GS: Move DirectX helpers from common to GS

This commit is contained in:
Stenzek 2023-05-05 19:53:11 +10:00 committed by refractionpcsx2
parent 6740fff179
commit 083969a3d2
40 changed files with 1699 additions and 2034 deletions

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@ -179,7 +179,7 @@ endif()
if(WIN32)
enable_language(ASM_MASM)
target_sources(common PRIVATE FastJmp.asm)
target_link_libraries(common PUBLIC WIL::WIL D3D12MemAlloc winmm)
target_link_libraries(common PUBLIC WIL::WIL winmm)
target_sources(common PRIVATE
CrashHandler.cpp
CrashHandler.h
@ -188,24 +188,6 @@ if(WIN32)
HTTPDownloaderWinHTTP.h
StackWalker.cpp
StackWalker.h
D3D11/ShaderCache.cpp
D3D11/ShaderCache.h
D3D11/ShaderCompiler.cpp
D3D11/ShaderCompiler.h
D3D12/Builders.cpp
D3D12/Builders.h
D3D12/Context.cpp
D3D12/Context.h
D3D12/DescriptorHeapManager.cpp
D3D12/DescriptorHeapManager.h
D3D12/ShaderCache.cpp
D3D12/ShaderCache.h
D3D12/StreamBuffer.cpp
D3D12/StreamBuffer.h
D3D12/Texture.cpp
D3D12/Texture.h
D3D12/Util.cpp
D3D12/Util.h
)
endif()

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@ -1,117 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include "common/D3D11/ShaderCompiler.h"
#include <cstdio>
#include <d3d11.h>
#include <string_view>
#include <unordered_map>
#include <vector>
namespace D3D11
{
class ShaderCache
{
public:
ShaderCache();
~ShaderCache();
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
bool UsingDebugShaders() const { return m_debug; }
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
void Close();
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
bool GetVertexShaderAndInputLayout(ID3D11Device* device,
ID3D11VertexShader** vs, ID3D11InputLayout** il,
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
private:
static constexpr u32 FILE_VERSION = 1;
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u64 macro_hash_low;
u64 macro_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 source_length;
ShaderCompiler::Type shader_type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
bool debug);
static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
CacheIndex m_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
u32 m_version = 0;
bool m_debug = false;
};
} // namespace D3D11

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@ -1,186 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "common/D3D11/ShaderCompiler.h"
#include "common/Console.h"
#include "common/StringUtil.h"
#include <array>
#include <d3dcompiler.h>
#include <fstream>
static unsigned s_next_bad_shader_id = 1;
wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
const char* target;
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "ps_4_0", "cs_4_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_10_1:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "ps_4_1", "cs_4_1"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "ps_5_0", "cs_5_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_1:
default:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "ps_5_1", "cs_5_1"}};
target = targets[static_cast<int>(type)];
}
break;
}
static constexpr UINT flags_non_debug = D3DCOMPILE_OPTIMIZATION_LEVEL3;
static constexpr UINT flags_debug = D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
wil::com_ptr_nothrow<ID3DBlob> blob;
wil::com_ptr_nothrow<ID3DBlob> error_blob;
const HRESULT hr =
D3DCompile(code.data(), code.size(), "0", macros, nullptr, entry_point, target, debug ? flags_debug : flags_non_debug,
0, blob.put(), error_blob.put());
std::string error_string;
if (error_blob)
{
error_string.append(static_cast<const char*>(error_blob->GetBufferPointer()), error_blob->GetBufferSize());
error_blob.reset();
}
if (FAILED(hr))
{
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
std::ofstream ofs(StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs << code;
ofs << "\n\nCompile as " << target << " failed: " << hr << "\n";
ofs.write(error_string.c_str(), error_string.size());
ofs.close();
}
return {};
}
if (!error_string.empty())
Console.Warning("'%s' compiled with warnings:\n%s", target, error_string.c_str());
return blob;
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CompileAndCreateVertexShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Vertex, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateVertexShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CompileAndCreatePixelShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreatePixelShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CompileAndCreateComputeShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateComputeShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11VertexShader> shader;
const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create vertex shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create pixel shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11ComputeShader> shader;
const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create compute shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}

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@ -1,50 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <d3d11.h>
#include <string_view>
#include <type_traits>
namespace D3D11::ShaderCompiler
{
enum class Type
{
Vertex,
Pixel,
Compute
};
wil::com_ptr_nothrow<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
}; // namespace D3D11::ShaderCompiler

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@ -1,219 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include "common/D3D12/DescriptorHeapManager.h"
#include "common/D3D12/StreamBuffer.h"
#include <array>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <memory>
#include <vector>
#include <wil/com.h>
struct IDXGIAdapter;
struct IDXGIFactory;
namespace D3D12MA
{
class Allocator;
class Allocation;
} // namespace D3D12MA
namespace D3D12
{
class Context
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
enum : u32
{
/// Number of command lists. One is being built while the other(s) are executed.
NUM_COMMAND_LISTS = 3,
/// Textures that don't fit into this buffer will be uploaded with a staging buffer.
TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024,
/// Maximum number of samples in a single allocation group.
SAMPLER_GROUP_SIZE = 2,
/// Start/End timestamp queries.
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
};
~Context();
/// Creates new device and context.
static bool Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
/// Destroys active context.
static void Destroy();
__fi IDXGIAdapter* GetAdapter() const { return m_adapter.get(); }
__fi ID3D12Device* GetDevice() const { return m_device.get(); }
__fi ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.get(); }
__fi D3D12MA::Allocator* GetAllocator() const { return m_allocator.get(); }
/// Returns the PCI vendor ID of the device, if known.
u32 GetAdapterVendorID() const;
/// Returns the current command list, commands can be recorded directly.
ID3D12GraphicsCommandList4* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_lists[1].get();
}
/// Returns the init command list for uploading.
ID3D12GraphicsCommandList4* GetInitCommandList();
/// Returns the per-frame SRV/CBV/UAV allocator.
DescriptorAllocator& GetDescriptorAllocator()
{
return m_command_lists[m_current_command_list].descriptor_allocator;
}
/// Returns the per-frame sampler allocator.
GroupedSamplerAllocator<SAMPLER_GROUP_SIZE>& GetSamplerAllocator()
{
return m_command_lists[m_current_command_list].sampler_allocator;
}
/// Invalidates GPU-side sampler caches for all command lists. Call after you've freed samplers,
/// and are going to re-use the handles from GetSamplerHeapManager().
void InvalidateSamplerGroups();
// Descriptor manager access.
DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
DescriptorHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
StreamBuffer& GetTextureStreamBuffer() { return m_texture_stream_buffer; }
// Root signature access.
ComPtr<ID3DBlob> SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
ComPtr<ID3D12RootSignature> CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
/// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
/// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
/// Feature level to use when compiling shaders.
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
/// Test for support for the specified texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
enum class WaitType
{
None, ///< Don't wait (async)
Sleep, ///< Wait normally
Spin, ///< Wait by spinning
};
/// Executes the current command list.
bool ExecuteCommandList(WaitType wait_for_completion);
/// Waits for a specific fence.
void WaitForFence(u64 fence, bool spin);
/// Waits for any in-flight command buffers to complete.
void WaitForGPUIdle();
/// Defers destruction of a D3D resource (associates it with the current list).
void DeferObjectDestruction(ID3D12DeviceChild* resource);
/// Defers destruction of a D3D resource (associates it with the current list).
void DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Resource* resource);
/// Defers destruction of a descriptor handle (associates it with the current list).
void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
void DeferDescriptorDestruction(DescriptorHeapManager& manager, DescriptorHandle* handle);
float GetAndResetAccumulatedGPUTime();
void SetEnableGPUTiming(bool enabled);
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
bool AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer, D3D12MA::Allocation** gpu_allocation,
const std::function<void(void*)>& fill_callback);
private:
struct CommandListResources
{
std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
DescriptorAllocator descriptor_allocator;
GroupedSamplerAllocator<SAMPLER_GROUP_SIZE> sampler_allocator;
std::vector<std::pair<D3D12MA::Allocation*, ID3D12DeviceChild*>> pending_resources;
std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
u64 ready_fence_value = 0;
bool init_command_list_used = false;
bool has_timestamp_query = false;
};
Context();
bool CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateAllocator();
bool CreateFence();
bool CreateDescriptorHeaps();
bool CreateCommandLists();
bool CreateTextureStreamBuffer();
bool CreateTimestampQuery();
void MoveToNextCommandList();
void DestroyPendingResources(CommandListResources& cmdlist);
void DestroyResources();
ComPtr<IDXGIAdapter> m_adapter;
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<D3D12MA::Allocator> m_allocator;
ComPtr<ID3D12Fence> m_fence;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
ComPtr<ID3D12QueryHeap> m_timestamp_query_heap;
ComPtr<ID3D12Resource> m_timestamp_query_buffer;
ComPtr<D3D12MA::Allocation> m_timestamp_query_allocation;
double m_timestamp_frequency = 0.0;
float m_accumulated_gpu_time = 0.0f;
bool m_gpu_timing_enabled = false;
DescriptorHeapManager m_descriptor_heap_manager;
DescriptorHeapManager m_rtv_heap_manager;
DescriptorHeapManager m_dsv_heap_manager;
DescriptorHeapManager m_sampler_heap_manager;
DescriptorHandle m_null_srv_descriptor;
StreamBuffer m_texture_stream_buffer;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
};
} // namespace D3D12
extern std::unique_ptr<D3D12::Context> g_d3d12_context;

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@ -1,269 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <bitset>
#include <cstring>
#include <d3d12.h>
#include <unordered_map>
#include <vector>
namespace D3D12
{
// This class provides an abstraction for D3D12 descriptor heaps.
struct DescriptorHandle final
{
enum : u32
{
INVALID_INDEX = 0xFFFFFFFF
};
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle{};
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle{};
u32 index = INVALID_INDEX;
__fi operator bool() const { return index != INVALID_INDEX; }
__fi operator D3D12_CPU_DESCRIPTOR_HANDLE() const { return cpu_handle; }
__fi operator D3D12_GPU_DESCRIPTOR_HANDLE() const { return gpu_handle; }
__fi bool operator==(const DescriptorHandle& rhs) const { return (index == rhs.index); }
__fi bool operator!=(const DescriptorHandle& rhs) const { return (index != rhs.index); }
__fi bool operator<(const DescriptorHandle& rhs) const { return (index < rhs.index); }
__fi bool operator<=(const DescriptorHandle& rhs) const { return (index <= rhs.index); }
__fi bool operator>(const DescriptorHandle& rhs) const { return (index > rhs.index); }
__fi bool operator>=(const DescriptorHandle& rhs) const { return (index >= rhs.index); }
__fi void Clear()
{
cpu_handle = {};
gpu_handle = {};
index = INVALID_INDEX;
}
};
class DescriptorHeapManager final
{
public:
DescriptorHeapManager();
~DescriptorHeapManager();
ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors, bool shader_visible);
void Destroy();
bool Allocate(DescriptorHandle* handle);
void Free(DescriptorHandle* handle);
void Free(u32 index);
private:
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
bool m_shader_visible = false;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
static constexpr u32 BITSET_SIZE = 1024;
using BitSetType = std::bitset<BITSET_SIZE>;
std::vector<BitSetType> m_free_slots = {};
};
class DescriptorAllocator
{
public:
DescriptorAllocator();
~DescriptorAllocator();
__fi ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
__fi u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
void Destroy();
bool Allocate(u32 num_handles, DescriptorHandle* out_base_handle);
void Reset();
private:
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_descriptor_increment_size = 0;
u32 m_num_descriptors = 0;
u32 m_current_offset = 0;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
};
template <u32 NumSamplers>
class GroupedSamplerAllocator : private DescriptorAllocator
{
struct Key
{
u32 idx[NumSamplers];
__fi bool operator==(const Key& rhs) const
{
return (std::memcmp(idx, rhs.idx, sizeof(idx)) == 0);
}
__fi bool operator!=(const Key& rhs) const
{
return (std::memcmp(idx, rhs.idx, sizeof(idx)) != 0);
}
};
struct KeyHash
{
__fi std::size_t operator()(const Key& key) const
{
size_t seed = 0;
for (u32 key : key.idx)
HashCombine(seed, key);
return seed;
}
};
public:
GroupedSamplerAllocator();
~GroupedSamplerAllocator();
using DescriptorAllocator::GetDescriptorHeap;
using DescriptorAllocator::GetDescriptorIncrementSize;
bool Create(ID3D12Device* device, u32 num_descriptors);
void Destroy();
bool LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle);
bool LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles);
// Clears cache but doesn't reset allocator.
void InvalidateCache();
void Reset();
bool ShouldReset() const;
private:
wil::com_ptr_nothrow<ID3D12Device> m_device;
std::unordered_map<Key, D3D12::DescriptorHandle, KeyHash> m_groups;
};
template <u32 NumSamplers>
GroupedSamplerAllocator<NumSamplers>::GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
GroupedSamplerAllocator<NumSamplers>::~GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::Create(ID3D12Device* device, u32 num_descriptors)
{
if (!DescriptorAllocator::Create(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors))
return false;
m_device = device;
return true;
}
template <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::Destroy()
{
DescriptorAllocator::Destroy();
m_device.reset();
}
template <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::Reset()
{
m_groups.clear();
DescriptorAllocator::Reset();
}
template <u32 NumSamplers>
void GroupedSamplerAllocator<NumSamplers>::InvalidateCache()
{
m_groups.clear();
}
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::LookupSingle(DescriptorHandle* gpu_handle, const DescriptorHandle& cpu_handle)
{
Key key;
key.idx[0] = cpu_handle.index;
for (u32 i = 1; i < NumSamplers; i++)
key.idx[i] = 0;
auto it = m_groups.find(key);
if (it != m_groups.end())
{
*gpu_handle = it->second;
return true;
}
if (!Allocate(1, gpu_handle))
return false;
m_device->CopyDescriptorsSimple(1, *gpu_handle, cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_groups.emplace(key, *gpu_handle);
return true;
}
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::LookupGroup(DescriptorHandle* gpu_handle, const DescriptorHandle* cpu_handles)
{
Key key;
for (u32 i = 0; i < NumSamplers; i++)
key.idx[i] = cpu_handles[i].index;
auto it = m_groups.find(key);
if (it != m_groups.end())
{
*gpu_handle = it->second;
return true;
}
if (!Allocate(NumSamplers, gpu_handle))
return false;
D3D12_CPU_DESCRIPTOR_HANDLE dst_handle = *gpu_handle;
UINT dst_size = NumSamplers;
D3D12_CPU_DESCRIPTOR_HANDLE src_handles[NumSamplers];
UINT src_sizes[NumSamplers];
for (u32 i = 0; i < NumSamplers; i++)
{
src_handles[i] = cpu_handles[i];
src_sizes[i] = 1;
}
m_device->CopyDescriptors(1, &dst_handle, &dst_size, NumSamplers, src_handles, src_sizes, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_groups.emplace(key, *gpu_handle);
return true;
}
template <u32 NumSamplers>
bool GroupedSamplerAllocator<NumSamplers>::ShouldReset() const
{
// We only reset the sampler heap if more than half of the descriptors are used.
// This saves descriptor copying when there isn't a large number of sampler configs per frame.
return m_groups.size() >= (D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE / 2);
}
} // namespace D3D12

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <cstdio>
#include <d3d12.h>
#include <string_view>
#include <unordered_map>
#include <vector>
namespace D3D12
{
class ShaderCache
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
enum class EntryType
{
VertexShader,
PixelShader,
ComputeShader,
GraphicsPipeline,
ComputePipeline,
};
ShaderCache();
~ShaderCache();
__fi D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
__fi u32 GetDataVersion() const { return m_data_version; }
__fi bool UsingDebugShaders() const { return m_debug; }
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
void Close();
__fi ComPtr<ID3DBlob> GetVertexShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetPixelShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::PixelShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetComputeShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::ComputeShader, shader_code, macros, entry_point);
}
ComPtr<ID3DBlob> GetShaderBlob(EntryType type, std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc);
ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_COMPUTE_PIPELINE_STATE_DESC& desc);
private:
static constexpr u32 FILE_VERSION = 1;
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u64 macro_hash_low;
u64 macro_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 source_length;
EntryType type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
e.source_hash_low, e.source_hash_high, e.source_length, e.type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(const std::string_view& base_path, const std::string_view& type,
D3D_FEATURE_LEVEL feature_level, bool debug);
static CacheIndexKey GetShaderCacheKey(EntryType type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
static CacheIndexKey GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
static CacheIndexKey GetPipelineCacheKey(const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file, CacheIndex& index);
void InvalidatePipelineCache();
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
ComPtr<ID3D12PipelineState> CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
ComPtr<ID3D12PipelineState> CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
bool AddPipelineToBlob(const CacheIndexKey& key, ID3D12PipelineState* pso);
std::string m_base_path;
std::FILE* m_shader_index_file = nullptr;
std::FILE* m_shader_blob_file = nullptr;
CacheIndex m_shader_index;
std::FILE* m_pipeline_index_file = nullptr;
std::FILE* m_pipeline_blob_file = nullptr;
CacheIndex m_pipeline_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
u32 m_data_version = 0;
bool m_debug = false;
};
} // namespace D3D12

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <d3d12.h>
#include <deque>
#include <utility>
namespace D3D12MA
{
class Allocation;
}
namespace D3D12
{
class StreamBuffer
{
public:
StreamBuffer();
~StreamBuffer();
bool Create(u32 size);
__fi bool IsValid() const { return static_cast<bool>(m_buffer); }
__fi ID3D12Resource* GetBuffer() const { return m_buffer.get(); }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
__fi void* GetHostPointer() const { return m_host_pointer; }
__fi void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; }
__fi u32 GetSize() const { return m_size; }
__fi u32 GetCurrentOffset() const { return m_current_offset; }
__fi u32 GetCurrentSpace() const { return m_current_space; }
bool ReserveMemory(u32 num_bytes, u32 alignment);
void CommitMemory(u32 final_num_bytes);
void Destroy(bool defer = true);
private:
void UpdateCurrentFencePosition();
void UpdateGPUPosition();
// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
bool WaitForClearSpace(u32 num_bytes);
u32 m_size = 0;
u32 m_current_offset = 0;
u32 m_current_space = 0;
u32 m_current_gpu_position = 0;
wil::com_ptr_nothrow<ID3D12Resource> m_buffer;
wil::com_ptr_nothrow<D3D12MA::Allocation> m_allocation;
D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
u8* m_host_pointer = nullptr;
// List of fences and the corresponding positions in the buffer
std::deque<std::pair<u64, u32>> m_tracked_fences;
};
} // namespace D3D12

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include "common/D3D12/DescriptorHeapManager.h"
#include <d3d12.h>
#include <wil/com.h>
namespace D3D12MA
{
class Allocation;
}
namespace D3D12
{
class StreamBuffer;
class Texture final
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
Texture();
Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
Texture(Texture&& texture);
Texture(const Texture&) = delete;
~Texture();
__fi ID3D12Resource* GetResource() const { return m_resource.get(); }
__fi D3D12MA::Allocation* GetAllocation() const { return m_allocation.get(); }
__fi const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
__fi const DescriptorHandle& GetWriteDescriptor() const { return m_write_descriptor; }
__fi D3D12_RESOURCE_STATES GetState() const { return m_state; }
__fi u32 GetWidth() const { return m_width; }
__fi u32 GetHeight() const { return m_height; }
__fi u32 GetLevels() const { return m_levels; }
__fi DXGI_FORMAT GetFormat() const { return m_format; }
__fi operator ID3D12Resource*() const { return m_resource.get(); }
__fi operator bool() const { return static_cast<bool>(m_resource); }
bool Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format,
DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags, u32 alloc_flags = 0);
bool Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
D3D12_RESOURCE_STATES state);
D3D12_RESOURCE_DESC GetDesc() const;
void Destroy(bool defer = true);
void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state);
void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level,
D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const;
Texture& operator=(const Texture&) = delete;
Texture& operator=(Texture&& texture);
// NOTE: Does not handle compressed formats.
ID3D12GraphicsCommandList* BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch);
void EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height);
bool LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch);
void CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset);
private:
static bool CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, DescriptorHandle* dh);
static bool CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh);
static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh);
static bool CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh);
enum class WriteDescriptorType : u8
{
None,
RTV,
DSV,
UAV
};
ComPtr<ID3D12Resource> m_resource;
ComPtr<D3D12MA::Allocation> m_allocation;
DescriptorHandle m_srv_descriptor = {};
DescriptorHandle m_write_descriptor = {};
u32 m_width = 0;
u32 m_height = 0;
u32 m_levels = 0;
DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN;
D3D12_RESOURCE_STATES m_state = D3D12_RESOURCE_STATE_COMMON;
WriteDescriptorType m_write_descriptor_type = WriteDescriptorType::None;
};
} // namespace D3D12

