RootSignatureBuilder rsbuilder;
rsbuilder.AddCBVParameter(0, D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.Add32BitConstants(0, 4, D3D12_SHADER_VISIBILITY_VERTEX);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 1, D3D12_SHADER_VISIBILITY_ALL);
m_display_root_signature = rsbuilder.Create();
if (!m_display_root_signature)
return false;
rsbuilder.SetInputAssemblerFlag();
rsbuilder.Add32BitConstants(0, FrontendCommon::PostProcessingShader::PUSH_CONSTANT_SIZE_THRESHOLD / sizeof(u32),
D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
m_post_processing_root_signature = rsbuilder.Create();
if (!m_post_processing_root_signature)
return false;
rsbuilder.SetInputAssemblerFlag();
rsbuilder.AddCBVParameter(0, D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
m_post_processing_cb_root_signature = rsbuilder.Create();
if (!m_post_processing_cb_root_signature)
return false;
D3D12::GraphicsPipelineBuilder gpbuilder;
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetRootSignature(m_display_root_signature.Get());
@ -545,20 +565,19 @@ bool D3D12HostDisplay::CreateResources()
g_d3d12_context->GetDevice()->CreateSampler(&desc, m_linear_sampler.cpu_handle);
if (!m_display_uniform_buffer.Create(DISPLAY_UNIFORM_BUFFER_SIZE))
return false;
return true;
}
void D3D12HostDisplay::DestroyResources()
{
// m_post_processing_chain.ClearStages();
// m_post_processing_input_texture.Destroy();
// m_post_processing_stages.clear();
m_post_processing_cbuffer.Destroy(false);
m_post_processing_chain.ClearStages();
m_post_processing_input_texture.Destroy();
m_post_processing_stages.clear();
m_post_processing_cb_root_signature.Reset();
m_post_processing_root_signature.Reset();
m_readback_staging_texture.Destroy(false);
m_display_uniform_buffer.Destroy(false);
g_d3d12_context->GetSamplerHeapManager().Free(&m_linear_sampler);
g_d3d12_context->GetSamplerHeapManager().Free(&m_point_sampler);
m_software_cursor_pipeline.Reset();
@ -596,16 +615,11 @@ bool D3D12HostDisplay::Render(bool skip_present)
return false;
}
static constexpr std::array<float, 4> clear_color = {};
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
swap_chain_buf.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(swap_chain_buf.GetRTVOrDSVDescriptor(), clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &swap_chain_buf.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
RenderDisplay(cmdlist);
RenderDisplay(cmdlist, &swap_chain_buf);
if (ImGui::GetCurrentContext())
RenderImGui(cmdlist);
@ -637,18 +651,28 @@ bool D3D12HostDisplay::RenderScreenshot(u32 width, u32 height, std::vector<u32>*
return false;
}
static constexpr std::array<float, 4> clear_color = {};
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
render_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(render_texture.GetRTVOrDSVDescriptor(), clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &render_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
const auto [left, top, draw_width, draw_height] = CalculateDrawRect(width, height);
if (HasDisplayTexture())
if (HasDisplayTexture() && !m_post_processing_chain.IsEmpty())
{
const auto [left, top, draw_width, draw_height] = CalculateDrawRect(width, height, 0);
RenderDisplay(cmdlist, left, top, draw_width, draw_height, static_cast<D3D12::Texture*>(m_display_texture),
m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
m_display_texture_view_height, IsUsingLinearFiltering());
ApplyPostProcessingChain(cmdlist, &render_texture, left, top, width, height,
static_cast<D3D12::Texture*>(m_display_texture), m_display_texture_view_x,
m_display_texture_view_y, m_display_texture_view_width, m_display_texture_view_height,
width, height);
}
else
{
render_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(render_texture.GetRTVOrDSVDescriptor(), s_clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &render_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
