/* 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 . */ #pragma once #include "common/Pcsx2Defs.h" #include "common/RedtapeWindows.h" #include "common/D3D12/DescriptorHeapManager.h" #include "common/D3D12/StreamBuffer.h" #include #include #include #include #include struct IDXGIAdapter; struct IDXGIFactory; namespace D3D12MA { class Allocator; class Allocation; } // namespace D3D12MA namespace D3D12 { class Context { public: template using ComPtr = wil::com_ptr_nothrow; 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(IDXGIFactory* dxgi_factory, u32 adapter_index, 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& 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 SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc); ComPtr 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); private: struct CommandListResources { std::array, 2> command_allocators; std::array, 2> command_lists; DescriptorAllocator descriptor_allocator; GroupedSamplerAllocator sampler_allocator; std::vector> pending_resources; std::vector> pending_descriptors; u64 ready_fence_value = 0; bool init_command_list_used = false; bool has_timestamp_query = false; }; Context(); bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, 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 m_adapter; ComPtr m_debug_interface; ComPtr m_device; ComPtr m_command_queue; ComPtr m_allocator; ComPtr m_fence; HANDLE m_fence_event = {}; u32 m_current_fence_value = 0; u64 m_completed_fence_value = 0; std::array m_command_lists; u32 m_current_command_list = NUM_COMMAND_LISTS - 1; ComPtr m_timestamp_query_heap; ComPtr m_timestamp_query_buffer; ComPtr 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 g_d3d12_context;