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "common/D3D12/Util.h"
#include "common/Assertions.h"
#include "common/StringUtil.h"
u32 D3D12::GetTexelSize(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC7_UNORM:
return 16;
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
return 4;
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_SNORM:
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
case DXGI_FORMAT_R32_UINT:
case DXGI_FORMAT_R32_SINT:
return 4;
case DXGI_FORMAT_B5G5R5A1_UNORM:
case DXGI_FORMAT_B5G6R5_UNORM:
case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R16_SINT:
return 2;
case DXGI_FORMAT_A8_UNORM:
case DXGI_FORMAT_R8_UNORM:
return 1;
default:
pxFailRel("Unknown format");
return 1;
}
}
void D3D12::SetDefaultSampler(D3D12_SAMPLER_DESC* desc)
{
desc->Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
desc->AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc->AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc->MipLODBias = 0;
desc->MaxAnisotropy = 1;
desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc->BorderColor[0] = 1.0f;
desc->BorderColor[1] = 1.0f;
desc->BorderColor[2] = 1.0f;
desc->BorderColor[3] = 1.0f;
desc->MinLOD = -3.402823466e+38F; // -FLT_MAX
desc->MaxLOD = 3.402823466e+38F; // FLT_MAX
}
#ifdef _DEBUG
void D3D12::SetObjectName(ID3D12Object* object, const char* name)
{
object->SetName(StringUtil::UTF8StringToWideString(name).c_str());
}
void D3D12::SetObjectNameFormatted(ID3D12Object* object, const char* format, ...)
{
std::va_list ap;
va_start(ap, format);
SetObjectName(object, StringUtil::StdStringFromFormatV(format, ap).c_str());
va_end(ap);
}
#endif

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include <array>
#include <d3d12.h>
namespace D3D12
{
static inline void ResourceBarrier(ID3D12GraphicsCommandList* cmdlist, ID3D12Resource* resource,
D3D12_RESOURCE_STATES from_state, D3D12_RESOURCE_STATES to_state)
{
const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
D3D12_RESOURCE_BARRIER_FLAG_NONE,
{{resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, from_state, to_state}}};
cmdlist->ResourceBarrier(1, &barrier);
}
static inline void SetViewport(ID3D12GraphicsCommandList* cmdlist, int x, int y, int width, int height,
float min_depth = 0.0f, float max_depth = 1.0f)
{
const D3D12_VIEWPORT vp{static_cast<float>(x),
static_cast<float>(y),
static_cast<float>(width),
static_cast<float>(height),
min_depth,
max_depth};
cmdlist->RSSetViewports(1, &vp);
}
static inline void SetScissor(ID3D12GraphicsCommandList* cmdlist, int x, int y, int width, int height)
{
const D3D12_RECT r{x, y, x + width, y + height};
cmdlist->RSSetScissorRects(1, &r);
}
static inline void SetViewportAndScissor(ID3D12GraphicsCommandList* cmdlist, int x, int y, int width, int height,
float min_depth = 0.0f, float max_depth = 1.0f)
{
SetViewport(cmdlist, x, y, width, height, min_depth, max_depth);
SetScissor(cmdlist, x, y, width, height);
}
u32 GetTexelSize(DXGI_FORMAT format);
void SetDefaultSampler(D3D12_SAMPLER_DESC* desc);
#ifdef _DEBUG
void SetObjectName(ID3D12Object* object, const char* name);
void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...);
#else
static inline void SetObjectName(ID3D12Object* object, const char* name)
{
}
static inline void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...) {}
#endif
} // namespace D3D12

View File

@ -34,7 +34,7 @@
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\d3d12memalloc\include;$(SolutionDir)3rdparty\glad\include;$(SolutionDir)3rdparty\glslang\glslang;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\glad\include;$(SolutionDir)3rdparty\glslang\glslang;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)3rdparty\rapidyaml\rapidyaml\ext\c4core\src\c4\ext\fast_float\include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)3rdparty\libpng</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)3rdparty\jpgd</AdditionalIncludeDirectories>
@ -56,15 +56,6 @@
<ClCompile Include="AlignedMalloc.cpp" />
<ClCompile Include="Console.cpp" />
<ClCompile Include="CrashHandler.cpp" />
<ClCompile Include="D3D11\ShaderCache.cpp" />
<ClCompile Include="D3D11\ShaderCompiler.cpp" />
<ClCompile Include="D3D12\Builders.cpp" />
<ClCompile Include="D3D12\Context.cpp" />
<ClCompile Include="D3D12\DescriptorHeapManager.cpp" />
<ClCompile Include="D3D12\ShaderCache.cpp" />
<ClCompile Include="D3D12\StreamBuffer.cpp" />
<ClCompile Include="D3D12\Texture.cpp" />
<ClCompile Include="D3D12\Util.cpp" />
<ClCompile Include="DynamicLibrary.cpp" />
<ClCompile Include="Exceptions.cpp" />
<ClCompile Include="FastJmp.cpp">
@ -138,15 +129,6 @@
<ClInclude Include="AlignedMalloc.h" />
<ClInclude Include="BitCast.h" />
<ClInclude Include="CrashHandler.h" />
<ClInclude Include="D3D11\ShaderCache.h" />
<ClInclude Include="D3D11\ShaderCompiler.h" />
<ClInclude Include="D3D12\Builders.h" />
<ClInclude Include="D3D12\Context.h" />
<ClInclude Include="D3D12\DescriptorHeapManager.h" />
<ClInclude Include="D3D12\ShaderCache.h" />
<ClInclude Include="D3D12\StreamBuffer.h" />
<ClInclude Include="D3D12\Texture.h" />
<ClInclude Include="D3D12\Util.h" />
<ClInclude Include="DynamicLibrary.h" />
<ClInclude Include="Easing.h" />
<ClInclude Include="boost_spsc_queue.hpp" />
@ -230,9 +212,6 @@
<ClInclude Include="ZipHelpers.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\3rdparty\d3d12memalloc\d3d12memalloc.vcxproj">
<Project>{d45cec7a-3171-40dd-975d-e1544cf16139}</Project>
</ProjectReference>
<ProjectReference Include="..\3rdparty\glad\glad.vcxproj">
<Project>{c0293b32-5acf-40f0-aa6c-e6da6f3bf33a}</Project>
</ProjectReference>

View File

@ -154,33 +154,6 @@
<ClCompile Include="Vulkan\vk_mem_alloc.cpp">
<Filter>Source Files\Vulkan</Filter>
</ClCompile>
<ClCompile Include="D3D11\ShaderCache.cpp">
<Filter>Source Files\D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\ShaderCompiler.cpp">
<Filter>Source Files\D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D12\Context.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\DescriptorHeapManager.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\ShaderCache.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\StreamBuffer.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\Texture.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\Util.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="D3D12\Builders.cpp">
<Filter>Source Files\D3D12</Filter>
</ClCompile>
<ClCompile Include="StackWalker.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -421,36 +394,9 @@
<ClInclude Include="GL\ShaderCache.h">
<Filter>Header Files\GL</Filter>
</ClInclude>
<ClInclude Include="D3D11\ShaderCache.h">
<Filter>Header Files\D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\ShaderCompiler.h">
<Filter>Header Files\D3D11</Filter>
</ClInclude>
<ClInclude Include="ZipHelpers.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="D3D12\Context.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\DescriptorHeapManager.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\ShaderCache.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\StreamBuffer.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\Texture.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\Util.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="D3D12\Builders.h">
<Filter>Header Files\D3D12</Filter>
</ClInclude>
<ClInclude Include="CrashHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -513,18 +459,6 @@
<Filter Include="Header Files\Vulkan">
<UniqueIdentifier>{46f36c68-0e0e-4acd-a621-3365e3167c4f}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\D3D11">
<UniqueIdentifier>{f428aac0-c9c5-4b66-b218-9829dce45d13}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\D3D11">
<UniqueIdentifier>{764ddf71-77a6-41b8-bc65-1eef94b6997b}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\D3D12">
<UniqueIdentifier>{96f78eb9-089b-4166-a23e-78c4e7d90b64}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\D3D12">
<UniqueIdentifier>{cf37623d-bb05-4c54-8c72-1c20b5331c69}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<None Include="Vulkan\EntryPoints.inl">

View File

@ -71,7 +71,7 @@
<SubSystem>Console</SubSystem>
<LargeAddressAware>Yes</LargeAddressAware>
<AdditionalDependencies>comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;rpcrt4.lib;iphlpapi.lib;dsound.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxguid.lib;dinput8.lib;hid.lib;PowrProf.lib;d3dcompiler.lib;d3d11.lib;dxgi.lib;strmiids.lib;opengl32.lib;comsuppw.lib;OneCore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxguid.lib;dinput8.lib;hid.lib;PowrProf.lib;d3dcompiler.lib;d3d11.lib;d3d12.lib;dxgi.lib;strmiids.lib;opengl32.lib;comsuppw.lib;OneCore.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -79,7 +79,7 @@
<SubSystem>Windows</SubSystem>
<LargeAddressAware>Yes</LargeAddressAware>
<AdditionalDependencies>comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;rpcrt4.lib;iphlpapi.lib;dsound.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxguid.lib;dinput8.lib;hid.lib;PowrProf.lib;d3dcompiler.lib;d3d11.lib;dxgi.lib;strmiids.lib;opengl32.lib;comsuppw.lib;OneCore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxguid.lib;dinput8.lib;hid.lib;PowrProf.lib;d3dcompiler.lib;d3d11.lib;d3d12.lib;dxgi.lib;strmiids.lib;opengl32.lib;comsuppw.lib;OneCore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>$(QtEntryPointLib);%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>

View File

@ -644,16 +644,30 @@ if(WIN32)
list(APPEND pcsx2GSSources
GS/Renderers/DX11/D3D.cpp
GS/Renderers/DX11/D3D11ShaderCache.cpp
GS/Renderers/DX11/GSDevice11.cpp
GS/Renderers/DX11/GSTexture11.cpp
GS/Renderers/DX11/GSTextureFX11.cpp
GS/Renderers/DX12/D3D12Builders.cpp
GS/Renderers/DX12/D3D12Context.cpp
GS/Renderers/DX12/D3D12DescriptorHeapManager.cpp
GS/Renderers/DX12/D3D12ShaderCache.cpp
GS/Renderers/DX12/D3D12StreamBuffer.cpp
GS/Renderers/DX12/D3D12Texture.cpp
GS/Renderers/DX12/GSDevice12.cpp
GS/Renderers/DX12/GSTexture12.cpp
)
list(APPEND pcsx2GSHeaders
GS/Renderers/DX11/D3D.h
GS/Renderers/DX11/D3D11ShaderCache.h
GS/Renderers/DX11/GSDevice11.h
GS/Renderers/DX11/GSTexture11.h
GS/Renderers/DX12/D3D12Builders.h
GS/Renderers/DX12/D3D12Context.h
GS/Renderers/DX12/D3D12DescriptorHeapManager.h
GS/Renderers/DX12/D3D12ShaderCache.h
GS/Renderers/DX12/D3D12StreamBuffer.h
GS/Renderers/DX12/D3D12Texture.h
GS/Renderers/DX12/GSDevice12.h
GS/Renderers/DX12/GSTexture12.h
)
@ -1149,6 +1163,7 @@ if(WIN32)
PowrProf.lib
d3dcompiler.lib
d3d11.lib
d3d12.lib
dxgi.lib
strmiids.lib
opengl32.lib

View File

@ -14,17 +14,25 @@
*/
#include "PrecompiledHeader.h"
#include "Config.h"
#include "GS/Renderers/Common/GSDevice.h"
#include "GS/Renderers/DX11/D3D.h"
#include "GS/GSExtra.h"
#include "common/Console.h"
#include "common/StringUtil.h"
#include "common/Path.h"
#include <array>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <fstream>
#include "fmt/format.h"
static u32 s_next_bad_shader_id = 1;
wil::com_ptr_nothrow<IDXGIFactory5> D3D::CreateFactory(bool debug)
{
UINT flags = 0;
@ -49,7 +57,7 @@ static std::string FixupDuplicateAdapterNames(const std::vector<std::string>& ad
u32 current_extra = 2;
do
{
adapter_name = StringUtil::StdStringFromFormat("%s (%u)", original_adapter_name.c_str(), current_extra);
adapter_name = fmt::format("{} ({})", original_adapter_name.c_str(), current_extra);
current_extra++;
} while (std::any_of(adapter_names.begin(), adapter_names.end(),
[&adapter_name](const std::string& other) { return (adapter_name == other); }));
@ -405,3 +413,78 @@ GSRendererType D3D::GetPreferredRenderer()
}
}
}
wil::com_ptr_nothrow<ID3DBlob> D3D::CompileShader(D3D::ShaderType type, D3D_FEATURE_LEVEL feature_level, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
const char* target;
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "ps_4_0", "cs_4_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_10_1:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "ps_4_1", "cs_4_1"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "ps_5_0", "cs_5_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_1:
default:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "ps_5_1", "cs_5_1"}};
target = targets[static_cast<int>(type)];
}
break;
}
static constexpr UINT flags_non_debug = D3DCOMPILE_OPTIMIZATION_LEVEL3;
static constexpr UINT flags_debug = D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
wil::com_ptr_nothrow<ID3DBlob> blob;
wil::com_ptr_nothrow<ID3DBlob> error_blob;
const HRESULT hr = D3DCompile(code.data(), code.size(), "0", macros, nullptr, entry_point, target,
debug ? flags_debug : flags_non_debug, 0, blob.put(), error_blob.put());
std::string error_string;
if (error_blob)
{
error_string.append(static_cast<const char*>(error_blob->GetBufferPointer()), error_blob->GetBufferSize());
error_blob.reset();
}
if (FAILED(hr))
{
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
std::ofstream ofs(Path::Combine(EmuFolders::Logs, fmt::format("pcsx2_bad_shader_{}.txt", s_next_bad_shader_id++)),
std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs << code;
ofs << "\n\nCompile as " << target << " failed: " << hr << "\n";
ofs.write(error_string.c_str(), error_string.size());
ofs.close();
}
return {};
}
if (!error_string.empty())
Console.Warning("'%s' compiled with warnings:\n%s", target, error_string.c_str());
return blob;
}

View File

@ -20,6 +20,7 @@
#include "pcsx2/Config.h"
#include <d3d11_1.h>
#include <dxgi1_5.h>
#include <string>
#include <string_view>
@ -67,4 +68,15 @@ namespace D3D
VendorID GetVendorID(IDXGIAdapter1* adapter);
GSRendererType GetPreferredRenderer();
// D3DCompiler wrapper.
enum class ShaderType
{
Vertex,
Pixel,
Compute
};
wil::com_ptr_nothrow<ID3DBlob> CompileShader(ShaderType type, D3D_FEATURE_LEVEL feature_level, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
}; // namespace D3D

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,12 +13,19 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "common/D3D11/ShaderCache.h"
#include "common/D3D11/ShaderCompiler.h"
#include "PrecompiledHeader.h"
#include "GS/Renderers/DX11/D3D11ShaderCache.h"
#include "GS/GS.h"
#include "Config.h"
#include "ShaderCacheVersion.h"
#include "common/FileSystem.h"
#include "common/Console.h"
#include "common/MD5Digest.h"
#include "common/Path.h"
#include <d3dcompiler.h>
#pragma pack(push, 1)
@ -37,14 +44,14 @@ struct CacheIndexEntry
};
#pragma pack(pop)
D3D11::ShaderCache::ShaderCache() = default;
D3D11ShaderCache::D3D11ShaderCache() = default;
D3D11::ShaderCache::~ShaderCache()
D3D11ShaderCache::~D3D11ShaderCache()
{
Close();
}
bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
bool D3D11ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (source_hash_low == key.source_hash_low && source_hash_high == key.source_hash_high &&
macro_hash_low == key.macro_hash_low && macro_hash_high == key.macro_hash_high &&
@ -52,7 +59,7 @@ bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) con
shader_type == key.shader_type && source_length == key.source_length);
}
bool D3D11::ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
bool D3D11ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (source_hash_low != key.source_hash_low || source_hash_high != key.source_hash_high ||
macro_hash_low != key.macro_hash_low || macro_hash_high != key.macro_hash_high ||
@ -60,15 +67,14 @@ bool D3D11::ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) con
shader_type != key.shader_type || source_length != key.source_length);
}
bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug)
bool D3D11ShaderCache::Open(D3D_FEATURE_LEVEL feature_level, bool debug)
{
m_feature_level = feature_level;
m_version = version;
m_debug = debug;
if (!base_path.empty())
if (!GSConfig.DisableShaderCache)
{
const std::string base_filename = GetCacheBaseFileName(base_path, feature_level, debug);
const std::string base_filename = GetCacheBaseFileName(feature_level, debug);
const std::string index_filename = base_filename + ".idx";
const std::string blob_filename = base_filename + ".bin";
@ -79,7 +85,7 @@ bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feat
return true;
}
void D3D11::ShaderCache::Close()
void D3D11ShaderCache::Close()
{
if (m_index_file)
{
@ -93,7 +99,7 @@ void D3D11::ShaderCache::Close()
}
}
bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
bool D3D11ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
if (FileSystem::FileExists(index_filename.c_str()))
{
@ -113,9 +119,8 @@ bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std:
return false;
}
const u32 index_version = FILE_VERSION;
if (std::fwrite(&index_version, sizeof(index_version), 1, m_index_file) != 1 ||
std::fwrite(&m_version, sizeof(m_version), 1, m_index_file) != 1)
const u32 file_version = SHADER_CACHE_VERSION;
if (std::fwrite(&file_version, sizeof(file_version), 1, m_index_file) != 1)
{
Console.Error("Failed to write version to index file '%s'", index_filename.c_str());
std::fclose(m_index_file);
@ -137,7 +142,7 @@ bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std:
return true;
}
bool D3D11::ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
bool D3D11ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
{
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
if (!m_index_file)
@ -154,9 +159,7 @@ bool D3D11::ShaderCache::ReadExisting(const std::string& index_filename, const s
}
u32 file_version = 0;
u32 data_version = 0;
if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != FILE_VERSION ||
std::fread(&data_version, sizeof(data_version), 1, m_index_file) != 1 || data_version != m_version)
if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != SHADER_CACHE_VERSION)
{
Console.Error("Bad file/data version in '%s'", index_filename.c_str());
std::fclose(m_index_file);
@ -194,11 +197,9 @@ bool D3D11::ShaderCache::ReadExisting(const std::string& index_filename, const s
return false;
}
const CacheIndexKey key{
entry.source_hash_low, entry.source_hash_high,
entry.macro_hash_low, entry.macro_hash_high,
entry.entry_point_low, entry.entry_point_high,
entry.source_length, static_cast<ShaderCompiler::Type>(entry.shader_type)};
const CacheIndexKey key{entry.source_hash_low, entry.source_hash_high, entry.macro_hash_low,
entry.macro_hash_high, entry.entry_point_low, entry.entry_point_high, entry.source_length,
static_cast<D3D::ShaderType>(entry.shader_type)};
const CacheIndexData data{entry.file_offset, entry.blob_size};
m_index.emplace(key, data);
}
@ -210,11 +211,9 @@ bool D3D11::ShaderCache::ReadExisting(const std::string& index_filename, const s
return true;
}
std::string D3D11::ShaderCache::GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
bool debug)
std::string D3D11ShaderCache::GetCacheBaseFileName(D3D_FEATURE_LEVEL feature_level, bool debug)
{
std::string base_filename(base_path);
base_filename += FS_OSPATH_SEPARATOR_STR "d3d_shaders_";
std::string base_filename = "d3d_shaders_";
switch (feature_level)
{
@ -235,11 +234,11 @@ std::string D3D11::ShaderCache::GetCacheBaseFileName(const std::string_view& bas
if (debug)
base_filename += "_debug";
return base_filename;
return Path::Combine(EmuFolders::Cache, base_filename);
}
D3D11::ShaderCache::CacheIndexKey D3D11::ShaderCache::GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point)
D3D11ShaderCache::CacheIndexKey D3D11ShaderCache::GetCacheKey(
D3D::ShaderType type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
union
{
@ -283,8 +282,9 @@ D3D11::ShaderCache::CacheIndexKey D3D11::ShaderCache::GetCacheKey(ShaderCompiler
return key;
}
wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
wil::com_ptr_nothrow<ID3DBlob> D3D11ShaderCache::GetShaderBlob(D3D::ShaderType type,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
const auto key = GetCacheKey(type, shader_code, macros, entry_point);
auto iter = m_index.find(key);
@ -296,37 +296,51 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::GetShaderBlob(ShaderCompiler:
if (FAILED(hr) || std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
std::fread(blob->GetBufferPointer(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
{
Console.Error("(D3D11::ShaderCache::GetShaderBlob): Read blob from file failed");
Console.Error("(GSShaderCache11::GetShaderBlob): Read blob from file failed");
return {};
}
return blob;
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCache::GetVertexShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11ShaderCache::GetVertexShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point);
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Vertex, shader_code, macros, entry_point);
if (!blob)
return {};
return D3D11::ShaderCompiler::CreateVertexShader(device, blob.get());
wil::com_ptr_nothrow<ID3D11VertexShader> shader;
const HRESULT hr =
device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create vertex shader: 0x%08X", hr);
return {};
}
return shader;
}
bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device,
ID3D11VertexShader** vs, ID3D11InputLayout** il,
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
bool D3D11ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device, ID3D11VertexShader** vs,
ID3D11InputLayout** il, const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point);
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Vertex, shader_code, macros, entry_point);
if (!blob)
return false;
wil::com_ptr_nothrow<ID3D11VertexShader> actual_vs = D3D11::ShaderCompiler::CreateVertexShader(device, blob.get());
if (!actual_vs)
return false;
wil::com_ptr_nothrow<ID3D11VertexShader> actual_vs;
HRESULT hr = device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, actual_vs.put());
if (FAILED(hr))
{
Console.Error("Failed to create vertex shader: 0x%08X", hr);
return {};
}
HRESULT hr = device->CreateInputLayout(layout, layout_size, blob->GetBufferPointer(), blob->GetBufferSize(), il);
hr = device->CreateInputLayout(layout, layout_size, blob->GetBufferPointer(), blob->GetBufferSize(), il);
if (FAILED(hr))
{
Console.Error("(GetVertexShaderAndInputLayout) Failed to create input layout: %08X", hr);
@ -337,30 +351,51 @@ bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device,
return true;
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCache::GetPixelShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11ShaderCache::GetPixelShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Pixel, shader_code, macros, entry_point);
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Pixel, shader_code, macros, entry_point);
if (!blob)
return {};
return D3D11::ShaderCompiler::CreatePixelShader(device, blob.get());
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
const HRESULT hr =
device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create pixel shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCache::GetComputeShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11ShaderCache::GetComputeShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Compute, shader_code, macros, entry_point);
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Compute, shader_code, macros, entry_point);
if (!blob)
return {};
return D3D11::ShaderCompiler::CreateComputeShader(device, blob.get());
wil::com_ptr_nothrow<ID3D11ComputeShader> shader;
const HRESULT hr =
device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create compute shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
wil::com_ptr_nothrow<ID3DBlob> D3D11ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
wil::com_ptr_nothrow<ID3DBlob> blob = ShaderCompiler::CompileShader(key.shader_type, m_feature_level, m_debug, shader_code, macros, entry_point);
wil::com_ptr_nothrow<ID3DBlob> blob =
D3D::CompileShader(key.shader_type, m_feature_level, m_debug, shader_code, macros, entry_point);
if (!blob)
return {};
@ -387,7 +422,7 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::CompileAndAddShaderBlob(const
std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
std::fflush(m_index_file) != 0)
{
Console.Error("(D3D11::ShaderCache::CompileAndAddShaderBlob) Failed to write shader blob to file");
Console.Error("(GSShaderCache11::CompileAndAddShaderBlob) Failed to write shader blob to file");
return blob;
}