if (HasDisplayTexture())
{
RenderDisplay(cmdlist, left, top, draw_width, draw_height, static_cast<D3D12::Texture*>(m_display_texture),
m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
m_display_texture_view_height, IsUsingLinearFiltering());
}
}
cmdlist->OMSetRenderTargets(0, nullptr, FALSE, nullptr);
@ -682,21 +706,25 @@ void D3D12HostDisplay::RenderImGui(ID3D12GraphicsCommandList* cmdlist)
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
}
void D3D12HostDisplay::RenderDisplay(ID3D12GraphicsCommandList* cmdlist)
void D3D12HostDisplay::RenderDisplay(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* swap_chain_buf)
{
if (!HasDisplayTexture())
return;
const auto [left, top, width, height] = CalculateDrawRect(GetWindowWidth(), GetWindowHeight());
// if (!m_post_processing_chain.IsEmpty())
// {
// ApplyPostProcessingChain(m_swap_chain_rtv.Get(), left, top, width, height, m_display_texture_handle,
// m_display_texture_width, m_display_texture_height, m_display_texture_view_x,
// m_display_texture_view_y, m_display_texture_view_width,
// m_display_texture_view_height);
// return;
// }
if (HasDisplayTexture() && !m_post_processing_chain.IsEmpty())
{
ApplyPostProcessingChain(cmdlist, swap_chain_buf, left, top, width, height,
static_cast<D3D12::Texture*>(m_display_texture), m_display_texture_view_x,
m_display_texture_view_y, m_display_texture_view_width, m_display_texture_view_height,
GetWindowWidth(), GetWindowHeight());
return;
}
swap_chain_buf->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(swap_chain_buf->GetRTVOrDSVDescriptor(), s_clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &swap_chain_buf->GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
if (!HasDisplayTexture())
return;
RenderDisplay(cmdlist, left, top, width, height, static_cast<D3D12::Texture*>(m_display_texture),
m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
@ -714,16 +742,10 @@ void D3D12HostDisplay::RenderDisplay(ID3D12GraphicsCommandList* cmdlist, s32 lef
(static_cast<float>(texture_view_y) + position_adjust) / static_cast<float>(texture->GetHeight()),
(static_cast<float>(texture_view_width) - size_adjust) / static_cast<float>(texture->GetWidth()),
(static_cast<float>(texture_view_height) - size_adjust) / static_cast<float>(texture->GetHeight())};
if (!m_display_uniform_buffer.ReserveMemory(sizeof(uniforms), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
Panic("Failed to reserve UBO space");
const u32 ubo_offset = m_display_uniform_buffer.GetCurrentOffset();
std::memcpy(m_display_uniform_buffer.GetCurrentHostPointer(), uniforms, sizeof(uniforms));
m_display_uniform_buffer.CommitMemory(sizeof(uniforms));
cmdlist->SetGraphicsRootSignature(m_display_root_signature.Get());
cmdlist->SetPipelineState(m_display_pipeline.Get());
cmdlist->SetGraphicsRootConstantBufferView(0, m_display_uniform_buffer.GetGPUPointer() + ubo_offset);
cmdlist->SetGraphicsRoot32BitConstants(0, static_cast<UINT>(std::size(uniforms)), uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, texture->GetSRVDescriptor());
cmdlist->SetGraphicsRootDescriptorTable(2, linear_filter ? m_linear_sampler : m_point_sampler);
@ -746,15 +768,9 @@ void D3D12HostDisplay::RenderSoftwareCursor(ID3D12GraphicsCommandList* cmdlist,
s32 height, GPUTexture* texture_handle)
{
const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f};
if (!m_display_uniform_buffer.ReserveMemory(sizeof(uniforms), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
Panic("Failed to reserve UBO space");
const u32 ubo_offset = m_display_uniform_buffer.GetCurrentOffset();
std::memcpy(m_display_uniform_buffer.GetCurrentHostPointer(), uniforms, sizeof(uniforms));
m_display_uniform_buffer.CommitMemory(sizeof(uniforms));
cmdlist->SetPipelineState(m_display_pipeline.Get());
cmdlist->SetGraphicsRootConstantBufferView(0, m_display_uniform_buffer.GetGPUPointer() + ubo_offset);
