mirror of https://github.com/PCSX2/pcsx2.git
215 lines
7.3 KiB
C++
215 lines
7.3 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/RedtapeWindows.h"
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#include "common/D3D12/DescriptorHeapManager.h"
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#include "common/D3D12/StreamBuffer.h"
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#include <array>
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#include <d3d12.h>
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#include <memory>
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#include <vector>
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#include <wil/com.h>
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struct IDXGIAdapter;
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struct IDXGIFactory;
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namespace D3D12MA
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{
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class Allocator;
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class Allocation;
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} // namespace D3D12MA
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namespace D3D12
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{
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class Context
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{
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public:
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template <typename T>
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using ComPtr = wil::com_ptr_nothrow<T>;
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enum : u32
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{
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/// Number of command lists. One is being built while the other(s) are executed.
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NUM_COMMAND_LISTS = 3,
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/// Textures that don't fit into this buffer will be uploaded with a staging buffer.
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TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024,
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/// Maximum number of samples in a single allocation group.
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SAMPLER_GROUP_SIZE = 2,
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/// Start/End timestamp queries.
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NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
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};
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~Context();
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/// Creates new device and context.
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static bool Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
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/// Destroys active context.
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static void Destroy();
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__fi IDXGIAdapter* GetAdapter() const { return m_adapter.get(); }
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__fi ID3D12Device* GetDevice() const { return m_device.get(); }
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__fi ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.get(); }
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__fi D3D12MA::Allocator* GetAllocator() const { return m_allocator.get(); }
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/// Returns the PCI vendor ID of the device, if known.
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u32 GetAdapterVendorID() const;
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/// Returns the current command list, commands can be recorded directly.
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ID3D12GraphicsCommandList4* GetCommandList() const
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{
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return m_command_lists[m_current_command_list].command_lists[1].get();
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}
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/// Returns the init command list for uploading.
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ID3D12GraphicsCommandList4* GetInitCommandList();
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/// Returns the per-frame SRV/CBV/UAV allocator.
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DescriptorAllocator& GetDescriptorAllocator()
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{
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return m_command_lists[m_current_command_list].descriptor_allocator;
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}
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/// Returns the per-frame sampler allocator.
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GroupedSamplerAllocator<SAMPLER_GROUP_SIZE>& GetSamplerAllocator()
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{
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return m_command_lists[m_current_command_list].sampler_allocator;
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}
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/// Invalidates GPU-side sampler caches for all command lists. Call after you've freed samplers,
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/// and are going to re-use the handles from GetSamplerHeapManager().
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void InvalidateSamplerGroups();
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// Descriptor manager access.
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DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
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DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
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DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
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DescriptorHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
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const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
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StreamBuffer& GetTextureStreamBuffer() { return m_texture_stream_buffer; }
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// Root signature access.
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ComPtr<ID3DBlob> SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
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ComPtr<ID3D12RootSignature> CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
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/// Fence value for current command list.
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u64 GetCurrentFenceValue() const { return m_current_fence_value; }
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/// Last "completed" fence.
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u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
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/// Feature level to use when compiling shaders.
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D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
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/// Test for support for the specified texture format.
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bool SupportsTextureFormat(DXGI_FORMAT format);
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enum class WaitType
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{
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None, ///< Don't wait (async)
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Sleep, ///< Wait normally
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Spin, ///< Wait by spinning
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};
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/// Executes the current command list.
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void ExecuteCommandList(WaitType wait_for_completion);
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/// Waits for a specific fence.
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void WaitForFence(u64 fence, bool spin);
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/// Waits for any in-flight command buffers to complete.
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void WaitForGPUIdle();
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/// Defers destruction of a D3D resource (associates it with the current list).
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void DeferObjectDestruction(ID3D12DeviceChild* resource);
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/// Defers destruction of a D3D resource (associates it with the current list).
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void DeferResourceDestruction(D3D12MA::Allocation* allocation, ID3D12Resource* resource);
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/// Defers destruction of a descriptor handle (associates it with the current list).
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void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
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void DeferDescriptorDestruction(DescriptorHeapManager& manager, DescriptorHandle* handle);
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float GetAndResetAccumulatedGPUTime();
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void SetEnableGPUTiming(bool enabled);
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private:
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struct CommandListResources
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{
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std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
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std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
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DescriptorAllocator descriptor_allocator;
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GroupedSamplerAllocator<SAMPLER_GROUP_SIZE> sampler_allocator;
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std::vector<std::pair<D3D12MA::Allocation*, ID3D12DeviceChild*>> pending_resources;
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std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
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u64 ready_fence_value = 0;
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bool init_command_list_used = false;
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bool has_timestamp_query = false;
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};
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Context();
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bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
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bool CreateCommandQueue();
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bool CreateAllocator();
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bool CreateFence();
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bool CreateDescriptorHeaps();
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bool CreateCommandLists();
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bool CreateTextureStreamBuffer();
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bool CreateTimestampQuery();
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void MoveToNextCommandList();
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void DestroyPendingResources(CommandListResources& cmdlist);
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void DestroyResources();
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ComPtr<IDXGIAdapter> m_adapter;
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ComPtr<ID3D12Debug> m_debug_interface;
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ComPtr<ID3D12Device> m_device;
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ComPtr<ID3D12CommandQueue> m_command_queue;
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ComPtr<D3D12MA::Allocator> m_allocator;
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ComPtr<ID3D12Fence> m_fence;
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HANDLE m_fence_event = {};
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u32 m_current_fence_value = 0;
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u64 m_completed_fence_value = 0;
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std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
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u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
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ComPtr<ID3D12QueryHeap> m_timestamp_query_heap;
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ComPtr<ID3D12Resource> m_timestamp_query_buffer;
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ComPtr<D3D12MA::Allocation> m_timestamp_query_allocation;
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double m_timestamp_frequency = 0.0;
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float m_accumulated_gpu_time = 0.0f;
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bool m_gpu_timing_enabled = false;
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DescriptorHeapManager m_descriptor_heap_manager;
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DescriptorHeapManager m_rtv_heap_manager;
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DescriptorHeapManager m_dsv_heap_manager;
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DescriptorHeapManager m_sampler_heap_manager;
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DescriptorHandle m_null_srv_descriptor;
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StreamBuffer m_texture_stream_buffer;
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D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
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};
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} // namespace D3D12
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extern std::unique_ptr<D3D12::Context> g_d3d12_context;
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