View File

@ -0,0 +1,106 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "GS/Renderers/DX11/D3D.h"
#include "common/HashCombine.h"
#include <string_view>
#include <unordered_map>
#include <vector>
class D3D11ShaderCache
{
public:
D3D11ShaderCache();
~D3D11ShaderCache();
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
bool UsingDebugShaders() const { return m_debug; }
bool Open(D3D_FEATURE_LEVEL feature_level, bool debug);
void Close();
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(D3D::ShaderType type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
bool GetVertexShaderAndInputLayout(ID3D11Device* device, ID3D11VertexShader** vs, ID3D11InputLayout** il,
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr,
const char* entry_point = "main");
private:
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u64 macro_hash_low;
u64 macro_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 source_length;
D3D::ShaderType shader_type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(D3D_FEATURE_LEVEL feature_level, bool debug);
static CacheIndexKey GetCacheKey(D3D::ShaderType type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
CacheIndex m_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
bool m_debug = false;
};

View File

@ -21,7 +21,6 @@
#include "GS/GSPerfMon.h"
#include "GS/GSUtil.h"
#include "Host.h"
#include "ShaderCacheVersion.h"
#include "common/Align.h"
#include "common/Path.h"
@ -168,18 +167,8 @@ bool GSDevice11::Create()
level = m_dev->GetFeatureLevel();
const bool support_feature_level_11_0 = (level >= D3D_FEATURE_LEVEL_11_0);
if (!GSConfig.DisableShaderCache)
{
if (!m_shader_cache.Open(EmuFolders::Cache, m_dev->GetFeatureLevel(), SHADER_CACHE_VERSION, GSConfig.UseDebugDevice))
{
if (!m_shader_cache.Open(m_dev->GetFeatureLevel(), GSConfig.UseDebugDevice))
Console.Warning("Shader cache failed to open.");
}
}
else
{
m_shader_cache.Open({}, m_dev->GetFeatureLevel(), SHADER_CACHE_VERSION, GSConfig.UseDebugDevice);
Console.WriteLn("Not using shader cache.");
}
// Set maximum texture size limit based on supported feature level.
if (support_feature_level_11_0)

View File

@ -18,7 +18,7 @@
#include "GSTexture11.h"
#include "GS/GSVector.h"
#include "GS/Renderers/Common/GSDevice.h"
#include "common/D3D11/ShaderCache.h"
#include "GS/Renderers/DX11/D3D11ShaderCache.h"
#include <unordered_map>
#include <wil/com.h>
#include <dxgi1_5.h>
@ -272,7 +272,7 @@ private:
GSHWDrawConfig::VSConstantBuffer m_vs_cb_cache;
GSHWDrawConfig::PSConstantBuffer m_ps_cb_cache;
D3D11::ShaderCache m_shader_cache;
D3D11ShaderCache m_shader_cache;
std::string m_tfx_source;
public:

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,24 +13,22 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "common/D3D12/Builders.h"
#include "common/D3D12/Context.h"
#include "common/D3D12/ShaderCache.h"
#include "GS/Renderers/DX12/D3D12Builders.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "GS/Renderers/DX12/D3D12ShaderCache.h"
#include "common/Console.h"
#include <cstdarg>
#include <limits>
using namespace D3D12;
GraphicsPipelineBuilder::GraphicsPipelineBuilder()
D3D12::GraphicsPipelineBuilder::GraphicsPipelineBuilder()
{
Clear();
}
void GraphicsPipelineBuilder::Clear()
void D3D12::GraphicsPipelineBuilder::Clear()
{
std::memset(&m_desc, 0, sizeof(m_desc));
std::memset(m_input_elements.data(), 0, sizeof(D3D12_INPUT_ELEMENT_DESC) * m_input_elements.size());
@ -39,7 +37,8 @@ void GraphicsPipelineBuilder::Clear()
m_desc.SampleDesc.Count = 1;
}
wil::com_ptr_nothrow<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12Device* device, bool clear /*= true*/)
wil::com_ptr_nothrow<ID3D12PipelineState> D3D12::GraphicsPipelineBuilder::Create(
ID3D12Device* device, bool clear /*= true*/)
{
wil::com_ptr_nothrow<ID3D12PipelineState> ps;
HRESULT hr = device->CreateGraphicsPipelineState(&m_desc, IID_PPV_ARGS(ps.put()));
@ -55,8 +54,8 @@ wil::com_ptr_nothrow<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12
return ps;
}
wil::com_ptr_nothrow<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12Device* device, ShaderCache& cache,
bool clear /*= true*/)
wil::com_ptr_nothrow<ID3D12PipelineState> D3D12::GraphicsPipelineBuilder::Create(
ID3D12Device* device, D3D12ShaderCache& cache, bool clear /*= true*/)
{
wil::com_ptr_nothrow<ID3D12PipelineState> pso = cache.GetPipelineState(device, m_desc);
if (!pso)
@ -68,46 +67,49 @@ wil::com_ptr_nothrow<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12
return pso;
}
void GraphicsPipelineBuilder::SetRootSignature(ID3D12RootSignature* rs)
void D3D12::GraphicsPipelineBuilder::SetRootSignature(ID3D12RootSignature* rs)
{
m_desc.pRootSignature = rs;
}
void GraphicsPipelineBuilder::SetVertexShader(const ID3DBlob* blob)
void D3D12::GraphicsPipelineBuilder::SetVertexShader(const ID3DBlob* blob)
{
SetVertexShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(), static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
SetVertexShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
}
void GraphicsPipelineBuilder::SetVertexShader(const void* data, u32 data_size)
void D3D12::GraphicsPipelineBuilder::SetVertexShader(const void* data, u32 data_size)
{
m_desc.VS.pShaderBytecode = data;
m_desc.VS.BytecodeLength = data_size;
}
void GraphicsPipelineBuilder::SetGeometryShader(const ID3DBlob* blob)
void D3D12::GraphicsPipelineBuilder::SetGeometryShader(const ID3DBlob* blob)
{
SetGeometryShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(), static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
SetGeometryShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
}
void GraphicsPipelineBuilder::SetGeometryShader(const void* data, u32 data_size)
void D3D12::GraphicsPipelineBuilder::SetGeometryShader(const void* data, u32 data_size)
{
m_desc.GS.pShaderBytecode = data;
m_desc.GS.BytecodeLength = data_size;
}
void GraphicsPipelineBuilder::SetPixelShader(const ID3DBlob* blob)
void D3D12::GraphicsPipelineBuilder::SetPixelShader(const ID3DBlob* blob)
{
SetPixelShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(), static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
SetPixelShader(const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
static_cast<u32>(const_cast<ID3DBlob*>(blob)->GetBufferSize()));
}
void GraphicsPipelineBuilder::SetPixelShader(const void* data, u32 data_size)
void D3D12::GraphicsPipelineBuilder::SetPixelShader(const void* data, u32 data_size)
{
m_desc.PS.pShaderBytecode = data;
m_desc.PS.BytecodeLength = data_size;
}
void GraphicsPipelineBuilder::AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format,
u32 buffer, u32 offset)
void D3D12::GraphicsPipelineBuilder::AddVertexAttribute(
const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset)
{
const u32 index = m_desc.InputLayout.NumElements;
m_input_elements[index].SemanticIndex = semantic_index;
@ -122,38 +124,38 @@ void GraphicsPipelineBuilder::AddVertexAttribute(const char* semantic_name, u32
m_desc.InputLayout.NumElements++;
}
void GraphicsPipelineBuilder::SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type)
void D3D12::GraphicsPipelineBuilder::SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type)
{
m_desc.PrimitiveTopologyType = type;
}
void GraphicsPipelineBuilder::SetRasterizationState(D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode,
bool front_face_ccw)
void D3D12::GraphicsPipelineBuilder::SetRasterizationState(
D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode, bool front_face_ccw)
{
m_desc.RasterizerState.FillMode = polygon_mode;
m_desc.RasterizerState.CullMode = cull_mode;
m_desc.RasterizerState.FrontCounterClockwise = front_face_ccw;
}
void GraphicsPipelineBuilder::SetMultisamples(u32 multisamples)
void D3D12::GraphicsPipelineBuilder::SetMultisamples(u32 multisamples)
{
m_desc.RasterizerState.MultisampleEnable = multisamples > 1;
m_desc.SampleDesc.Count = multisamples;
}
void GraphicsPipelineBuilder::SetNoCullRasterizationState()
void D3D12::GraphicsPipelineBuilder::SetNoCullRasterizationState()
{
SetRasterizationState(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false);
}
void GraphicsPipelineBuilder::SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op)
void D3D12::GraphicsPipelineBuilder::SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op)
{
m_desc.DepthStencilState.DepthEnable = depth_test;
m_desc.DepthStencilState.DepthWriteMask = depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
m_desc.DepthStencilState.DepthFunc = compare_op;
}
void GraphicsPipelineBuilder::SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask,
void D3D12::GraphicsPipelineBuilder::SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask,
const D3D12_DEPTH_STENCILOP_DESC& front, const D3D12_DEPTH_STENCILOP_DESC& back)
{
m_desc.DepthStencilState.StencilEnable = stencil_test;
@ -163,21 +165,20 @@ void GraphicsPipelineBuilder::SetStencilState(bool stencil_test, u8 read_mask, u
m_desc.DepthStencilState.BackFace = back;
}
void GraphicsPipelineBuilder::SetNoDepthTestState()
void D3D12::GraphicsPipelineBuilder::SetNoDepthTestState()
{
SetDepthState(false, false, D3D12_COMPARISON_FUNC_ALWAYS);
}
void GraphicsPipelineBuilder::SetNoStencilState()
void D3D12::GraphicsPipelineBuilder::SetNoStencilState()
{
D3D12_DEPTH_STENCILOP_DESC empty = {};
SetStencilState(false, 0, 0, empty, empty);
}
void GraphicsPipelineBuilder::SetBlendState(u32 rt, bool blend_enable, D3D12_BLEND src_factor, D3D12_BLEND dst_factor,
D3D12_BLEND_OP op, D3D12_BLEND alpha_src_factor,
D3D12_BLEND alpha_dst_factor, D3D12_BLEND_OP alpha_op,
u8 write_mask /*= 0xFF*/)
void D3D12::GraphicsPipelineBuilder::SetBlendState(u32 rt, bool blend_enable, D3D12_BLEND src_factor,
D3D12_BLEND dst_factor, D3D12_BLEND_OP op, D3D12_BLEND alpha_src_factor, D3D12_BLEND alpha_dst_factor,
D3D12_BLEND_OP alpha_op, u8 write_mask /*= 0xFF*/)
{
m_desc.BlendState.RenderTarget[rt].BlendEnable = blend_enable;
m_desc.BlendState.RenderTarget[rt].SrcBlend = src_factor;
@ -192,49 +193,49 @@ void GraphicsPipelineBuilder::SetBlendState(u32 rt, bool blend_enable, D3D12_BLE
m_desc.BlendState.IndependentBlendEnable = TRUE;
}
void GraphicsPipelineBuilder::SetNoBlendingState()
void D3D12::GraphicsPipelineBuilder::SetNoBlendingState()
{
SetBlendState(0, false, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_BLEND_ONE, D3D12_BLEND_ZERO,
D3D12_BLEND_OP_ADD, D3D12_COLOR_WRITE_ENABLE_ALL);
m_desc.BlendState.IndependentBlendEnable = FALSE;
}
void GraphicsPipelineBuilder::ClearRenderTargets()
void D3D12::GraphicsPipelineBuilder::ClearRenderTargets()
{
m_desc.NumRenderTargets = 0;
for (u32 i = 0; i < sizeof(m_desc.RTVFormats) / sizeof(m_desc.RTVFormats[0]); i++)
m_desc.RTVFormats[i] = DXGI_FORMAT_UNKNOWN;
}
void GraphicsPipelineBuilder::SetRenderTarget(u32 rt, DXGI_FORMAT format)
void D3D12::GraphicsPipelineBuilder::SetRenderTarget(u32 rt, DXGI_FORMAT format)
{
m_desc.RTVFormats[rt] = format;
if (rt >= m_desc.NumRenderTargets)
m_desc.NumRenderTargets = rt + 1;
}
void GraphicsPipelineBuilder::ClearDepthStencilFormat()
void D3D12::GraphicsPipelineBuilder::ClearDepthStencilFormat()
{
m_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
}
void GraphicsPipelineBuilder::SetDepthStencilFormat(DXGI_FORMAT format)
void D3D12::GraphicsPipelineBuilder::SetDepthStencilFormat(DXGI_FORMAT format)
{
m_desc.DSVFormat = format;
}
ComputePipelineBuilder::ComputePipelineBuilder()
D3D12::ComputePipelineBuilder::ComputePipelineBuilder()
{
Clear();
}
void ComputePipelineBuilder::Clear()
void D3D12::ComputePipelineBuilder::Clear()
{
std::memset(&m_desc, 0, sizeof(m_desc));
}
wil::com_ptr_nothrow<ID3D12PipelineState> ComputePipelineBuilder::Create(ID3D12Device* device, bool clear /*= true*/)
wil::com_ptr_nothrow<ID3D12PipelineState> D3D12::ComputePipelineBuilder::Create(
ID3D12Device* device, bool clear /*= true*/)
{
wil::com_ptr_nothrow<ID3D12PipelineState> ps;
HRESULT hr = device->CreateComputePipelineState(&m_desc, IID_PPV_ARGS(ps.put()));
@ -250,7 +251,8 @@ wil::com_ptr_nothrow<ID3D12PipelineState> ComputePipelineBuilder::Create(ID3D12D
return ps;
}
wil::com_ptr_nothrow<ID3D12PipelineState> ComputePipelineBuilder::Create(ID3D12Device* device, ShaderCache& cache, bool clear /*= true*/)
wil::com_ptr_nothrow<ID3D12PipelineState> D3D12::ComputePipelineBuilder::Create(
ID3D12Device* device, D3D12ShaderCache& cache, bool clear /*= true*/)
{
wil::com_ptr_nothrow<ID3D12PipelineState> pso = cache.GetPipelineState(device, m_desc);
if (!pso)
@ -262,23 +264,23 @@ wil::com_ptr_nothrow<ID3D12PipelineState> ComputePipelineBuilder::Create(ID3D12D
return pso;
}
void ComputePipelineBuilder::SetRootSignature(ID3D12RootSignature* rs)
void D3D12::ComputePipelineBuilder::SetRootSignature(ID3D12RootSignature* rs)
{
m_desc.pRootSignature = rs;
}
void ComputePipelineBuilder::SetShader(const void* data, u32 data_size)
void D3D12::ComputePipelineBuilder::SetShader(const void* data, u32 data_size)
{
m_desc.CS.pShaderBytecode = data;
m_desc.CS.BytecodeLength = data_size;
}
RootSignatureBuilder::RootSignatureBuilder()
D3D12::RootSignatureBuilder::RootSignatureBuilder()
{
Clear();
}
void RootSignatureBuilder::Clear()
void D3D12::RootSignatureBuilder::Clear()
{
m_desc = {};
m_desc.pParameters = m_params.data();
@ -287,7 +289,7 @@ void RootSignatureBuilder::Clear()
m_num_descriptor_ranges = 0;
}
wil::com_ptr_nothrow<ID3D12RootSignature> RootSignatureBuilder::Create(bool clear /*= true*/)
wil::com_ptr_nothrow<ID3D12RootSignature> D3D12::RootSignatureBuilder::Create(bool clear /*= true*/)
{
wil::com_ptr_nothrow<ID3D12RootSignature> rs = g_d3d12_context->CreateRootSignature(&m_desc);
if (!rs)
@ -299,12 +301,12 @@ wil::com_ptr_nothrow<ID3D12RootSignature> RootSignatureBuilder::Create(bool clea
return rs;
}
void RootSignatureBuilder::SetInputAssemblerFlag()
void D3D12::RootSignatureBuilder::SetInputAssemblerFlag()
{
m_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
}
u32 RootSignatureBuilder::Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility)
u32 D3D12::RootSignatureBuilder::Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility)
{
const u32 index = m_desc.NumParameters++;
@ -317,7 +319,7 @@ u32 RootSignatureBuilder::Add32BitConstants(u32 shader_reg, u32 num_values, D3D1
return index;
}
u32 RootSignatureBuilder::AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility)
u32 D3D12::RootSignatureBuilder::AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility)
{
const u32 index = m_desc.NumParameters++;
@ -329,7 +331,7 @@ u32 RootSignatureBuilder::AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILIT
return index;
}
u32 RootSignatureBuilder::AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility)
u32 D3D12::RootSignatureBuilder::AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility)
{
const u32 index = m_desc.NumParameters++;
@ -341,8 +343,8 @@ u32 RootSignatureBuilder::AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILIT
return index;
}
u32 RootSignatureBuilder::AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs,
D3D12_SHADER_VISIBILITY visibility)
u32 D3D12::RootSignatureBuilder::AddDescriptorTable(
D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility)
{
const u32 index = m_desc.NumParameters++;
const u32 dr_index = m_num_descriptor_ranges++;