cmdlist->SetGraphicsRoot32BitConstants(0, static_cast<UINT>(std::size(uniforms)), uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, static_cast<D3D12::Texture*>(texture_handle)->GetRTVOrDSVDescriptor());
cmdlist->SetGraphicsRootDescriptorTable(2, m_linear_sampler);
@ -846,7 +862,227 @@ HostDisplay::AdapterAndModeList D3D12HostDisplay::GetAdapterAndModeList(IDXGIFac
return adapter_info;
}
D3D12HostDisplay::PostProcessingStage::PostProcessingStage(PostProcessingStage&& move)
: pipeline(std::move(move.pipeline)), output_texture(std::move(move.output_texture)),
uniforms_size(move.uniforms_size)
{
move.uniforms_size = 0;
}
D3D12HostDisplay::PostProcessingStage::~PostProcessingStage()
{
output_texture.Destroy(true);
}
bool D3D12HostDisplay::SetPostProcessingChain(const std::string_view& config)
{
return false;
g_d3d12_context->ExecuteCommandList(true);
if (config.empty())
{
m_post_processing_stages.clear();
m_post_processing_chain.ClearStages();
return true;
}
if (!m_post_processing_chain.CreateFromString(config))
return false;
m_post_processing_stages.clear();
D3D12::ShaderCache shader_cache;
shader_cache.Open(EmuFolders::Cache, g_d3d12_context->GetFeatureLevel(), g_settings.gpu_use_debug_device);
FrontendCommon::PostProcessingShaderGen shadergen(RenderAPI::D3D12, false);
bool only_use_push_constants = true;
for (u32 i = 0; i < m_post_processing_chain.GetStageCount(); i++)
{
const FrontendCommon::PostProcessingShader& shader = m_post_processing_chain.GetShaderStage(i);
const std::string vs = shadergen.GeneratePostProcessingVertexShader(shader);
const std::string ps = shadergen.GeneratePostProcessingFragmentShader(shader);
const bool use_push_constants = shader.UsePushConstants();
only_use_push_constants &= use_push_constants;
PostProcessingStage stage;
stage.uniforms_size = shader.GetUniformsSize();
ComPtr<ID3DBlob> vs_blob(shader_cache.GetVertexShader(vs));
ComPtr<ID3DBlob> ps_blob(shader_cache.GetPixelShader(ps));
if (!vs_blob || !ps_blob)
{
Log_ErrorPrintf("Failed to compile one or more post-processing shaders, disabling.");
m_post_processing_stages.clear();
m_post_processing_chain.ClearStages();
return false;
}
D3D12::GraphicsPipelineBuilder gpbuilder;
gpbuilder.SetVertexShader(vs_blob.Get());
gpbuilder.SetPixelShader(ps_blob.Get());
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetRootSignature(use_push_constants ? m_post_processing_root_signature.Get() :
m_post_processing_cb_root_signature.Get());
gpbuilder.SetRenderTarget(0, DXGI_FORMAT_R8G8B8A8_UNORM);
stage.pipeline = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache);
if (!stage.pipeline)
{
Log_ErrorPrintf("Failed to compile one or more post-processing pipelines, disabling.");
m_post_processing_stages.clear();
m_post_processing_chain.ClearStages();
return false;
}
D3D12::SetObjectNameFormatted(stage.pipeline.Get(), "%s Pipeline", shader.GetName().c_str());
m_post_processing_stages.push_back(std::move(stage));
}
constexpr u32 UBO_SIZE = 1 * 1024 * 1024;
if (!only_use_push_constants && m_post_processing_cbuffer.GetSize() < UBO_SIZE)
{
if (!m_post_processing_cbuffer.Create(UBO_SIZE))
{
Log_ErrorPrintf("Failed to allocate %u byte constant buffer for postprocessing", UBO_SIZE);
m_post_processing_stages.clear();
m_post_processing_chain.ClearStages();
return false;
}
D3D12::SetObjectName(m_post_processing_cbuffer.GetBuffer(), "Post Processing Uniform Buffer");
}
m_post_processing_timer.Reset();
return true;
}
bool D3D12HostDisplay::CheckPostProcessingRenderTargets(u32 target_width, u32 target_height)
{
DebugAssert(!m_post_processing_stages.empty());
const DXGI_FORMAT tex_format = DXGI_FORMAT_R8G8B8A8_UNORM;
const DXGI_FORMAT srv_format = DXGI_FORMAT_R8G8B8A8_UNORM;
const DXGI_FORMAT rtv_format = DXGI_FORMAT_R8G8B8A8_UNORM;
if (m_post_processing_input_texture.GetWidth() != target_width ||