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -22,10 +22,10 @@
#include <array>
#include <d3d12.h>
class D3D12ShaderCache;
namespace D3D12
{
class ShaderCache;
class RootSignatureBuilder
{
public:
@ -71,7 +71,8 @@ namespace D3D12
void Clear();
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, ShaderCache& cache, bool clear = true);
wil::com_ptr_nothrow<ID3D12PipelineState> Create(
ID3D12Device* device, D3D12ShaderCache& cache, bool clear = true);
void SetRootSignature(ID3D12RootSignature* rs);
@ -83,7 +84,8 @@ namespace D3D12
void SetGeometryShader(const ID3DBlob* blob);
void SetPixelShader(const ID3DBlob* blob);
void AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset);
void AddVertexAttribute(
const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset);
void SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type);
@ -94,7 +96,8 @@ namespace D3D12
void SetNoCullRasterizationState();
void SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op);
void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front, const D3D12_DEPTH_STENCILOP_DESC& back);
void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front,
const D3D12_DEPTH_STENCILOP_DESC& back);
void SetNoDepthTestState();
void SetNoStencilState();
@ -127,11 +130,13 @@ namespace D3D12
void Clear();
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, ShaderCache& cache, bool clear = true);
wil::com_ptr_nothrow<ID3D12PipelineState> Create(
ID3D12Device* device, D3D12ShaderCache& cache, bool clear = true);
void SetRootSignature(ID3D12RootSignature* rs);
void SetShader(const void* data, u32 data_size);
private:
D3D12_COMPUTE_PIPELINE_STATE_DESC m_desc;
};

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,9 +13,9 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "common/D3D12/Context.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "common/Assertions.h"
#include "common/General.h"
#include "common/ScopedGuard.h"
@ -28,64 +28,20 @@
#include <queue>
#include <vector>
std::unique_ptr<D3D12::Context> g_d3d12_context;
std::unique_ptr<D3D12Context> g_d3d12_context;
using namespace D3D12;
D3D12Context::D3D12Context() = default;
// Private D3D12 state
static HMODULE s_d3d12_library;
static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device;
static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface;
static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature;
static bool LoadD3D12Library()
{
if ((s_d3d12_library = LoadLibraryW(L"d3d12.dll")) == nullptr ||
(s_d3d12_create_device =
reinterpret_cast<PFN_D3D12_CREATE_DEVICE>(GetProcAddress(s_d3d12_library, "D3D12CreateDevice"))) == nullptr ||
(s_d3d12_get_debug_interface = reinterpret_cast<PFN_D3D12_GET_DEBUG_INTERFACE>(
GetProcAddress(s_d3d12_library, "D3D12GetDebugInterface"))) == nullptr ||
(s_d3d12_serialize_root_signature = reinterpret_cast<PFN_D3D12_SERIALIZE_ROOT_SIGNATURE>(
GetProcAddress(s_d3d12_library, "D3D12SerializeRootSignature"))) == nullptr)
{
Console.Error("d3d12.dll could not be loaded.");
s_d3d12_create_device = nullptr;
s_d3d12_get_debug_interface = nullptr;
s_d3d12_serialize_root_signature = nullptr;
if (s_d3d12_library)
FreeLibrary(s_d3d12_library);
s_d3d12_library = nullptr;
return false;
}
return true;
}
static void UnloadD3D12Library()
{
s_d3d12_serialize_root_signature = nullptr;
s_d3d12_get_debug_interface = nullptr;
s_d3d12_create_device = nullptr;
if (s_d3d12_library)
{
FreeLibrary(s_d3d12_library);
s_d3d12_library = nullptr;
}
}
Context::Context() = default;
Context::~Context()
D3D12Context::~D3D12Context()
{
DestroyResources();
}
Context::ComPtr<ID3DBlob> Context::SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
D3D12Context::ComPtr<ID3DBlob> D3D12Context::SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
{
ComPtr<ID3DBlob> blob;
ComPtr<ID3DBlob> error_blob;
const HRESULT hr = s_d3d12_serialize_root_signature(desc, D3D_ROOT_SIGNATURE_VERSION_1, blob.put(),
error_blob.put());
const HRESULT hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, blob.put(), error_blob.put());
if (FAILED(hr))
{
Console.Error("D3D12SerializeRootSignature() failed: %08X", hr);
@ -98,7 +54,7 @@ Context::ComPtr<ID3DBlob> Context::SerializeRootSignature(const D3D12_ROOT_SIGNA
return blob;
}
D3D12::Context::ComPtr<ID3D12RootSignature> Context::CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
D3D12Context::ComPtr<ID3D12RootSignature> D3D12Context::CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
{
ComPtr<ID3DBlob> blob = SerializeRootSignature(desc);
if (!blob)
@ -116,7 +72,7 @@ D3D12::Context::ComPtr<ID3D12RootSignature> Context::CreateRootSignature(const D
return rs;
}
bool Context::SupportsTextureFormat(DXGI_FORMAT format)
bool D3D12Context::SupportsTextureFormat(DXGI_FORMAT format)
{
constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
@ -125,17 +81,11 @@ bool Context::SupportsTextureFormat(DXGI_FORMAT format)
(support.Support1 & required) == required;
}
bool Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
bool D3D12Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
{
pxAssertRel(!g_d3d12_context, "No context exists");
if (!LoadD3D12Library())
{
Console.Error("Failed to load D3D12 library");
return false;
}
g_d3d12_context.reset(new Context());
g_d3d12_context.reset(new D3D12Context());
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter, enable_debug_layer) ||
!g_d3d12_context->CreateCommandQueue() || !g_d3d12_context->CreateAllocator() ||
!g_d3d12_context->CreateFence() || !g_d3d12_context->CreateDescriptorHeaps() ||
@ -149,15 +99,13 @@ bool Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool e
return true;
}
void Context::Destroy()
void D3D12Context::Destroy()
{
if (g_d3d12_context)
g_d3d12_context.reset();
UnloadD3D12Library();
}
u32 Context::GetAdapterVendorID() const
u32 D3D12Context::GetAdapterVendorID() const
{
if (!m_adapter)
return 0;
@ -169,14 +117,14 @@ u32 Context::GetAdapterVendorID() const
return desc.VendorId;
}
bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
bool D3D12Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
{
HRESULT hr;
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
if (enable_debug_layer)
{
hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface));
hr = D3D12GetDebugInterface(IID_PPV_ARGS(&m_debug_interface));
if (SUCCEEDED(hr))
{
m_debug_interface->EnableDebugLayer();
@ -189,7 +137,7 @@ bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter,
}
// Create the actual device.
hr = s_d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
if (FAILED(hr))
{
Console.Error("Failed to create D3D12 device: %08X", hr);
@ -229,21 +177,23 @@ bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter,
return true;
}
bool Context::CreateCommandQueue()
bool D3D12Context::CreateCommandQueue()
{
const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE};
const D3D12_COMMAND_QUEUE_DESC queue_desc = {
D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL, D3D12_COMMAND_QUEUE_FLAG_NONE};
HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
pxAssertRel(SUCCEEDED(hr), "Create command queue");
return SUCCEEDED(hr);
}
bool Context::CreateAllocator()
bool D3D12Context::CreateAllocator()
{
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = m_device.get();
allocatorDesc.pAdapter = m_adapter.get();
allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED | D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED /* | D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED*/;
allocatorDesc.Flags =
D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED |
D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED /* | D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED*/;
const HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, m_allocator.put());
if (FAILED(hr))
@ -255,7 +205,7 @@ bool Context::CreateAllocator()
return true;
}
bool Context::CreateFence()
bool D3D12Context::CreateFence()
{
HRESULT hr = m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
pxAssertRel(SUCCEEDED(hr), "Create fence");
@ -270,7 +220,7 @@ bool Context::CreateFence()
return true;
}
bool Context::CreateDescriptorHeaps()
bool D3D12Context::CreateDescriptorHeaps()
{
static constexpr size_t MAX_SRVS = 32768;
static constexpr size_t MAX_RTVS = 16384;
@ -286,8 +236,8 @@ bool Context::CreateDescriptorHeaps()
}
// Allocate null SRV descriptor for unbound textures.
constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {
DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor))
{
@ -299,7 +249,7 @@ bool Context::CreateDescriptorHeaps()
return true;
}
bool Context::CreateCommandLists()
bool D3D12Context::CreateCommandLists()
{
static constexpr size_t MAX_GPU_SRVS = 32768;
static constexpr size_t MAX_GPU_SAMPLERS = 2048;
@ -311,15 +261,14 @@ bool Context::CreateCommandLists()
for (u32 i = 0; i < 2; i++)
{
hr = m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(res.command_allocators[i].put()));
hr = m_device->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocators[i].put()));
pxAssertRel(SUCCEEDED(hr), "Create command allocator");
if (FAILED(hr))
return false;
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
res.command_allocators[i].get(), nullptr,
IID_PPV_ARGS(res.command_lists[i].put()));
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
nullptr, IID_PPV_ARGS(res.command_lists[i].put()));
if (FAILED(hr))
{
Console.Error("Failed to create command list: %08X", hr);
@ -350,12 +299,12 @@ bool Context::CreateCommandLists()
return true;
}
bool Context::CreateTextureStreamBuffer()
bool D3D12Context::CreateTextureStreamBuffer()
{
return m_texture_stream_buffer.Create(TEXTURE_UPLOAD_BUFFER_SIZE);
}
void Context::MoveToNextCommandList()
void D3D12Context::MoveToNextCommandList()
{
m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
m_current_fence_value++;
@ -385,7 +334,8 @@ void Context::MoveToNextCommandList()
{
u64 timestamps[2];
std::memcpy(timestamps, static_cast<const u8*>(map) + offset, sizeof(timestamps));
m_accumulated_gpu_time += static_cast<float>(static_cast<double>(timestamps[1] - timestamps[0]) / m_timestamp_frequency);
m_accumulated_gpu_time +=
static_cast<float>(static_cast<double>(timestamps[1] - timestamps[0]) / m_timestamp_frequency);
const D3D12_RANGE write_range = {};
m_timestamp_query_buffer->Unmap(0, &write_range);
@ -403,13 +353,14 @@ void Context::MoveToNextCommandList()
m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST);
}
ID3D12DescriptorHeap* heaps[2] = {res.descriptor_allocator.GetDescriptorHeap(), res.sampler_allocator.GetDescriptorHeap()};
ID3D12DescriptorHeap* heaps[2] = {
res.descriptor_allocator.GetDescriptorHeap(), res.sampler_allocator.GetDescriptorHeap()};
res.command_lists[1]->SetDescriptorHeaps(std::size(heaps), heaps);
m_allocator->SetCurrentFrameIndex(static_cast<UINT>(m_current_fence_value));
}
ID3D12GraphicsCommandList4* Context::GetInitCommandList()
ID3D12GraphicsCommandList4* D3D12Context::GetInitCommandList()
{
CommandListResources& res = m_command_lists[m_current_command_list];
if (!res.init_command_list_used)
@ -425,7 +376,7 @@ ID3D12GraphicsCommandList4* Context::GetInitCommandList()
return res.command_lists[0].get();
}
bool Context::ExecuteCommandList(WaitType wait_for_completion)
bool D3D12Context::ExecuteCommandList(WaitType wait_for_completion)
{
CommandListResources& res = m_command_lists[m_current_command_list];
HRESULT hr;
@ -480,13 +431,13 @@ bool Context::ExecuteCommandList(WaitType wait_for_completion)
return true;
}
void Context::InvalidateSamplerGroups()
void D3D12Context::InvalidateSamplerGroups()
{
for (CommandListResources& res : m_command_lists)
res.sampler_allocator.InvalidateCache();
}
void Context::DeferObjectDestruction(ID3D12DeviceChild* resource)
void D3D12Context::DeferObjectDestruction(ID3D12DeviceChild* resource)
{
if (!resource)
return;
@ -495,7 +446,7 @@ void Context::DeferObjectDestruction(ID3D12DeviceChild* resource)
m_command_lists[m_current_command_list].pending_resources.emplace_back(nullptr, resource);
}
void Context::DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Resource* resource)
void D3D12Context::DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Resource* resource)
{
if (!resource)
return;
@ -507,21 +458,21 @@ void Context::DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Re
m_command_lists[m_current_command_list].pending_resources.emplace_back(allocation, resource);
}
void Context::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index)
void D3D12Context::DeferDescriptorDestruction(D3D12DescriptorHeapManager& manager, u32 index)
{
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index);
}
void Context::DeferDescriptorDestruction(DescriptorHeapManager& manager, DescriptorHandle* handle)
void D3D12Context::DeferDescriptorDestruction(D3D12DescriptorHeapManager& manager, D3D12DescriptorHandle* handle)
{
if (handle->index == DescriptorHandle::INVALID_INDEX)
if (handle->index == D3D12DescriptorHandle::INVALID_INDEX)
return;
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, handle->index);
handle->Clear();
}
void Context::DestroyPendingResources(CommandListResources& cmdlist)
void D3D12Context::DestroyPendingResources(CommandListResources& cmdlist)
{
for (const auto& dd : cmdlist.pending_descriptors)
dd.first.Free(dd.second);
@ -536,7 +487,7 @@ void Context::DestroyPendingResources(CommandListResources& cmdlist)
cmdlist.pending_resources.clear();
}
void Context::DestroyResources()
void D3D12Context::DestroyResources()
{
if (m_command_queue)
{
@ -568,7 +519,7 @@ void Context::DestroyResources()
m_device.reset();
}
void Context::WaitForFence(u64 fence, bool spin)
void D3D12Context::WaitForFence(u64 fence, bool spin)
{
if (m_completed_fence_value >= fence)
return;
@ -607,7 +558,7 @@ void Context::WaitForFence(u64 fence, bool spin)
}
}
void Context::WaitForGPUIdle()
void D3D12Context::WaitForGPUIdle()
{
u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
for (u32 i = 0; i < (NUM_COMMAND_LISTS - 1); i++)
@ -617,7 +568,7 @@ void Context::WaitForGPUIdle()
}
}
bool Context::CreateTimestampQuery()
bool D3D12Context::CreateTimestampQuery()
{
constexpr u32 QUERY_COUNT = NUM_TIMESTAMP_QUERIES_PER_CMDLIST * NUM_COMMAND_LISTS;
constexpr u32 BUFFER_SIZE = sizeof(u64) * QUERY_COUNT;
@ -631,9 +582,8 @@ bool Context::CreateTimestampQuery()
}
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_READBACK};
const D3D12_RESOURCE_DESC resource_desc = {
D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
hr = m_allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
if (FAILED(hr))
@ -654,35 +604,32 @@ bool Context::CreateTimestampQuery()
return true;
}
float Context::GetAndResetAccumulatedGPUTime()
float D3D12Context::GetAndResetAccumulatedGPUTime()
{
const float time = m_accumulated_gpu_time;
m_accumulated_gpu_time = 0.0f;
return time;
}
void Context::SetEnableGPUTiming(bool enabled)
void D3D12Context::SetEnableGPUTiming(bool enabled)
{
m_gpu_timing_enabled = enabled;
}
bool Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer,
bool D3D12Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer,
D3D12MA::Allocation** gpu_allocation, const std::function<void(void*)>& fill_callback)
{
// Try to place the fixed index buffer in GPU local memory.
// Use the staging buffer to copy into it.
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
const D3D12MA::ALLOCATION_DESC cpu_ad = {
D3D12MA::ALLOCATION_FLAG_NONE,
D3D12_HEAP_TYPE_UPLOAD};
const D3D12MA::ALLOCATION_DESC cpu_ad = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
ComPtr<ID3D12Resource> cpu_buffer;
ComPtr<D3D12MA::Allocation> cpu_allocation;
HRESULT hr = m_allocator->CreateResource(&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
HRESULT hr = m_allocator->CreateResource(
&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
if (FAILED(hr))
return false;
@ -697,12 +644,10 @@ bool Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buf
fill_callback(mapped);
cpu_buffer->Unmap(0, &write_range);
const D3D12MA::ALLOCATION_DESC gpu_ad = {
D3D12MA::ALLOCATION_FLAG_COMMITTED,
D3D12_HEAP_TYPE_DEFAULT};
const D3D12MA::ALLOCATION_DESC gpu_ad = {D3D12MA::ALLOCATION_FLAG_COMMITTED, D3D12_HEAP_TYPE_DEFAULT};
hr = m_allocator->CreateResource(&gpu_ad, &rd, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
gpu_allocation, IID_PPV_ARGS(gpu_buffer));
hr = m_allocator->CreateResource(
&gpu_ad, &rd, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
pxAssertMsg(SUCCEEDED(hr), "Allocate GPU buffer");
if (FAILED(hr))
return false;
@ -719,3 +664,59 @@ bool Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buf
DeferResourceDestruction(cpu_allocation.get(), cpu_buffer.get());
return true;
}
u32 D3D12::GetTexelSize(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC7_UNORM:
return 16;
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
return 4;
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_SNORM:
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
case DXGI_FORMAT_R32_UINT:
case DXGI_FORMAT_R32_SINT:
return 4;
case DXGI_FORMAT_B5G5R5A1_UNORM:
case DXGI_FORMAT_B5G6R5_UNORM:
case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R16_SINT:
return 2;
case DXGI_FORMAT_A8_UNORM:
case DXGI_FORMAT_R8_UNORM:
return 1;
default:
pxFailRel("Unknown format");
return 1;
}
}
#ifdef _DEBUG
void D3D12::SetObjectName(ID3D12Object* object, const char* name)
{
object->SetName(StringUtil::UTF8StringToWideString(name).c_str());
}
void D3D12::SetObjectNameFormatted(ID3D12Object* object, const char* format, ...)
{
std::va_list ap;
va_start(ap, format);
SetObjectName(object, StringUtil::StdStringFromFormatV(format, ap).c_str());
va_end(ap);
}
#endif

View File

@ -0,0 +1,237 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include "GS/Renderers/DX12/D3D12DescriptorHeapManager.h"
#include "GS/Renderers/DX12/D3D12StreamBuffer.h"
#include <array>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <memory>
#include <vector>
#include <wil/com.h>
struct IDXGIAdapter;
struct IDXGIFactory;
namespace D3D12MA
{
class Allocator;
class Allocation;
} // namespace D3D12MA
class D3D12Context
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
enum : u32
{
/// Number of command lists. One is being built while the other(s) are executed.
NUM_COMMAND_LISTS = 3,
/// Textures that don't fit into this buffer will be uploaded with a staging buffer.
TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024,
/// Maximum number of samples in a single allocation group.
SAMPLER_GROUP_SIZE = 2,
/// Start/End timestamp queries.
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
};
~D3D12Context();
/// Creates new device and context.
static bool Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
/// Destroys active context.
static void Destroy();
__fi IDXGIAdapter* GetAdapter() const { return m_adapter.get(); }
__fi ID3D12Device* GetDevice() const { return m_device.get(); }
__fi ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.get(); }
__fi D3D12MA::Allocator* GetAllocator() const { return m_allocator.get(); }
/// Returns the PCI vendor ID of the device, if known.
u32 GetAdapterVendorID() const;
/// Returns the current command list, commands can be recorded directly.
ID3D12GraphicsCommandList4* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_lists[1].get();
}
/// Returns the init command list for uploading.
ID3D12GraphicsCommandList4* GetInitCommandList();
/// Returns the per-frame SRV/CBV/UAV allocator.
D3D12DescriptorAllocator& GetDescriptorAllocator()
{
return m_command_lists[m_current_command_list].descriptor_allocator;
}
/// Returns the per-frame sampler allocator.
D3D12GroupedSamplerAllocator<SAMPLER_GROUP_SIZE>& GetSamplerAllocator()
{
return m_command_lists[m_current_command_list].sampler_allocator;
}
/// Invalidates GPU-side sampler caches for all command lists. Call after you've freed samplers,
/// and are going to re-use the handles from GetSamplerHeapManager().
void InvalidateSamplerGroups();
// Descriptor manager access.
D3D12DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
D3D12DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
D3D12DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
D3D12DescriptorHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
const D3D12DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
D3D12StreamBuffer& GetTextureStreamBuffer() { return m_texture_stream_buffer; }
// Root signature access.
ComPtr<ID3DBlob> SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
ComPtr<ID3D12RootSignature> CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
/// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
/// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
/// Feature level to use when compiling shaders.
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
/// Test for support for the specified texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
enum class WaitType
{
None, ///< Don't wait (async)
Sleep, ///< Wait normally
Spin, ///< Wait by spinning
};
/// Executes the current command list.
bool ExecuteCommandList(WaitType wait_for_completion);
/// Waits for a specific fence.
void WaitForFence(u64 fence, bool spin);
/// Waits for any in-flight command buffers to complete.
void WaitForGPUIdle();
/// Defers destruction of a D3D resource (associates it with the current list).
void DeferObjectDestruction(ID3D12DeviceChild* resource);
/// Defers destruction of a D3D resource (associates it with the current list).
void DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Resource* resource);
/// Defers destruction of a descriptor handle (associates it with the current list).
void DeferDescriptorDestruction(D3D12DescriptorHeapManager& manager, u32 index);
void DeferDescriptorDestruction(D3D12DescriptorHeapManager& manager, D3D12DescriptorHandle* handle);
float GetAndResetAccumulatedGPUTime();
void SetEnableGPUTiming(bool enabled);
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
bool AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer, D3D12MA::Allocation** gpu_allocation,
const std::function<void(void*)>& fill_callback);
private:
struct CommandListResources
{
std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
D3D12DescriptorAllocator descriptor_allocator;
D3D12GroupedSamplerAllocator<SAMPLER_GROUP_SIZE> sampler_allocator;
std::vector<std::pair<D3D12MA::Allocation*, ID3D12DeviceChild*>> pending_resources;
std::vector<std::pair<D3D12DescriptorHeapManager&, u32>> pending_descriptors;
u64 ready_fence_value = 0;
bool init_command_list_used = false;
bool has_timestamp_query = false;
};
D3D12Context();
bool CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateAllocator();
bool CreateFence();
bool CreateDescriptorHeaps();
bool CreateCommandLists();
bool CreateTextureStreamBuffer();
bool CreateTimestampQuery();
void MoveToNextCommandList();
void DestroyPendingResources(CommandListResources& cmdlist);
void DestroyResources();
ComPtr<IDXGIAdapter> m_adapter;
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<D3D12MA::Allocator> m_allocator;
ComPtr<ID3D12Fence> m_fence;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
ComPtr<ID3D12QueryHeap> m_timestamp_query_heap;
ComPtr<ID3D12Resource> m_timestamp_query_buffer;
ComPtr<D3D12MA::Allocation> m_timestamp_query_allocation;
double m_timestamp_frequency = 0.0;
float m_accumulated_gpu_time = 0.0f;
bool m_gpu_timing_enabled = false;
D3D12DescriptorHeapManager m_descriptor_heap_manager;
D3D12DescriptorHeapManager m_rtv_heap_manager;
D3D12DescriptorHeapManager m_dsv_heap_manager;
D3D12DescriptorHeapManager m_sampler_heap_manager;
D3D12DescriptorHandle m_null_srv_descriptor;
D3D12StreamBuffer m_texture_stream_buffer;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
};
extern std::unique_ptr<D3D12Context> g_d3d12_context;
namespace D3D12
{
u32 GetTexelSize(DXGI_FORMAT format);
#ifdef _DEBUG
void SetObjectName(ID3D12Object* object, const char* name);
void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...);
#else
static inline void SetObjectName(ID3D12Object* object, const char* name)
{
}
static inline void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...)
{
}
#endif
} // namespace D3D12

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,22 +13,19 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "common/D3D12/DescriptorHeapManager.h"
#include "GS/Renderers/DX12/D3D12DescriptorHeapManager.h"
#include "common/Assertions.h"
using namespace D3D12;
D3D12DescriptorHeapManager::D3D12DescriptorHeapManager() = default;
D3D12DescriptorHeapManager::~D3D12DescriptorHeapManager() = default;
DescriptorHeapManager::DescriptorHeapManager() = default;
DescriptorHeapManager::~DescriptorHeapManager() = default;
bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors,
bool shader_visible)
bool D3D12DescriptorHeapManager::Create(
ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors, bool shader_visible)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
shader_visible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE :
D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
shader_visible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(m_descriptor_heap.put()));
pxAssertRel(SUCCEEDED(hr), "Create descriptor heap");
@ -52,7 +49,7 @@ bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_T
return true;
}
void DescriptorHeapManager::Destroy()
void D3D12DescriptorHeapManager::Destroy()
{
for (BitSetType& bs : m_free_slots)
{
@ -68,7 +65,7 @@ void DescriptorHeapManager::Destroy()
m_free_slots.clear();
}
bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
bool D3D12DescriptorHeapManager::Allocate(D3D12DescriptorHandle* handle)
{
// Start past the temporary slots, no point in searching those.
for (u32 group = 0; group < m_free_slots.size(); group++)
@ -97,7 +94,7 @@ bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
return false;
}
void DescriptorHeapManager::Free(u32 index)
void D3D12DescriptorHeapManager::Free(u32 index)
{
pxAssert(index < m_num_descriptors);
@ -106,23 +103,22 @@ void DescriptorHeapManager::Free(u32 index)
m_free_slots[group][bit] = true;
}
void DescriptorHeapManager::Free(DescriptorHandle* handle)
void D3D12DescriptorHeapManager::Free(D3D12DescriptorHandle* handle)
{
if (handle->index == DescriptorHandle::INVALID_INDEX)
if (handle->index == D3D12DescriptorHandle::INVALID_INDEX)
return;
Free(handle->index);
handle->Clear();
}
DescriptorAllocator::DescriptorAllocator() = default;
DescriptorAllocator::~DescriptorAllocator() = default;
D3D12DescriptorAllocator::D3D12DescriptorAllocator() = default;
D3D12DescriptorAllocator::~D3D12DescriptorAllocator() = default;
bool DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
u32 num_descriptors)
bool D3D12DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors)
{
const D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
const D3D12_DESCRIPTOR_HEAP_DESC desc = {
type, static_cast<UINT>(num_descriptors), D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
const HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
pxAssertRel(SUCCEEDED(hr), "Creating descriptor heap for linear allocator");
if (FAILED(hr))
@ -135,7 +131,7 @@ bool DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYP
return true;
}
void DescriptorAllocator::Destroy()
void D3D12DescriptorAllocator::Destroy()
{
m_descriptor_heap.reset();
m_descriptor_increment_size = 0;
@ -145,21 +141,19 @@ void DescriptorAllocator::Destroy()
m_heap_base_gpu = {};
}
bool DescriptorAllocator::Allocate(u32 num_handles, DescriptorHandle* out_base_handle)
bool D3D12DescriptorAllocator::Allocate(u32 num_handles, D3D12DescriptorHandle* out_base_handle)
{
if ((m_current_offset + num_handles) > m_num_descriptors)
return false;
out_base_handle->index = m_current_offset;
out_base_handle->cpu_handle.ptr =
m_heap_base_cpu.ptr + m_current_offset * m_descriptor_increment_size;
out_base_handle->gpu_handle.ptr =
m_heap_base_gpu.ptr + m_current_offset * m_descriptor_increment_size;
out_base_handle->cpu_handle.ptr = m_heap_base_cpu.ptr + m_current_offset * m_descriptor_increment_size;
out_base_handle->gpu_handle.ptr = m_heap_base_gpu.ptr + m_current_offset * m_descriptor_increment_size;
m_current_offset += num_handles;
return true;
}
void DescriptorAllocator::Reset()
void D3D12DescriptorAllocator::Reset()
{
m_current_offset = 0;
}

View File

@ -0,0 +1,263 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <bitset>
#include <cstring>
#include <d3d12.h>
#include <unordered_map>
#include <vector>
// This class provides an abstraction for D3D12 descriptor heaps.
struct D3D12DescriptorHandle final
{
enum : u32
{
INVALID_INDEX = 0xFFFFFFFF
};
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle{};
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle{};
u32 index = INVALID_INDEX;
__fi operator bool() const { return index != INVALID_INDEX; }
__fi operator D3D12_CPU_DESCRIPTOR_HANDLE() const { return cpu_handle; }
__fi operator D3D12_GPU_DESCRIPTOR_HANDLE() const { return gpu_handle; }
__fi bool operator==(const D3D12DescriptorHandle& rhs) const { return (index == rhs.index); }
__fi bool operator!=(const D3D12DescriptorHandle& rhs) const { return (index != rhs.index); }
__fi bool operator<(const D3D12DescriptorHandle& rhs) const { return (index < rhs.index); }
__fi bool operator<=(const D3D12DescriptorHandle& rhs) const { return (index <= rhs.index); }
__fi bool operator>(const D3D12DescriptorHandle& rhs) const { return (index > rhs.index); }
__fi bool operator>=(const D3D12DescriptorHandle& rhs) const { return (index >= rhs.index); }
__fi void Clear()
{
cpu_handle = {};
gpu_handle = {};
index = INVALID_INDEX;
}
};
class D3D12DescriptorHeapManager final
{
public:
D3D12DescriptorHeapManager();
~D3D12DescriptorHeapManager();
ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors, bool shader_visible);
void Destroy();
bool Allocate(D3D12DescriptorHandle* handle);
void Free(D3D12DescriptorHandle* handle);
void Free(u32 index);
private:
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
bool m_shader_visible = false;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
static constexpr u32 BITSET_SIZE = 1024;
using BitSetType = std::bitset<BITSET_SIZE>;
std::vector<BitSetType> m_free_slots = {};
};
class D3D12DescriptorAllocator
{
public:
D3D12DescriptorAllocator();
~D3D12DescriptorAllocator();
__fi ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.get(); }
__fi u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
void Destroy();
bool Allocate(u32 num_handles, D3D12DescriptorHandle* out_base_handle);
void Reset();
private:
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_descriptor_increment_size = 0;
u32 m_num_descriptors = 0;
u32 m_current_offset = 0;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
};
template <u32 NumSamplers>
class D3D12GroupedSamplerAllocator : private D3D12DescriptorAllocator
{
struct Key
{
u32 idx[NumSamplers];
__fi bool operator==(const Key& rhs) const { return (std::memcmp(idx, rhs.idx, sizeof(idx)) == 0); }
__fi bool operator!=(const Key& rhs) const { return (std::memcmp(idx, rhs.idx, sizeof(idx)) != 0); }
};
struct KeyHash
{
__fi std::size_t operator()(const Key& key) const
{
size_t seed = 0;
for (u32 key : key.idx)
HashCombine(seed, key);
return seed;
}
};
public:
D3D12GroupedSamplerAllocator();
~D3D12GroupedSamplerAllocator();
using D3D12DescriptorAllocator::GetDescriptorHeap;
using D3D12DescriptorAllocator::GetDescriptorIncrementSize;
bool Create(ID3D12Device* device, u32 num_descriptors);
void Destroy();
bool LookupSingle(D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle& cpu_handle);
bool LookupGroup(D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle* cpu_handles);
// Clears cache but doesn't reset allocator.
void InvalidateCache();
void Reset();
bool ShouldReset() const;
private:
wil::com_ptr_nothrow<ID3D12Device> m_device;
std::unordered_map<Key, D3D12DescriptorHandle, KeyHash> m_groups;
};
template <u32 NumSamplers>
D3D12GroupedSamplerAllocator<NumSamplers>::D3D12GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
D3D12GroupedSamplerAllocator<NumSamplers>::~D3D12GroupedSamplerAllocator() = default;
template <u32 NumSamplers>
bool D3D12GroupedSamplerAllocator<NumSamplers>::Create(ID3D12Device* device, u32 num_descriptors)
{
if (!D3D12DescriptorAllocator::Create(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors))
return false;
m_device = device;
return true;
}
template <u32 NumSamplers>
void D3D12GroupedSamplerAllocator<NumSamplers>::Destroy()
{
D3D12DescriptorAllocator::Destroy();
m_device.reset();
}
template <u32 NumSamplers>
void D3D12GroupedSamplerAllocator<NumSamplers>::Reset()
{
m_groups.clear();
D3D12DescriptorAllocator::Reset();
}
template <u32 NumSamplers>
void D3D12GroupedSamplerAllocator<NumSamplers>::InvalidateCache()
{
m_groups.clear();
}
template <u32 NumSamplers>
bool D3D12GroupedSamplerAllocator<NumSamplers>::LookupSingle(
D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle& cpu_handle)
{
Key key;
key.idx[0] = cpu_handle.index;
for (u32 i = 1; i < NumSamplers; i++)
key.idx[i] = 0;
auto it = m_groups.find(key);
if (it != m_groups.end())
{
*gpu_handle = it->second;
return true;
}
if (!Allocate(1, gpu_handle))
return false;
m_device->CopyDescriptorsSimple(1, *gpu_handle, cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_groups.emplace(key, *gpu_handle);
return true;
}
template <u32 NumSamplers>
bool D3D12GroupedSamplerAllocator<NumSamplers>::LookupGroup(
D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle* cpu_handles)
{
Key key;
for (u32 i = 0; i < NumSamplers; i++)
key.idx[i] = cpu_handles[i].index;
auto it = m_groups.find(key);
if (it != m_groups.end())
{
*gpu_handle = it->second;
return true;
}
if (!Allocate(NumSamplers, gpu_handle))
return false;
D3D12_CPU_DESCRIPTOR_HANDLE dst_handle = *gpu_handle;
UINT dst_size = NumSamplers;
D3D12_CPU_DESCRIPTOR_HANDLE src_handles[NumSamplers];
UINT src_sizes[NumSamplers];
for (u32 i = 0; i < NumSamplers; i++)
{
src_handles[i] = cpu_handles[i];
src_sizes[i] = 1;
}
m_device->CopyDescriptors(
1, &dst_handle, &dst_size, NumSamplers, src_handles, src_sizes, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_groups.emplace(key, *gpu_handle);
return true;
}
template <u32 NumSamplers>
bool D3D12GroupedSamplerAllocator<NumSamplers>::ShouldReset() const
{
// We only reset the sampler heap if more than half of the descriptors are used.
// This saves descriptor copying when there isn't a large number of sampler configs per frame.
return m_groups.size() >= (D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE / 2);
}