m_post_processing_input_texture.GetHeight() != target_height)
{
if (!m_post_processing_input_texture.Create(target_width, target_height, 1, 1, 1, tex_format, srv_format,
rtv_format, DXGI_FORMAT_UNKNOWN,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET))
{
return false;
}
D3D12::SetObjectName(m_post_processing_input_texture.GetResource(), "Post Processing Input Texture");
}
const u32 target_count = (static_cast<u32>(m_post_processing_stages.size()) - 1);
for (u32 i = 0; i < target_count; i++)
{
PostProcessingStage& pps = m_post_processing_stages[i];
if (pps.output_texture.GetWidth() != target_width || pps.output_texture.GetHeight() != target_height)
{
if (!pps.output_texture.Create(target_width, target_height, 1, 1, 1, tex_format, srv_format, rtv_format,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET))
{
return false;
}
D3D12::SetObjectNameFormatted(pps.output_texture.GetResource(), "Post Processing Output Texture %u", i);
}
}
return true;
}
void D3D12HostDisplay::ApplyPostProcessingChain(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* final_target,
s32 final_left, s32 final_top, s32 final_width, s32 final_height,
D3D12::Texture* texture, s32 texture_view_x, s32 texture_view_y,
s32 texture_view_width, s32 texture_view_height, u32 target_width,
u32 target_height)
{
if (!CheckPostProcessingRenderTargets(target_width, target_height))
{
final_target->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(final_target->GetRTVOrDSVDescriptor(), s_clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &final_target->GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
RenderDisplay(cmdlist, final_left, final_top, final_width, final_height, texture, texture_view_x, texture_view_y,
texture_view_width, texture_view_height, IsUsingLinearFiltering());
return;
}
// downsample/upsample - use same viewport for remainder
m_post_processing_input_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(m_post_processing_input_texture.GetRTVOrDSVDescriptor(), s_clear_color.data(), 0,
nullptr);
cmdlist->OMSetRenderTargets(1, &m_post_processing_input_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
RenderDisplay(cmdlist, final_left, final_top, final_width, final_height, texture, texture_view_x, texture_view_y,
texture_view_width, texture_view_height, IsUsingLinearFiltering());
m_post_processing_input_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
const s32 orig_texture_width = texture_view_width;
const s32 orig_texture_height = texture_view_height;
texture = &m_post_processing_input_texture;
texture_view_x = final_left;
texture_view_y = final_top;
texture_view_width = final_width;
texture_view_height = final_height;
const u32 final_stage = static_cast<u32>(m_post_processing_stages.size()) - 1u;
for (u32 i = 0; i < static_cast<u32>(m_post_processing_stages.size()); i++)
{
PostProcessingStage& pps = m_post_processing_stages[i];
const bool use_push_constants = m_post_processing_chain.GetShaderStage(i).UsePushConstants();
if (use_push_constants)
{
u8 buffer[FrontendCommon::PostProcessingShader::PUSH_CONSTANT_SIZE_THRESHOLD];
Assert(pps.uniforms_size <= sizeof(buffer));
m_post_processing_chain.GetShaderStage(i).FillUniformBuffer(
buffer, texture->GetWidth(), texture->GetHeight(), texture_view_x, texture_view_y, texture_view_width,
texture_view_height, GetWindowWidth(), GetWindowHeight(), orig_texture_width, orig_texture_height,
static_cast<float>(m_post_processing_timer.GetTimeSeconds()));
cmdlist->SetGraphicsRootSignature(m_post_processing_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(buffer) / sizeof(u32), buffer, 0);
}
else
{
if (!m_post_processing_cbuffer.ReserveMemory(pps.uniforms_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
Panic("Failed to reserve space in post-processing UBO");
}
const u32 offset = m_post_processing_cbuffer.GetCurrentOffset();
m_post_processing_chain.GetShaderStage(i).FillUniformBuffer(