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,18 +13,22 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "GS/Renderers/DX12/D3D12ShaderCache.h"
#include "GS/Renderers/DX11/D3D.h"
#include "GS/GS.h"
#include "Config.h"
#include "ShaderCacheVersion.h"
#include "common/D3D12/ShaderCache.h"
#include "common/D3D11/ShaderCompiler.h"
#include "common/FileSystem.h"
#include "common/Console.h"
#include "common/MD5Digest.h"
#include "common/Path.h"
#include <d3dcompiler.h>
using namespace D3D12;
#pragma pack(push, 1)
struct CacheIndexEntry
{
@ -41,60 +45,59 @@ struct CacheIndexEntry
};
#pragma pack(pop)
ShaderCache::ShaderCache() = default;
D3D12ShaderCache::D3D12ShaderCache() = default;
ShaderCache::~ShaderCache()
D3D12ShaderCache::~D3D12ShaderCache()
{
Close();
}
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
bool D3D12ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (source_hash_low == key.source_hash_low && source_hash_high == key.source_hash_high &&
macro_hash_low == key.macro_hash_low && macro_hash_high == key.macro_hash_high &&
entry_point_low == key.entry_point_low && entry_point_high == key.entry_point_high &&
type == key.type && source_length == key.source_length);
entry_point_low == key.entry_point_low && entry_point_high == key.entry_point_high && type == key.type &&
source_length == key.source_length);
}
bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
bool D3D12ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (source_hash_low != key.source_hash_low || source_hash_high != key.source_hash_high ||
macro_hash_low != key.macro_hash_low || macro_hash_high != key.macro_hash_high ||
entry_point_low != key.entry_point_low || entry_point_high != key.entry_point_high ||
type != key.type || source_length != key.source_length);
entry_point_low != key.entry_point_low || entry_point_high != key.entry_point_high || type != key.type ||
source_length != key.source_length);
}
bool ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug)
bool D3D12ShaderCache::Open(D3D_FEATURE_LEVEL feature_level, bool debug)
{
m_base_path = base_path;
m_feature_level = feature_level;
m_data_version = version;
m_debug = debug;
bool result = true;
if (!base_path.empty())
if (!GSConfig.DisableShaderCache)
{
const std::string base_shader_filename = GetCacheBaseFileName(base_path, "shaders", feature_level, debug);
const std::string base_shader_filename = GetCacheBaseFileName("shaders", feature_level, debug);
const std::string shader_index_filename = base_shader_filename + ".idx";
const std::string shader_blob_filename = base_shader_filename + ".bin";
if (!ReadExisting(shader_index_filename, shader_blob_filename, m_shader_index_file, m_shader_blob_file,
m_shader_index))
if (!ReadExisting(
shader_index_filename, shader_blob_filename, m_shader_index_file, m_shader_blob_file, m_shader_index))
{
result = CreateNew(shader_index_filename, shader_blob_filename, m_shader_index_file, m_shader_blob_file);
}
if (result)
{
const std::string base_pipelines_filename = GetCacheBaseFileName(base_path, "pipelines", feature_level, debug);
const std::string base_pipelines_filename = GetCacheBaseFileName("pipelines", feature_level, debug);
const std::string pipelines_index_filename = base_pipelines_filename + ".idx";
const std::string pipelines_blob_filename = base_pipelines_filename + ".bin";
if (!ReadExisting(pipelines_index_filename, pipelines_blob_filename, m_pipeline_index_file, m_pipeline_blob_file,
m_pipeline_index))
if (!ReadExisting(pipelines_index_filename, pipelines_blob_filename, m_pipeline_index_file,
m_pipeline_blob_file, m_pipeline_index))
{
result = CreateNew(pipelines_index_filename, pipelines_blob_filename, m_pipeline_index_file, m_pipeline_blob_file);
result = CreateNew(
pipelines_index_filename, pipelines_blob_filename, m_pipeline_index_file, m_pipeline_blob_file);
}
}
}
@ -102,7 +105,7 @@ bool ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_lev
return result;
}
void ShaderCache::Close()
void D3D12ShaderCache::Close()
{
if (m_pipeline_index_file)
{
@ -124,11 +127,9 @@ void ShaderCache::Close()
std::fclose(m_shader_blob_file);
m_shader_blob_file = nullptr;
}
m_base_path = {};
}
void ShaderCache::InvalidatePipelineCache()
void D3D12ShaderCache::InvalidatePipelineCache()
{
m_pipeline_index.clear();
if (m_pipeline_blob_file)
@ -143,15 +144,17 @@ void ShaderCache::InvalidatePipelineCache()
m_pipeline_index_file = nullptr;
}
const std::string base_pipelines_filename =
GetCacheBaseFileName(m_base_path, "pipelines", m_feature_level, m_debug);
if (GSConfig.DisableShaderCache)
return;
const std::string base_pipelines_filename = GetCacheBaseFileName("pipelines", m_feature_level, m_debug);
const std::string pipelines_index_filename = base_pipelines_filename + ".idx";
const std::string pipelines_blob_filename = base_pipelines_filename + ".bin";
CreateNew(pipelines_index_filename, pipelines_blob_filename, m_pipeline_index_file, m_pipeline_blob_file);
}
bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file)
bool D3D12ShaderCache::CreateNew(
const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file, std::FILE*& blob_file)
{
if (FileSystem::FileExists(index_filename.c_str()))
{
@ -171,9 +174,8 @@ bool ShaderCache::CreateNew(const std::string& index_filename, const std::string
return false;
}
const u32 index_version = FILE_VERSION;
if (std::fwrite(&index_version, sizeof(index_version), 1, index_file) != 1 ||
std::fwrite(&m_data_version, sizeof(m_data_version), 1, index_file) != 1)
const u32 file_version = SHADER_CACHE_VERSION;
if (std::fwrite(&file_version, sizeof(file_version), 1, index_file) != 1)
{
Console.Error("Failed to write version to index file '%s'", index_filename.c_str());
std::fclose(index_file);
@ -195,7 +197,7 @@ bool ShaderCache::CreateNew(const std::string& index_filename, const std::string
return true;
}
bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename,
bool D3D12ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename,
std::FILE*& index_file, std::FILE*& blob_file, CacheIndex& index)
{
index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
@ -213,9 +215,7 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
}
u32 file_version;
u32 data_version;
if (std::fread(&file_version, sizeof(file_version), 1, index_file) != 1 || file_version != FILE_VERSION ||
std::fread(&data_version, sizeof(data_version), 1, index_file) != 1 || data_version != m_data_version)
if (std::fread(&file_version, sizeof(file_version), 1, index_file) != 1 || file_version != SHADER_CACHE_VERSION)
{
Console.Error("Bad file version in '%s'", index_filename.c_str());
std::fclose(index_file);
@ -238,7 +238,8 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
for (;;)
{
CacheIndexEntry entry;
if (std::fread(&entry, sizeof(entry), 1, index_file) != 1 || (entry.file_offset + entry.blob_size) > blob_file_size)
if (std::fread(&entry, sizeof(entry), 1, index_file) != 1 ||
(entry.file_offset + entry.blob_size) > blob_file_size)
{
if (std::feof(index_file))
break;
@ -252,11 +253,9 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
return false;
}
const CacheIndexKey key{
entry.source_hash_low, entry.source_hash_high,
entry.macro_hash_low, entry.macro_hash_high,
entry.entry_point_low, entry.entry_point_high,
entry.source_length, static_cast<EntryType>(entry.shader_type)};
const CacheIndexKey key{entry.source_hash_low, entry.source_hash_high, entry.macro_hash_low,
entry.macro_hash_high, entry.entry_point_low, entry.entry_point_high, entry.source_length,
static_cast<EntryType>(entry.shader_type)};
const CacheIndexData data{entry.file_offset, entry.blob_size};
index.emplace(key, data);
}
@ -268,11 +267,9 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
return true;
}
std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path, const std::string_view& type,
D3D_FEATURE_LEVEL feature_level, bool debug)
std::string D3D12ShaderCache::GetCacheBaseFileName(const std::string_view& type, D3D_FEATURE_LEVEL feature_level, bool debug)
{
std::string base_filename(base_path);
base_filename += FS_OSPATH_SEPARATOR_STR "d3d12_";
std::string base_filename = "d3d12_";
base_filename += type;
base_filename += "_";
@ -295,7 +292,7 @@ std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path,
if (debug)
base_filename += "_debug";
return base_filename;
return Path::Combine(EmuFolders::Cache, base_filename);
}
union MD5Hash
@ -308,8 +305,8 @@ union MD5Hash
u8 hash[16];
};
ShaderCache::CacheIndexKey ShaderCache::GetShaderCacheKey(EntryType type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point)
D3D12ShaderCache::CacheIndexKey D3D12ShaderCache::GetShaderCacheKey(
EntryType type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
union
{
@ -353,7 +350,7 @@ ShaderCache::CacheIndexKey ShaderCache::GetShaderCacheKey(EntryType type, const
return key;
}
ShaderCache::CacheIndexKey ShaderCache::GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc)
D3D12ShaderCache::CacheIndexKey D3D12ShaderCache::GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc)
{
MD5Digest digest;
u32 length = sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC);
@ -406,7 +403,7 @@ ShaderCache::CacheIndexKey ShaderCache::GetPipelineCacheKey(const D3D12_GRAPHICS
return CacheIndexKey{h.low, h.high, 0, 0, 0, 0, length, EntryType::GraphicsPipeline};
}
ShaderCache::CacheIndexKey ShaderCache::GetPipelineCacheKey(const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc)
D3D12ShaderCache::CacheIndexKey D3D12ShaderCache::GetPipelineCacheKey(const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc)
{
MD5Digest digest;
u32 length = sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC);
@ -423,7 +420,7 @@ ShaderCache::CacheIndexKey ShaderCache::GetPipelineCacheKey(const D3D12_COMPUTE_
return CacheIndexKey{h.low, h.high, 0, 0, 0, 0, length, EntryType::ComputePipeline};
}
ShaderCache::ComPtr<ID3DBlob> ShaderCache::GetShaderBlob(EntryType type, std::string_view shader_code,
D3D12ShaderCache::ComPtr<ID3DBlob> D3D12ShaderCache::GetShaderBlob(EntryType type, std::string_view shader_code,
const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
const auto key = GetShaderCacheKey(type, shader_code, macros, entry_point);
@ -443,8 +440,8 @@ ShaderCache::ComPtr<ID3DBlob> ShaderCache::GetShaderBlob(EntryType type, std::st
return blob;
}
ShaderCache::ComPtr<ID3D12PipelineState> ShaderCache::GetPipelineState(ID3D12Device* device,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc)
D3D12ShaderCache::ComPtr<ID3D12PipelineState> D3D12ShaderCache::GetPipelineState(
ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc)
{
const auto key = GetPipelineCacheKey(desc);
@ -477,8 +474,8 @@ ShaderCache::ComPtr<ID3D12PipelineState> ShaderCache::GetPipelineState(ID3D12Dev
return pso;
}
ShaderCache::ComPtr<ID3D12PipelineState> ShaderCache::GetPipelineState(ID3D12Device* device,
const D3D12_COMPUTE_PIPELINE_STATE_DESC& desc)
D3D12ShaderCache::ComPtr<ID3D12PipelineState> D3D12ShaderCache::GetPipelineState(
ID3D12Device* device, const D3D12_COMPUTE_PIPELINE_STATE_DESC& desc)
{
const auto key = GetPipelineCacheKey(desc);
@ -511,21 +508,24 @@ ShaderCache::ComPtr<ID3D12PipelineState> ShaderCache::GetPipelineState(ID3D12Dev
return pso;
}
ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point)
D3D12ShaderCache::ComPtr<ID3DBlob> D3D12ShaderCache::CompileAndAddShaderBlob(
const CacheIndexKey& key, std::string_view shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
ComPtr<ID3DBlob> blob;
switch (key.type)
{
case EntryType::VertexShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Vertex, m_feature_level, m_debug, shader_code, macros, entry_point);
blob =
D3D::CompileShader(D3D::ShaderType::Vertex, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
case EntryType::PixelShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Pixel, m_feature_level, m_debug, shader_code, macros, entry_point);
blob =
D3D::CompileShader(D3D::ShaderType::Pixel, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
case EntryType::ComputeShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Compute, m_feature_level, m_debug, shader_code, macros, entry_point);
blob = D3D::CompileShader(
D3D::ShaderType::Compute, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
default:
break;
@ -565,9 +565,8 @@ ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIn
return blob;
}
ShaderCache::ComPtr<ID3D12PipelineState>
ShaderCache::CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc)
D3D12ShaderCache::ComPtr<ID3D12PipelineState> D3D12ShaderCache::CompileAndAddPipeline(
ID3D12Device* device, const CacheIndexKey& key, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc)
{
ComPtr<ID3D12PipelineState> pso;
HRESULT hr = device->CreateGraphicsPipelineState(&gpdesc, IID_PPV_ARGS(pso.put()));
@ -581,9 +580,8 @@ ShaderCache::CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& ke
return pso;
}
ShaderCache::ComPtr<ID3D12PipelineState>
ShaderCache::CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc)
D3D12ShaderCache::ComPtr<ID3D12PipelineState> D3D12ShaderCache::CompileAndAddPipeline(
ID3D12Device* device, const CacheIndexKey& key, const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc)
{
ComPtr<ID3D12PipelineState> pso;
HRESULT hr = device->CreateComputePipelineState(&gpdesc, IID_PPV_ARGS(pso.put()));
@ -597,7 +595,7 @@ ShaderCache::CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& ke
return pso;
}
bool ShaderCache::AddPipelineToBlob(const CacheIndexKey& key, ID3D12PipelineState* pso)
bool D3D12ShaderCache::AddPipelineToBlob(const CacheIndexKey& key, ID3D12PipelineState* pso)
{
if (!m_pipeline_blob_file || std::fseek(m_pipeline_blob_file, 0, SEEK_END) != 0)
return false;

View File

@ -0,0 +1,140 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <cstdio>
#include <d3d12.h>
#include <string_view>
#include <unordered_map>
#include <vector>
class D3D12ShaderCache
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
enum class EntryType
{
VertexShader,
PixelShader,
ComputeShader,
GraphicsPipeline,
ComputePipeline,
};
D3D12ShaderCache();
~D3D12ShaderCache();
__fi D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
__fi bool UsingDebugShaders() const { return m_debug; }
bool Open(D3D_FEATURE_LEVEL feature_level, bool debug);
void Close();
__fi ComPtr<ID3DBlob> GetVertexShader(
std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetPixelShader(
std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::PixelShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetComputeShader(
std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::ComputeShader, shader_code, macros, entry_point);
}
ComPtr<ID3DBlob> GetShaderBlob(EntryType type, std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc);
ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_COMPUTE_PIPELINE_STATE_DESC& desc);
private:
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u64 macro_hash_low;
u64 macro_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 source_length;
EntryType type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
e.source_hash_low, e.source_hash_high, e.source_length, e.type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(const std::string_view& type, D3D_FEATURE_LEVEL feature_level, bool debug);
static CacheIndexKey GetShaderCacheKey(
EntryType type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point);
static CacheIndexKey GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
static CacheIndexKey GetPipelineCacheKey(const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file, CacheIndex& index);
void InvalidatePipelineCache();
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
ComPtr<ID3D12PipelineState> CompileAndAddPipeline(
ID3D12Device* device, const CacheIndexKey& key, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
ComPtr<ID3D12PipelineState> CompileAndAddPipeline(
ID3D12Device* device, const CacheIndexKey& key, const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
bool AddPipelineToBlob(const CacheIndexKey& key, ID3D12PipelineState* pso);
std::FILE* m_shader_index_file = nullptr;
std::FILE* m_shader_blob_file = nullptr;
CacheIndex m_shader_index;
std::FILE* m_pipeline_index_file = nullptr;
std::FILE* m_pipeline_blob_file = nullptr;
CacheIndex m_pipeline_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
bool m_debug = false;
};

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,32 +13,31 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "GS/Renderers/DX12/D3D12StreamBuffer.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "common/D3D12/StreamBuffer.h"
#include "common/D3D12/Context.h"
#include "common/Align.h"
#include "common/Assertions.h"
#include "common/Console.h"
#include "D3D12MemAlloc.h"
#include <algorithm>
#include <functional>
using namespace D3D12;
D3D12StreamBuffer::D3D12StreamBuffer() = default;
StreamBuffer::StreamBuffer() = default;
StreamBuffer::~StreamBuffer()
D3D12StreamBuffer::~D3D12StreamBuffer()
{
Destroy();
}
bool StreamBuffer::Create(u32 size)
bool D3D12StreamBuffer::Create(u32 size)
{
const D3D12_RESOURCE_DESC resource_desc = {
D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED;
@ -46,9 +45,8 @@ bool StreamBuffer::Create(u32 size)
wil::com_ptr_nothrow<ID3D12Resource> buffer;
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocationDesc,
&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocationDesc, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
pxAssertMsg(SUCCEEDED(hr), "Allocate buffer");
if (FAILED(hr))
return false;
@ -70,7 +68,7 @@ bool StreamBuffer::Create(u32 size)
return true;
}
bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
bool D3D12StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
{
const u32 required_bytes = num_bytes + alignment;
@ -139,7 +137,7 @@ bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
return false;
}
void StreamBuffer::CommitMemory(u32 final_num_bytes)
void D3D12StreamBuffer::CommitMemory(u32 final_num_bytes)
{
pxAssert((m_current_offset + final_num_bytes) <= m_size);
pxAssert(final_num_bytes <= m_current_space);
@ -147,7 +145,7 @@ void StreamBuffer::CommitMemory(u32 final_num_bytes)
m_current_space -= final_num_bytes;
}
void StreamBuffer::Destroy(bool defer)
void D3D12StreamBuffer::Destroy(bool defer)
{
if (m_host_pointer)
{
@ -167,7 +165,7 @@ void StreamBuffer::Destroy(bool defer)
m_tracked_fences.clear();
}
void StreamBuffer::UpdateCurrentFencePosition()
void D3D12StreamBuffer::UpdateCurrentFencePosition()
{
// Don't create a tracking entry if the GPU is caught up with the buffer.
if (m_current_offset == m_current_gpu_position)
@ -186,7 +184,7 @@ void StreamBuffer::UpdateCurrentFencePosition()
m_tracked_fences.emplace_back(fence, m_current_offset);
}
void StreamBuffer::UpdateGPUPosition()
void D3D12StreamBuffer::UpdateGPUPosition()
{
auto start = m_tracked_fences.begin();
auto end = start;
@ -202,7 +200,7 @@ void StreamBuffer::UpdateGPUPosition()
m_tracked_fences.erase(start, end);
}
bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
bool D3D12StreamBuffer::WaitForClearSpace(u32 num_bytes)
{
u32 new_offset = 0;
u32 new_space = 0;
@ -274,7 +272,8 @@ bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
g_d3d12_context->WaitForFence(iter->first, false);
m_tracked_fences.erase(m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
m_tracked_fences.erase(
m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
m_current_offset = new_offset;
m_current_space = new_space;
m_current_gpu_position = new_gpu_position;

View File

@ -0,0 +1,73 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include "common/RedtapeWilCom.h"
#include <d3d12.h>
#include <deque>
#include <utility>
namespace D3D12MA
{
class Allocation;
}
class D3D12StreamBuffer
{
public:
D3D12StreamBuffer();
~D3D12StreamBuffer();
bool Create(u32 size);
__fi bool IsValid() const { return static_cast<bool>(m_buffer); }
__fi ID3D12Resource* GetBuffer() const { return m_buffer.get(); }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
__fi void* GetHostPointer() const { return m_host_pointer; }
__fi void* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
__fi D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const { return m_gpu_pointer + m_current_offset; }
__fi u32 GetSize() const { return m_size; }
__fi u32 GetCurrentOffset() const { return m_current_offset; }
__fi u32 GetCurrentSpace() const { return m_current_space; }
bool ReserveMemory(u32 num_bytes, u32 alignment);
void CommitMemory(u32 final_num_bytes);
void Destroy(bool defer = true);
private:
void UpdateCurrentFencePosition();
void UpdateGPUPosition();
// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
bool WaitForClearSpace(u32 num_bytes);
u32 m_size = 0;
u32 m_current_offset = 0;
u32 m_current_space = 0;
u32 m_current_gpu_position = 0;
wil::com_ptr_nothrow<ID3D12Resource> m_buffer;
wil::com_ptr_nothrow<D3D12MA::Allocation> m_allocation;
D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
u8* m_host_pointer = nullptr;
// List of fences and the corresponding positions in the buffer
std::deque<std::pair<u64, u32>> m_tracked_fences;
};

View File

@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@ -13,22 +13,21 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "PrecompiledHeader.h"
#include "GS/Renderers/DX12/D3D12Texture.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "common/D3D12/Texture.h"
#include "common/D3D12/Context.h"
#include "common/D3D12/Util.h"
#include "common/Align.h"
#include "common/Assertions.h"
#include "common/Console.h"
#include "common/StringUtil.h"
#include "D3D12MemAlloc.h"
using namespace D3D12;
D3D12Texture::D3D12Texture() = default;
Texture::Texture() = default;
Texture::Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state)
D3D12Texture::D3D12Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state)
: m_resource(std::move(resource))
{
const D3D12_RESOURCE_DESC desc = GetDesc();
@ -38,7 +37,7 @@ Texture::Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state)
m_format = desc.Format;
}
Texture::Texture(Texture&& texture)
D3D12Texture::D3D12Texture(D3D12Texture&& texture)
: m_resource(std::move(texture.m_resource))
, m_allocation(std::move(texture.m_allocation))
, m_srv_descriptor(texture.m_srv_descriptor)
@ -60,12 +59,12 @@ Texture::Texture(Texture&& texture)
texture.m_write_descriptor_type = WriteDescriptorType::None;
}
Texture::~Texture()
D3D12Texture::~D3D12Texture()
{
Destroy();
}
Texture& Texture::operator=(Texture&& texture)
D3D12Texture& D3D12Texture::operator=(D3D12Texture&& texture)
{
Destroy();
m_resource = std::move(texture.m_resource);
@ -89,12 +88,12 @@ Texture& Texture::operator=(Texture&& texture)
return *this;
}
D3D12_RESOURCE_DESC Texture::GetDesc() const
D3D12_RESOURCE_DESC D3D12Texture::GetDesc() const
{
return m_resource->GetDesc();
}
bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format,
bool D3D12Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format,
DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags, u32 alloc_flags)
{
D3D12_RESOURCE_DESC desc = {};
@ -131,8 +130,7 @@ bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI
ComPtr<ID3D12Resource> resource;
ComPtr<D3D12MA::Allocation> allocation;
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(
&allocationDesc, &desc, state,
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocationDesc, &desc, state,
(rtv_format != DXGI_FORMAT_UNKNOWN || dsv_format != DXGI_FORMAT_UNKNOWN) ? &optimized_clear_value : nullptr,
allocation.put(), IID_PPV_ARGS(resource.put()));
if (FAILED(hr))
@ -144,7 +142,7 @@ bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI
return false;
}
DescriptorHandle srv_descriptor, write_descriptor;
D3D12DescriptorHandle srv_descriptor, write_descriptor;
WriteDescriptorType write_descriptor_type = WriteDescriptorType::None;
if (srv_format != DXGI_FORMAT_UNKNOWN)
{
@ -155,17 +153,16 @@ bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI
if (rtv_format != DXGI_FORMAT_UNKNOWN)
{
pxAssert(dsv_format == DXGI_FORMAT_UNKNOWN && !(flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS));
write_descriptor_type = Texture::WriteDescriptorType::RTV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::RTV;
if (!CreateRTVDescriptor(resource.get(), rtv_format, &write_descriptor))
{
g_d3d12_context->GetRTVHeapManager().Free(&srv_descriptor);
return false;
}
}
else if (dsv_format != DXGI_FORMAT_UNKNOWN && !(flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS))
{
write_descriptor_type = Texture::WriteDescriptorType::DSV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::DSV;
if (!CreateDSVDescriptor(resource.get(), dsv_format, &write_descriptor))
{
g_d3d12_context->GetDSVHeapManager().Free(&srv_descriptor);
@ -174,7 +171,7 @@ bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI
}
else if (flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
{
write_descriptor_type = Texture::WriteDescriptorType::UAV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::UAV;
if (!CreateUAVDescriptor(resource.get(), dsv_format, &write_descriptor))
{
g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor);
@ -197,12 +194,12 @@ bool Texture::Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI
return true;
}
bool Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
bool D3D12Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
DXGI_FORMAT dsv_format, D3D12_RESOURCE_STATES state)
{
const D3D12_RESOURCE_DESC desc(texture->GetDesc());
DescriptorHandle srv_descriptor, write_descriptor;
D3D12DescriptorHandle srv_descriptor, write_descriptor;
WriteDescriptorType write_descriptor_type = WriteDescriptorType::None;
if (srv_format != DXGI_FORMAT_UNKNOWN)
{
@ -213,7 +210,7 @@ bool Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI
if (rtv_format != DXGI_FORMAT_UNKNOWN)
{
pxAssert(dsv_format == DXGI_FORMAT_UNKNOWN);
write_descriptor_type = Texture::WriteDescriptorType::RTV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::RTV;
if (!CreateRTVDescriptor(texture.get(), rtv_format, &write_descriptor))
{
g_d3d12_context->GetRTVHeapManager().Free(&srv_descriptor);
@ -222,7 +219,7 @@ bool Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI
}
else if (dsv_format != DXGI_FORMAT_UNKNOWN)
{
write_descriptor_type = Texture::WriteDescriptorType::DSV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::DSV;
if (!CreateDSVDescriptor(texture.get(), dsv_format, &write_descriptor))
{
g_d3d12_context->GetDSVHeapManager().Free(&srv_descriptor);
@ -231,7 +228,7 @@ bool Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI
}
else if (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
{
write_descriptor_type = Texture::WriteDescriptorType::UAV;
write_descriptor_type = D3D12Texture::WriteDescriptorType::UAV;
if (!CreateUAVDescriptor(texture.get(), srv_format, &write_descriptor))
{
g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor);
@ -252,7 +249,7 @@ bool Texture::Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI
return true;
}
void Texture::Destroy(bool defer /* = true */)
void D3D12Texture::Destroy(bool defer /* = true */)
{
if (defer)
{
@ -260,16 +257,17 @@ void Texture::Destroy(bool defer /* = true */)
switch (m_write_descriptor_type)
{
case Texture::WriteDescriptorType::RTV:
case D3D12Texture::WriteDescriptorType::RTV:
g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetRTVHeapManager(), &m_write_descriptor);
break;
case Texture::WriteDescriptorType::DSV:
case D3D12Texture::WriteDescriptorType::DSV:
g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDSVHeapManager(), &m_write_descriptor);
break;
case Texture::WriteDescriptorType::UAV:
g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDescriptorHeapManager(), &m_write_descriptor);
case D3D12Texture::WriteDescriptorType::UAV:
g_d3d12_context->DeferDescriptorDestruction(
g_d3d12_context->GetDescriptorHeapManager(), &m_write_descriptor);
break;
case Texture::WriteDescriptorType::None:
case D3D12Texture::WriteDescriptorType::None:
default:
break;
}
@ -284,16 +282,16 @@ void Texture::Destroy(bool defer /* = true */)
switch (m_write_descriptor_type)
{
case Texture::WriteDescriptorType::RTV:
case D3D12Texture::WriteDescriptorType::RTV:
g_d3d12_context->GetRTVHeapManager().Free(&m_write_descriptor);
break;
case Texture::WriteDescriptorType::DSV:
case D3D12Texture::WriteDescriptorType::DSV:
g_d3d12_context->GetDSVHeapManager().Free(&m_write_descriptor);
break;
case Texture::WriteDescriptorType::UAV:
case D3D12Texture::WriteDescriptorType::UAV:
g_d3d12_context->GetDescriptorHeapManager().Free(&m_write_descriptor);
break;
case Texture::WriteDescriptorType::None:
case D3D12Texture::WriteDescriptorType::None:
default:
break;
}
@ -309,35 +307,36 @@ void Texture::Destroy(bool defer /* = true */)
m_write_descriptor_type = WriteDescriptorType::None;
}
void Texture::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state)
void D3D12Texture::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state)
{
if (m_state == state)
return;
ResourceBarrier(cmdlist, m_resource.get(), m_state, state);
TransitionSubresourceToState(cmdlist, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, m_state, state);
m_state = state;
}
void Texture::TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level,
void D3D12Texture::TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level,
D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const
{
const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
D3D12_RESOURCE_BARRIER_FLAG_NONE,
const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
{{m_resource.get(), level, before_state, after_state}}};
cmdlist->ResourceBarrier(1, &barrier);
}
ID3D12GraphicsCommandList* Texture::BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch)
ID3D12GraphicsCommandList* D3D12Texture::BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y,
u32 width, u32 height, void** out_data, u32* out_data_pitch)
{
const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 copy_pitch = Common::AlignUpPow2(width * D3D12::GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 upload_size = copy_pitch * height;
if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
DevCon.WriteLn("Executing command buffer while waiting for %u bytes (%ux%u) in upload buffer", upload_size, width,
height);
g_d3d12_context->ExecuteCommandList(Context::WaitType::None);
if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
DevCon.WriteLn(
"Executing command buffer while waiting for %u bytes (%ux%u) in upload buffer", upload_size, width, height);
g_d3d12_context->ExecuteCommandList(D3D12Context::WaitType::None);
if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(
upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
Console.Error("Failed to reserve %u bytes for %ux%u upload", upload_size, width, height);
return nullptr;
@ -352,19 +351,20 @@ ID3D12GraphicsCommandList* Texture::BeginStreamUpdate(ID3D12GraphicsCommandList*
return cmdlist;
}
void Texture::EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height)
void D3D12Texture::EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height)
{
const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 copy_pitch = Common::AlignUpPow2(width * D3D12::GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 upload_size = copy_pitch * height;
StreamBuffer& sb = g_d3d12_context->GetTextureStreamBuffer();
D3D12StreamBuffer& sb = g_d3d12_context->GetTextureStreamBuffer();
const u32 sb_offset = sb.GetCurrentOffset();
sb.CommitMemory(upload_size);
CopyFromBuffer(cmdlist, level, x, y, width, height, copy_pitch, sb.GetBuffer(), sb_offset);
}
void Texture::CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset)
void D3D12Texture::CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height,
u32 pitch, ID3D12Resource* buffer, u32 buffer_offset)
{
D3D12_TEXTURE_COPY_LOCATION src;
src.pResource = buffer;
@ -394,11 +394,10 @@ static ID3D12Resource* CreateStagingBuffer(u32 height, const void* data, u32 pit
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
const D3D12_RESOURCE_DESC resource_desc = {
D3D12_RESOURCE_DIMENSION_BUFFER, 0, upload_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, upload_size, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
if (FAILED(hr))
{
Console.Error("CreateResource() for upload staging buffer failed: %08X", hr);
@ -426,9 +425,10 @@ static ID3D12Resource* CreateStagingBuffer(u32 height, const void* data, u32 pit
return resource.get();
}
bool Texture::LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch)
bool D3D12Texture::LoadData(
ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch)
{
const u32 texel_size = GetTexelSize(m_format);
const u32 texel_size = D3D12::GetTexelSize(m_format);
const u32 upload_pitch = Common::AlignUpPow2(width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 upload_size = upload_pitch * height;
if (upload_size >= g_d3d12_context->GetTextureStreamBuffer().GetSize())
@ -451,7 +451,8 @@ bool Texture::LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32
return true;
}
bool Texture::CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, DescriptorHandle* dh)
bool D3D12Texture::CreateSRVDescriptor(
ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, D3D12DescriptorHandle* dh)
{
if (!g_d3d12_context->GetDescriptorHeapManager().Allocate(dh))
{
@ -459,14 +460,15 @@ bool Texture::CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FOR
return false;
}
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {format, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {
format, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
desc.Texture2D.MipLevels = levels;
g_d3d12_context->GetDevice()->CreateShaderResourceView(resource, &desc, dh->cpu_handle);
return true;
}
bool Texture::CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh)
bool D3D12Texture::CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh)
{
if (!g_d3d12_context->GetRTVHeapManager().Allocate(dh))
{
@ -479,7 +481,7 @@ bool Texture::CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format,
return true;
}
bool Texture::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh)
bool D3D12Texture::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh)
{
if (!g_d3d12_context->GetDSVHeapManager().Allocate(dh))
{
@ -492,7 +494,7 @@ bool Texture::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format,
return true;
}
bool Texture::CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh)
bool D3D12Texture::CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh)
{
if (!g_d3d12_context->GetDescriptorHeapManager().Allocate(dh))
{

View File

@ -0,0 +1,105 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "GS/Renderers/DX12/D3D12DescriptorHeapManager.h"
namespace D3D12MA
{
class Allocation;
}
class D3D12StreamBuffer;
class D3D12Texture final
{
public:
template <typename T>
using ComPtr = wil::com_ptr_nothrow<T>;
D3D12Texture();
D3D12Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
D3D12Texture(D3D12Texture&& texture);
D3D12Texture(const D3D12Texture&) = delete;
~D3D12Texture();
__fi ID3D12Resource* GetResource() const { return m_resource.get(); }
__fi D3D12MA::Allocation* GetAllocation() const { return m_allocation.get(); }
__fi const D3D12DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
__fi const D3D12DescriptorHandle& GetWriteDescriptor() const { return m_write_descriptor; }
__fi D3D12_RESOURCE_STATES GetState() const { return m_state; }
__fi u32 GetWidth() const { return m_width; }
__fi u32 GetHeight() const { return m_height; }
__fi u32 GetLevels() const { return m_levels; }
__fi DXGI_FORMAT GetFormat() const { return m_format; }
__fi operator ID3D12Resource*() const { return m_resource.get(); }
__fi operator bool() const { return static_cast<bool>(m_resource); }
bool Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags, u32 alloc_flags = 0);
bool Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
D3D12_RESOURCE_STATES state);
D3D12_RESOURCE_DESC GetDesc() const;
void Destroy(bool defer = true);
void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state);
void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level, D3D12_RESOURCE_STATES before_state,
D3D12_RESOURCE_STATES after_state) const;
D3D12Texture& operator=(const D3D12Texture&) = delete;
D3D12Texture& operator=(D3D12Texture&& texture);
// NOTE: Does not handle compressed formats.
ID3D12GraphicsCommandList* BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width,
u32 height, void** out_data, u32* out_data_pitch);
void EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height);
bool LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 pitch);
void CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch,
ID3D12Resource* buffer, u32 buffer_offset);
private:
static bool CreateSRVDescriptor(
ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
static bool CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
static bool CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
enum class WriteDescriptorType : u8
{
None,
RTV,
DSV,
UAV
};
ComPtr<ID3D12Resource> m_resource;
ComPtr<D3D12MA::Allocation> m_allocation;
D3D12DescriptorHandle m_srv_descriptor = {};
D3D12DescriptorHandle m_write_descriptor = {};
u32 m_width = 0;
u32 m_height = 0;
u32 m_levels = 0;
DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN;
D3D12_RESOURCE_STATES m_state = D3D12_RESOURCE_STATE_COMMON;
WriteDescriptorType m_write_descriptor_type = WriteDescriptorType::None;
};

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@ -21,13 +21,12 @@
#include "GS/GSUtil.h"
#include "GS/Renderers/DX11/D3D.h"
#include "GS/Renderers/DX12/GSDevice12.h"
#include "GS/Renderers/DX12/D3D12Builders.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "GS/Renderers/DX12/D3D12ShaderCache.h"
#include "Host.h"
#include "ShaderCacheVersion.h"
#include "common/D3D12/Builders.h"
#include "common/D3D12/Context.h"
#include "common/D3D12/ShaderCache.h"
#include "common/D3D12/Util.h"
#include "common/Align.h"
#include "common/ScopedGuard.h"
#include "common/StringUtil.h"
@ -129,7 +128,7 @@ bool GSDevice12::Create()
ComPtr<IDXGIAdapter1> dxgi_adapter = D3D::GetAdapterByName(m_dxgi_factory.get(), EmuConfig.GS.Adapter);
if (!D3D12::Context::Create(m_dxgi_factory.get(), dxgi_adapter.get(), EmuConfig.GS.UseDebugDevice))
if (!D3D12Context::Create(m_dxgi_factory.get(), dxgi_adapter.get(), EmuConfig.GS.UseDebugDevice))
{
Console.Error("Failed to create D3D12 context");
return false;
@ -160,18 +159,8 @@ bool GSDevice12::Create()
m_tfx_source = std::move(*shader);
}
if (!GSConfig.DisableShaderCache)
{
if (!m_shader_cache.Open(EmuFolders::Cache, g_d3d12_context->GetFeatureLevel(), SHADER_CACHE_VERSION, GSConfig.UseDebugDevice))
{
if (!m_shader_cache.Open(g_d3d12_context->GetFeatureLevel(), GSConfig.UseDebugDevice))
Console.Warning("Shader cache failed to open.");
}
}
else
{
m_shader_cache.Open({}, g_d3d12_context->GetFeatureLevel(), SHADER_CACHE_VERSION, GSConfig.UseDebugDevice);
Console.WriteLn("Not using shader cache.");
}
// reset stuff in case it was used by a previous device
g_d3d12_context->GetSamplerAllocator().Reset();
@ -332,7 +321,7 @@ bool GSDevice12::CreateSwapChain()
// Render a frame as soon as possible to clear out whatever was previously being displayed.
EndRenderPass();
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
D3D12Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
ID3D12GraphicsCommandList4* cmdlist = g_d3d12_context->GetCommandList();
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
swap_chain_buf.TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
@ -361,7 +350,7 @@ bool GSDevice12::CreateSwapChainRTV()
return false;
}
D3D12::Texture tex;
D3D12Texture tex;
if (!tex.Adopt(std::move(backbuffer), DXGI_FORMAT_UNKNOWN, swap_chain_desc.BufferDesc.Format,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_STATE_PRESENT))
{
@ -398,7 +387,7 @@ bool GSDevice12::CreateSwapChainRTV()
void GSDevice12::DestroySwapChainRTVs()
{
for (D3D12::Texture& buffer : m_swap_chain_buffers)
for (D3D12Texture& buffer : m_swap_chain_buffers)
buffer.Destroy(false);
m_swap_chain_buffers.clear();
m_current_swap_chain_buffer = 0;
@ -533,7 +522,7 @@ GSDevice::PresentResult GSDevice12::BeginPresent(bool frame_skip)
return PresentResult::FrameSkipped;
}
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
D3D12Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
swap_chain_buf.TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
@ -554,11 +543,11 @@ void GSDevice12::EndPresent()
{
RenderImGui();
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
D3D12Texture& 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()));
swap_chain_buf.TransitionToState(g_d3d12_context->GetCommandList(), D3D12_RESOURCE_STATE_PRESENT);
if (!g_d3d12_context->ExecuteCommandList(D3D12::Context::WaitType::None))
if (!g_d3d12_context->ExecuteCommandList(D3D12Context::WaitType::None))
{
m_device_lost = true;
InvalidateCachedState();
@ -1115,7 +1104,7 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
const bool feedback_write_2 = PMODE.EN2 && sTex[2] != nullptr && EXTBUF.FBIN == 1;
const bool feedback_write_1 = PMODE.EN1 && sTex[2] != nullptr && EXTBUF.FBIN == 0;
const bool feedback_write_2_but_blend_bg = feedback_write_2 && PMODE.SLBG == 1;
const D3D12::DescriptorHandle& sampler = linear ? m_linear_sampler_cpu : m_point_sampler_cpu;
const D3D12DescriptorHandle& sampler = linear ? m_linear_sampler_cpu : m_point_sampler_cpu;
// Merge the 2 source textures (sTex[0],sTex[1]). Final results go to dTex. Feedback write will go to sTex[2].
// If either 2nd output is disabled or SLBG is 1, a background color will be used.
// Note: background color is also used when outside of the unit rectangle area
@ -1441,8 +1430,8 @@ void GSDevice12::RenderImGui()
SetScissor(GSVector4i(clip));
// Since we don't have the GSTexture...
D3D12::Texture* tex = static_cast<D3D12::Texture*>(pcmd->GetTexID());
D3D12::DescriptorHandle handle = tex ? tex->GetSRVDescriptor() : m_null_texture.GetSRVDescriptor();
D3D12Texture* tex = static_cast<D3D12Texture*>(pcmd->GetTexID());
D3D12DescriptorHandle handle = tex ? tex->GetSRVDescriptor() : m_null_texture.GetSRVDescriptor();
if (m_utility_texture_cpu != handle)
{
m_utility_texture_cpu = handle;
@ -1472,7 +1461,7 @@ bool GSDevice12::DoCAS(GSTexture* sTex, GSTexture* dTex, bool sharpen_only, cons
GSTexture12* const sTex12 = static_cast<GSTexture12*>(sTex);
GSTexture12* const dTex12 = static_cast<GSTexture12*>(dTex);
D3D12::DescriptorHandle sTexDH, dTexDH;
D3D12DescriptorHandle sTexDH, dTexDH;
if (!GetTextureGroupDescriptors(&sTexDH, &sTex12->GetTexture().GetSRVDescriptor(), 1) ||
!GetTextureGroupDescriptors(&dTexDH, &dTex12->GetTexture().GetWriteDescriptor(), 1))
{
@ -1573,7 +1562,7 @@ void GSDevice12::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
SetScissor(scissor);
}
bool GSDevice12::GetSampler(D3D12::DescriptorHandle* cpu_handle, GSHWDrawConfig::SamplerSelector ss)
bool GSDevice12::GetSampler(D3D12DescriptorHandle* cpu_handle, GSHWDrawConfig::SamplerSelector ss)
{
const auto it = m_samplers.find(ss.key);
if (it != m_samplers.end())
@ -1636,7 +1625,7 @@ void GSDevice12::ClearSamplerCache()
m_dirty_flags |= DIRTY_FLAG_TFX_SAMPLERS;
}
bool GSDevice12::GetTextureGroupDescriptors(D3D12::DescriptorHandle* gpu_handle, const D3D12::DescriptorHandle* cpu_handles, u32 count)
bool GSDevice12::GetTextureGroupDescriptors(D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle* cpu_handles, u32 count)
{
if (!g_d3d12_context->GetDescriptorAllocator().Allocate(count, gpu_handle))
return false;
@ -2082,7 +2071,7 @@ bool GSDevice12::CompilePostProcessingPipelines()
void GSDevice12::DestroyResources()
{
g_d3d12_context->ExecuteCommandList(D3D12::Context::WaitType::Sleep);
g_d3d12_context->ExecuteCommandList(D3D12Context::WaitType::Sleep);
m_convert_vs.reset();
@ -2370,14 +2359,14 @@ void GSDevice12::InitializeSamplers()
pxFailRel("Failed to initialize samplers");
}
static D3D12::Context::WaitType GetWaitType(bool wait, bool spin)
static D3D12Context::WaitType GetWaitType(bool wait, bool spin)
{
if (!wait)
return D3D12::Context::WaitType::None;
return D3D12Context::WaitType::None;
if (spin)
return D3D12::Context::WaitType::Spin;
return D3D12Context::WaitType::Spin;
else
return D3D12::Context::WaitType::Sleep;
return D3D12Context::WaitType::Sleep;
}
void GSDevice12::ExecuteCommandList(bool wait_for_completion)
@ -2491,7 +2480,7 @@ void GSDevice12::SetStencilRef(u8 ref)
void GSDevice12::PSSetShaderResource(int i, GSTexture* sr, bool check_state)
{
D3D12::DescriptorHandle handle;
D3D12DescriptorHandle handle;
if (sr)
{
GSTexture12* dtex = static_cast<GSTexture12*>(sr);
@ -2541,9 +2530,9 @@ void GSDevice12::SetUtilityRootSignature()
g_d3d12_context->GetCommandList()->SetGraphicsRootSignature(m_utility_root_signature.get());
}
void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12::DescriptorHandle& sampler)
void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle& sampler)
{
D3D12::DescriptorHandle handle;
D3D12DescriptorHandle handle;
if (dtex)
{
GSTexture12* d12tex = static_cast<GSTexture12*>(dtex);
@ -2611,18 +2600,18 @@ void GSDevice12::UnbindTexture(GSTexture12* tex)
}
}
void GSDevice12::RenderTextureMipmap(const D3D12::Texture& texture,
void GSDevice12::RenderTextureMipmap(const D3D12Texture& texture,
u32 dst_level, u32 dst_width, u32 dst_height, u32 src_level, u32 src_width, u32 src_height)
{
EndRenderPass();
// we need a temporary SRV and RTV for each mip level
// Safe to use the init buffer after exec, because everything will be done with the texture.
D3D12::DescriptorHandle rtv_handle;
D3D12DescriptorHandle rtv_handle;
while (!g_d3d12_context->GetRTVHeapManager().Allocate(&rtv_handle))
ExecuteCommandList(false);
D3D12::DescriptorHandle srv_handle;
D3D12DescriptorHandle srv_handle;
while (!g_d3d12_context->GetDescriptorHeapManager().Allocate(&srv_handle))
ExecuteCommandList(false);