m_post_processing_cbuffer.GetCurrentHostPointer(), texture->GetWidth(), texture->GetHeight(), texture_view_x,
texture_view_y, texture_view_width, texture_view_height, GetWindowWidth(), GetWindowHeight(),
orig_texture_width, orig_texture_height, static_cast<float>(m_post_processing_timer.GetTimeSeconds()));
m_post_processing_cbuffer.CommitMemory(pps.uniforms_size);
cmdlist->SetGraphicsRootSignature(m_post_processing_cb_root_signature.Get());
cmdlist->SetGraphicsRootConstantBufferView(0, m_post_processing_cbuffer.GetGPUPointer() + offset);
}
D3D12::Texture* rt = (i != final_stage) ? &pps.output_texture : final_target;
rt->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->ClearRenderTargetView(rt->GetRTVOrDSVDescriptor(), s_clear_color.data(), 0, nullptr);
cmdlist->OMSetRenderTargets(1, &rt->GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
cmdlist->SetPipelineState(pps.pipeline.Get());
cmdlist->SetGraphicsRootDescriptorTable(1, texture->GetSRVDescriptor());
cmdlist->SetGraphicsRootDescriptorTable(2, m_point_sampler);
cmdlist->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmdlist->DrawInstanced(3, 1, 0, 0);
if (i != final_stage)
{
pps.output_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture = &pps.output_texture;
}
}
}

View File

@ -1,12 +1,13 @@
#pragma once
#pragma once
#include "common/d3d12/descriptor_heap_manager.h"
#include "common/d3d12/staging_texture.h"
#include "common/d3d12/stream_buffer.h"
#include "common/d3d12/texture.h"
#include "common/timer.h"
#include "common/window_info.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include "postprocessing_chain.h"
#include <d3d12.h>
#include <dxgi.h>
#include <memory>
@ -73,10 +74,15 @@ public:
static AdapterAndModeList StaticGetAdapterAndModeList();
protected:
enum : u32
struct PostProcessingStage
{
DISPLAY_UNIFORM_BUFFER_SIZE = 65536,
TEXTURE_STREAMING_BUFFER_SIZE = 4 * 1024 * 1024
PostProcessingStage() = default;
PostProcessingStage(PostProcessingStage&& move);
~PostProcessingStage();
ComPtr<ID3D12PipelineState> pipeline;
D3D12::Texture output_texture;
u32 uniforms_size = 0;
};
static AdapterAndModeList GetAdapterAndModeList(IDXGIFactory* dxgi_factory);
@ -92,7 +98,7 @@ protected:
bool CreateSwapChainRTV();
void DestroySwapChainRTVs();
void RenderDisplay(ID3D12GraphicsCommandList* cmdlist);
void RenderDisplay(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* swap_chain_buf);
void RenderSoftwareCursor(ID3D12GraphicsCommandList* cmdlist);
void RenderImGui(ID3D12GraphicsCommandList* cmdlist);
@ -102,6 +108,12 @@ protected:
void RenderSoftwareCursor(ID3D12GraphicsCommandList* cmdlist, s32 left, s32 top, s32 width, s32 height,
GPUTexture* texture_handle);
bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height);
void ApplyPostProcessingChain(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* final_target, s32 final_left,
s32 final_top, s32 final_width, s32 final_height, D3D12::Texture* texture,
s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height,
u32 target_width, u32 target_height);
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<IDXGISwapChain> m_swap_chain;
std::vector<D3D12::Texture> m_swap_chain_buffers;
@ -114,9 +126,16 @@ protected:
D3D12::DescriptorHandle m_linear_sampler;
D3D12::Texture m_display_pixels_texture;
D3D12::StreamBuffer m_display_uniform_buffer;
D3D12::StagingTexture m_readback_staging_texture;
ComPtr<ID3D12RootSignature> m_post_processing_root_signature;
ComPtr<ID3D12RootSignature> m_post_processing_cb_root_signature;
FrontendCommon::PostProcessingChain m_post_processing_chain;
D3D12::StreamBuffer m_post_processing_cbuffer;
D3D12::Texture m_post_processing_input_texture;
std::vector<PostProcessingStage> m_post_processing_stages;
Common::Timer m_post_processing_timer;
bool m_allow_tearing_supported = false;
bool m_using_allow_tearing = false;
bool m_vsync = true;