View File

@ -18,8 +18,8 @@
#include "GS/GSVector.h"
#include "GS/Renderers/Common/GSDevice.h"
#include "GS/Renderers/DX12/GSTexture12.h"
#include "common/D3D12/ShaderCache.h"
#include "common/D3D12/StreamBuffer.h"
#include "GS/Renderers/DX12/D3D12ShaderCache.h"
#include "GS/Renderers/DX12/D3D12StreamBuffer.h"
#include "common/HashCombine.h"
#include <array>
#include <unordered_map>
@ -141,7 +141,7 @@ public:
private:
ComPtr<IDXGIFactory5> m_dxgi_factory;
ComPtr<IDXGISwapChain1> m_swap_chain;
std::vector<D3D12::Texture> m_swap_chain_buffers;
std::vector<D3D12Texture> m_swap_chain_buffers;
u32 m_current_swap_chain_buffer = 0;
bool m_allow_tearing_supported = false;
@ -152,17 +152,17 @@ private:
ComPtr<ID3D12RootSignature> m_tfx_root_signature;
ComPtr<ID3D12RootSignature> m_utility_root_signature;
D3D12::StreamBuffer m_vertex_stream_buffer;
D3D12::StreamBuffer m_index_stream_buffer;
D3D12::StreamBuffer m_vertex_constant_buffer;
D3D12::StreamBuffer m_pixel_constant_buffer;
D3D12StreamBuffer m_vertex_stream_buffer;
D3D12StreamBuffer m_index_stream_buffer;
D3D12StreamBuffer m_vertex_constant_buffer;
D3D12StreamBuffer m_pixel_constant_buffer;
ComPtr<ID3D12Resource> m_expand_index_buffer;
ComPtr<D3D12MA::Allocation> m_expand_index_buffer_allocation;
D3D12::DescriptorHandle m_point_sampler_cpu;
D3D12::DescriptorHandle m_linear_sampler_cpu;
D3D12DescriptorHandle m_point_sampler_cpu;
D3D12DescriptorHandle m_linear_sampler_cpu;
std::unordered_map<u32, D3D12::DescriptorHandle> m_samplers;
std::unordered_map<u32, D3D12DescriptorHandle> m_samplers;
std::array<ComPtr<ID3D12PipelineState>, static_cast<int>(ShaderConvert::Count)> m_convert{};
std::array<ComPtr<ID3D12PipelineState>, static_cast<int>(PresentShader::Count)> m_present{};
@ -187,7 +187,7 @@ private:
GSHWDrawConfig::VSConstantBuffer m_vs_cb_cache;
GSHWDrawConfig::PSConstantBuffer m_ps_cb_cache;
D3D12::ShaderCache m_shader_cache;
D3D12ShaderCache m_shader_cache;
ComPtr<ID3DBlob> m_convert_vs;
std::string m_tfx_source;
@ -208,9 +208,9 @@ private:
bool DoCAS(GSTexture* sTex, GSTexture* dTex, bool sharpen_only, const std::array<u32, NUM_CAS_CONSTANTS>& constants) final;
bool GetSampler(D3D12::DescriptorHandle* cpu_handle, GSHWDrawConfig::SamplerSelector ss);
bool GetSampler(D3D12DescriptorHandle* cpu_handle, GSHWDrawConfig::SamplerSelector ss);
void ClearSamplerCache() final;
bool GetTextureGroupDescriptors(D3D12::DescriptorHandle* gpu_handle, const D3D12::DescriptorHandle* cpu_handles, u32 count);
bool GetTextureGroupDescriptors(D3D12DescriptorHandle* gpu_handle, const D3D12DescriptorHandle* cpu_handles, u32 count);
const ID3DBlob* GetTFXVertexShader(GSHWDrawConfig::VSSelector sel);
const ID3DBlob* GetTFXPixelShader(const GSHWDrawConfig::PSSelector& sel);
@ -341,13 +341,13 @@ public:
void SetStencilRef(u8 ref);
void SetUtilityRootSignature();
void SetUtilityTexture(GSTexture* tex, const D3D12::DescriptorHandle& sampler);
void SetUtilityTexture(GSTexture* tex, const D3D12DescriptorHandle& sampler);
void SetUtilityPushConstants(const void* data, u32 size);
void UnbindTexture(GSTexture12* tex);
// Assumes that the previous level has been transitioned to PS resource,
// and the current level has been transitioned to RT.
void RenderTextureMipmap(const D3D12::Texture& texture,
void RenderTextureMipmap(const D3D12Texture& texture,
u32 dst_level, u32 dst_width, u32 dst_height, u32 src_level, u32 src_width, u32 src_height);
// Ends a render pass if we're currently in one.
@ -436,22 +436,22 @@ private:
bool m_in_render_pass = false;
std::array<D3D12_GPU_VIRTUAL_ADDRESS, NUM_TFX_CONSTANT_BUFFERS> m_tfx_constant_buffers{};
std::array<D3D12::DescriptorHandle, NUM_TOTAL_TFX_TEXTURES> m_tfx_textures{};
D3D12::DescriptorHandle m_tfx_sampler;
std::array<D3D12DescriptorHandle, NUM_TOTAL_TFX_TEXTURES> m_tfx_textures{};
D3D12DescriptorHandle m_tfx_sampler;
u32 m_tfx_sampler_sel = 0;
D3D12::DescriptorHandle m_tfx_textures_handle_gpu;
D3D12::DescriptorHandle m_tfx_samplers_handle_gpu;
D3D12::DescriptorHandle m_tfx_rt_textures_handle_gpu;
D3D12DescriptorHandle m_tfx_textures_handle_gpu;
D3D12DescriptorHandle m_tfx_samplers_handle_gpu;
D3D12DescriptorHandle m_tfx_rt_textures_handle_gpu;
D3D12::DescriptorHandle m_utility_texture_cpu;
D3D12::DescriptorHandle m_utility_texture_gpu;
D3D12::DescriptorHandle m_utility_sampler_cpu;
D3D12::DescriptorHandle m_utility_sampler_gpu;
D3D12DescriptorHandle m_utility_texture_cpu;
D3D12DescriptorHandle m_utility_texture_gpu;
D3D12DescriptorHandle m_utility_sampler_cpu;
D3D12DescriptorHandle m_utility_sampler_gpu;
RootSignature m_current_root_signature = RootSignature::Undefined;
const ID3D12PipelineState* m_current_pipeline = nullptr;
D3D12::Texture m_null_texture;
D3D12Texture m_null_texture;
// current pipeline selector - we save this in the struct to avoid re-zeroing it every draw
PipelineSelector m_pipeline_selector = {};

View File

@ -14,19 +14,21 @@
*/
#include "PrecompiledHeader.h"
#include "GSTexture12.h"
#include "GSDevice12.h"
#include "common/Assertions.h"
#include "common/Align.h"
#include "common/D3D12/Builders.h"
#include "common/D3D12/Context.h"
#include "common/D3D12/Util.h"
#include "common/StringUtil.h"
#include "D3D12MemAlloc.h"
#include "GS/Renderers/DX12/GSTexture12.h"
#include "GS/Renderers/DX12/D3D12Builders.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "GS/Renderers/DX12/GSDevice12.h"
#include "GS/GSPerfMon.h"
#include "GS/GSGL.h"
GSTexture12::GSTexture12(Type type, Format format, D3D12::Texture texture)
#include "common/Assertions.h"
#include "common/Align.h"
#include "common/StringUtil.h"
#include "D3D12MemAlloc.h"
GSTexture12::GSTexture12(Type type, Format format, D3D12Texture texture)
: m_texture(std::move(texture))
{
m_type = type;
@ -54,9 +56,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, u32 width, u32 heigh
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET :
D3D12_RESOURCE_FLAG_NONE;
D3D12::Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format,
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, flags))
D3D12Texture texture;
if (!texture.Create(
width, height, levels, d3d_format, srv_format, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, flags))
{
return {};
}
@ -70,9 +72,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, u32 width, u32 heigh
pxAssert(levels == 1);
// RT's tend to be larger, so we'll keep them committed for speed.
D3D12::Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format, rtv_format,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12MA::ALLOCATION_FLAG_COMMITTED))
D3D12Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format, rtv_format, DXGI_FORMAT_UNKNOWN,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12MA::ALLOCATION_FLAG_COMMITTED))
{
return {};
}
@ -85,10 +87,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, u32 width, u32 heigh
{
pxAssert(levels == 1);
D3D12::Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format,
DXGI_FORMAT_UNKNOWN, dsv_format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
D3D12MA::ALLOCATION_FLAG_COMMITTED))
D3D12Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format, DXGI_FORMAT_UNKNOWN, dsv_format,
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12MA::ALLOCATION_FLAG_COMMITTED))
{
return {};
}
@ -101,9 +102,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, u32 width, u32 heigh
{
pxAssert(levels == 1);
D3D12::Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12MA::ALLOCATION_FLAG_COMMITTED))
D3D12Texture texture;
if (!texture.Create(width, height, levels, d3d_format, srv_format, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12MA::ALLOCATION_FLAG_COMMITTED))
{
return {};
}
@ -117,7 +118,10 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, u32 width, u32 heigh
}
}
void* GSTexture12::GetNativeHandle() const { return const_cast<D3D12::Texture*>(&m_texture); }
void* GSTexture12::GetNativeHandle() const
{
return const_cast<D3D12Texture*>(&m_texture);
}
ID3D12GraphicsCommandList* GSTexture12::GetCommandBufferForUpdate()
{
@ -131,18 +135,18 @@ ID3D12GraphicsCommandList* GSTexture12::GetCommandBufferForUpdate()
return g_d3d12_context->GetInitCommandList();
}
ID3D12Resource* GSTexture12::AllocateUploadStagingBuffer(const void* data, u32 pitch, u32 upload_pitch, u32 height) const
ID3D12Resource* GSTexture12::AllocateUploadStagingBuffer(
const void* data, u32 pitch, u32 upload_pitch, u32 height) const
{
const u32 buffer_size = CalcUploadSize(height, upload_pitch);
wil::com_ptr_nothrow<ID3D12Resource> resource;
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
const D3D12_RESOURCE_DESC resource_desc = {
D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
if (FAILED(hr))
{
Console.WriteLn("(AllocateUploadStagingBuffer) CreateCommittedResource() failed with %08X", hr);
@ -209,7 +213,7 @@ bool GSTexture12::Update(const GSVector4i& r, const void* data, int pitch, int l
}
else
{
D3D12::StreamBuffer& sbuffer = g_d3d12_context->GetTextureStreamBuffer();
D3D12StreamBuffer& sbuffer = g_d3d12_context->GetTextureStreamBuffer();
if (!sbuffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
GSDevice12::GetInstance()->ExecuteCommandList(
@ -272,11 +276,12 @@ bool GSTexture12::Map(GSMap& m, const GSVector4i* r, int layer)
m_map_area = r ? *r : GSVector4i(0, 0, m_texture.GetWidth(), m_texture.GetHeight());
m_map_level = layer;
m.pitch = Common::AlignUpPow2(m_map_area.width() * D3D12::GetTexelSize(m_texture.GetFormat()), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
m.pitch = Common::AlignUpPow2(
m_map_area.width() * D3D12::GetTexelSize(m_texture.GetFormat()), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
// see note in Update() for the reason why.
const u32 required_size = CalcUploadSize(m_map_area.height(), m.pitch);
D3D12::StreamBuffer& buffer = g_d3d12_context->GetTextureStreamBuffer();
D3D12StreamBuffer& buffer = g_d3d12_context->GetTextureStreamBuffer();
if (required_size >= (buffer.GetSize() / 2))
return false;
@ -301,9 +306,10 @@ void GSTexture12::Unmap()
// TODO: non-tightly-packed formats
const u32 width = static_cast<u32>(m_map_area.width());
const u32 height = static_cast<u32>(m_map_area.height());
const u32 pitch = Common::AlignUpPow2(m_map_area.width() * D3D12::GetTexelSize(m_texture.GetFormat()), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 pitch = Common::AlignUpPow2(
m_map_area.width() * D3D12::GetTexelSize(m_texture.GetFormat()), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 required_size = CalcUploadSize(height, pitch);
D3D12::StreamBuffer& buffer = g_d3d12_context->GetTextureStreamBuffer();
D3D12StreamBuffer& buffer = g_d3d12_context->GetTextureStreamBuffer();
const u32 buffer_offset = buffer.GetCurrentOffset();
buffer.CommitMemory(required_size);
@ -315,7 +321,8 @@ void GSTexture12::Unmap()
if (m_texture.GetState() == D3D12_RESOURCE_STATE_COMMON)
m_texture.TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST);
else if (m_texture.GetState() != D3D12_RESOURCE_STATE_COPY_DEST)
m_texture.TransitionSubresourceToState(cmdlist, m_map_level, m_texture.GetState(), D3D12_RESOURCE_STATE_COPY_DEST);
m_texture.TransitionSubresourceToState(
cmdlist, m_map_level, m_texture.GetState(), D3D12_RESOURCE_STATE_COPY_DEST);
// if we're an rt and have been cleared, and the full rect isn't being uploaded, do the clear
if (m_type == Type::RenderTarget)
@ -345,7 +352,8 @@ void GSTexture12::Unmap()
cmdlist->CopyTextureRegion(&dstloc, m_map_area.x, m_map_area.y, 0, &srcloc, &srcbox);
if (m_texture.GetState() != D3D12_RESOURCE_STATE_COPY_DEST)
m_texture.TransitionSubresourceToState(cmdlist, m_map_level, D3D12_RESOURCE_STATE_COPY_DEST, m_texture.GetState());
m_texture.TransitionSubresourceToState(
cmdlist, m_map_level, D3D12_RESOURCE_STATE_COPY_DEST, m_texture.GetState());
if (m_type == Type::Texture)
m_needs_mipmaps_generated |= (m_map_level == 0);
@ -363,8 +371,8 @@ void GSTexture12::GenerateMipmap()
const int dst_width = std::max<int>(m_size.x >> dst_level, 1);
const int dst_height = std::max<int>(m_size.y >> dst_level, 1);
GSDevice12::GetInstance()->RenderTextureMipmap(m_texture,
dst_level, dst_width, dst_height, src_level, src_width, src_height);
GSDevice12::GetInstance()->RenderTextureMipmap(
m_texture, dst_level, dst_width, dst_height, src_level, src_width, src_height);
}
SetUsedThisCommandBuffer();
@ -400,7 +408,8 @@ void GSTexture12::CommitClear(ID3D12GraphicsCommandList* cmdlist)
if (IsDepthStencil())
{
m_texture.TransitionToState(cmdlist, D3D12_RESOURCE_STATE_DEPTH_WRITE);
cmdlist->ClearDepthStencilView(m_texture.GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, m_clear_value.depth, 0, 0, nullptr);
cmdlist->ClearDepthStencilView(
m_texture.GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, m_clear_value.depth, 0, 0, nullptr);
}
else
{
@ -432,14 +441,14 @@ std::unique_ptr<GSDownloadTexture12> GSDownloadTexture12::Create(u32 width, u32
D3D12MA::ALLOCATION_DESC allocation_desc = {};
allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
wil::com_ptr_nothrow<ID3D12Resource> buffer;
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(
&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
if (FAILED(hr))
{
Console.Error("(GSDownloadTexture12::Create) CreateResource() failed with HRESULT %08X", hr);
@ -466,7 +475,8 @@ void GSDownloadTexture12::CopyFromTexture(
pxAssert((drc.left == 0 && drc.top == 0) || !use_transfer_pitch);
u32 copy_offset, copy_size, copy_rows;
m_current_pitch = GetTransferPitch(use_transfer_pitch ? static_cast<u32>(drc.width()) : m_width, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
m_current_pitch = GetTransferPitch(
use_transfer_pitch ? static_cast<u32>(drc.width()) : m_width, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
GetTransferSize(drc, &copy_offset, &copy_size, &copy_rows);
g_perfmon.Put(GSPerfMon::Readbacks, 1);
@ -496,15 +506,17 @@ void GSDownloadTexture12::CopyFromTexture(
const D3D12_RESOURCE_STATES old_layout = tex12->GetResourceState();
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
tex12->GetTexture().TransitionSubresourceToState(cmdlist, src_level, old_layout, D3D12_RESOURCE_STATE_COPY_SOURCE);
tex12->GetTexture().TransitionSubresourceToState(
cmdlist, src_level, old_layout, D3D12_RESOURCE_STATE_COPY_SOURCE);
// TODO: Rules for depth buffers here?
const D3D12_BOX srcbox{
static_cast<UINT>(src.left), static_cast<UINT>(src.top), 0u, static_cast<UINT>(src.right), static_cast<UINT>(src.bottom), 1u};
const D3D12_BOX srcbox{static_cast<UINT>(src.left), static_cast<UINT>(src.top), 0u, static_cast<UINT>(src.right),
static_cast<UINT>(src.bottom), 1u};
cmdlist->CopyTextureRegion(&dstloc, 0, 0, 0, &srcloc, &srcbox);
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
tex12->GetTexture().TransitionSubresourceToState(cmdlist, src_level, D3D12_RESOURCE_STATE_COPY_SOURCE, old_layout);
tex12->GetTexture().TransitionSubresourceToState(
cmdlist, src_level, D3D12_RESOURCE_STATE_COPY_SOURCE, old_layout);
m_copy_fence_value = g_d3d12_context->GetCurrentFenceValue();
m_needs_flush = true;

View File

@ -17,21 +17,21 @@
#include "GS/GS.h"
#include "GS/Renderers/Common/GSTexture.h"
#include "common/D3D12/Context.h"
#include "common/D3D12/Texture.h"
#include "GS/Renderers/DX12/D3D12Context.h"
#include "GS/Renderers/DX12/D3D12Texture.h"
class GSTexture12 final : public GSTexture
{
public:
GSTexture12(Type type, Format format, D3D12::Texture texture);
GSTexture12(Type type, Format format, D3D12Texture texture);
~GSTexture12() override;
static std::unique_ptr<GSTexture12> Create(Type type, u32 width, u32 height, u32 levels, Format format,
DXGI_FORMAT d3d_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format);
__fi D3D12::Texture& GetTexture() { return m_texture; }
__fi const D3D12::DescriptorHandle& GetSRVDescriptor() const { return m_texture.GetSRVDescriptor(); }
__fi const D3D12::DescriptorHandle& GetRTVOrDSVHandle() const { return m_texture.GetWriteDescriptor(); }
__fi D3D12Texture& GetTexture() { return m_texture; }
__fi const D3D12DescriptorHandle& GetSRVDescriptor() const { return m_texture.GetSRVDescriptor(); }
__fi const D3D12DescriptorHandle& GetRTVOrDSVHandle() const { return m_texture.GetWriteDescriptor(); }
__fi D3D12_RESOURCE_STATES GetResourceState() const { return m_texture.GetState(); }
__fi DXGI_FORMAT GetNativeFormat() const { return m_texture.GetFormat(); }
__fi ID3D12Resource* GetResource() const { return m_texture.GetResource(); }
@ -49,17 +49,14 @@ public:
void CommitClear(ID3D12GraphicsCommandList* cmdlist);
// Call when the texture is bound to the pipeline, or read from in a copy.
__fi void SetUsedThisCommandBuffer()
{
m_use_fence_counter = g_d3d12_context->GetCurrentFenceValue();
}
__fi void SetUsedThisCommandBuffer() { m_use_fence_counter = g_d3d12_context->GetCurrentFenceValue(); }
private:
ID3D12GraphicsCommandList* GetCommandBufferForUpdate();
ID3D12Resource* AllocateUploadStagingBuffer(const void* data, u32 pitch, u32 upload_pitch, u32 height) const;
void CopyTextureDataForUpload(void* dst, const void* src, u32 pitch, u32 upload_pitch, u32 height) const;
D3D12::Texture m_texture;
D3D12Texture m_texture;
// Contains the fence counter when the texture was last used.
// When this matches the current fence counter, the texture was used this command buffer.
@ -76,7 +73,8 @@ public:
static std::unique_ptr<GSDownloadTexture12> Create(u32 width, u32 height, GSTexture::Format format);
void CopyFromTexture(const GSVector4i& drc, GSTexture* stex, const GSVector4i& src, u32 src_level, bool use_transfer_pitch) override;
void CopyFromTexture(
const GSVector4i& drc, GSTexture* stex, const GSVector4i& src, u32 src_level, bool use_transfer_pitch) override;
bool Map(const GSVector4i& read_rc) override;
void Unmap() override;

View File

@ -199,6 +199,13 @@
<ClCompile Include="Frontend\ImGuiFullscreen.cpp" />
<ClCompile Include="Frontend\ImGuiManager.cpp" />
<ClCompile Include="Frontend\ImGuiOverlays.cpp" />
<ClCompile Include="GS\Renderers\DX11\D3D11ShaderCache.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12Builders.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12Context.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12DescriptorHeapManager.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12ShaderCache.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12StreamBuffer.cpp" />
<ClCompile Include="GS\Renderers\DX12\D3D12Texture.cpp" />
<ClCompile Include="INISettingsInterface.cpp" />
<ClCompile Include="Frontend\InputManager.cpp" />
<ClCompile Include="Frontend\InputSource.cpp" />
@ -538,6 +545,13 @@
<ClInclude Include="Frontend\ImGuiFullscreen.h" />
<ClInclude Include="Frontend\ImGuiManager.h" />
<ClInclude Include="Frontend\ImGuiOverlays.h" />
<ClInclude Include="GS\Renderers\DX11\D3D11ShaderCache.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12Builders.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12Context.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12DescriptorHeapManager.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12ShaderCache.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12StreamBuffer.h" />
<ClInclude Include="GS\Renderers\DX12\D3D12Texture.h" />
<ClInclude Include="GS\Renderers\HW\GSHwHack.h" />
<ClInclude Include="INISettingsInterface.h" />
<ClInclude Include="Frontend\InputManager.h" />
@ -826,6 +840,9 @@
<ProjectReference Include="$(SolutionDir)3rdparty\imgui\imgui.vcxproj">
<Project>{88fb34ec-845e-4f21-a552-f1573b9ed167}</Project>
</ProjectReference>
<ProjectReference Include="..\3rdparty\d3d12memalloc\d3d12memalloc.vcxproj">
<Project>{d45cec7a-3171-40dd-975d-e1544cf16139}</Project>
</ProjectReference>
<ProjectReference Include="..\3rdparty\discord-rpc\discord-rpc.vcxproj">
<Project>{e960dfdf-1bd3-4c29-b251-d1a0919c9b09}</Project>
</ProjectReference>

View File

@ -1355,6 +1355,27 @@
<ClCompile Include="VirtualMemory.cpp">
<Filter>System</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX11\D3D11ShaderCache.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D11</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12Context.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12DescriptorHeapManager.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12ShaderCache.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12StreamBuffer.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12Texture.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX12\D3D12Builders.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Patch.h">
@ -2255,6 +2276,27 @@
<ClInclude Include="VirtualMemory.h">
<Filter>System</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX11\D3D11ShaderCache.h">
<Filter>System\Ps2\GS\Renderers\Direct3D11</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12Context.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12DescriptorHeapManager.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12ShaderCache.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12StreamBuffer.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12Texture.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX12\D3D12Builders.h">
<Filter>System\Ps2\GS\Renderers\Direct3D12</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<CustomBuildStep Include="rdebug\deci2.h">