d3d12: Reuse the same command list until flip or semaphoreRelease

This commit is contained in:
Vincent Lejeune 2015-08-16 17:34:14 +02:00
parent a93a81997f
commit 80c25b8ced
2 changed files with 113 additions and 123 deletions

View File

@ -103,12 +103,32 @@ void D3D12GSRender::ResourceStorage::Reset()
m_samplerDescriptorHeapIndex = 0;
m_commandAllocator->Reset();
m_inflightCommandList.clear();
m_nextAvailableCommandListIndex = 0;
setNewCommandList();
m_singleFrameLifetimeResources.clear();
}
void D3D12GSRender::ResourceStorage::setNewCommandList()
{
if (m_availableCommandLists.size() > m_nextAvailableCommandListIndex)
{
m_currentCommandList = m_availableCommandLists[m_nextAvailableCommandListIndex].Get();
m_currentCommandList->Reset(m_commandAllocator.Get(), nullptr);
}
else
{
ComPtr<ID3D12GraphicsCommandList> commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
m_availableCommandLists.push_back(commandList);
m_currentCommandList = m_availableCommandLists.back().Get();
}
m_nextAvailableCommandListIndex++;
}
void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
{
m_device = device;
m_RAMFramebuffer = nullptr;
// Create a global command allocator
ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocator.GetAddressOf())));
@ -158,7 +178,7 @@ void D3D12GSRender::ResourceStorage::WaitAndClean(const std::vector<ID3D12Resour
void D3D12GSRender::ResourceStorage::Release()
{
// NOTE: Should be released only after gfx pipeline last command has been finished.
m_inflightCommandList.clear();
m_availableCommandLists.clear();
CloseHandle(m_frameFinishedHandle);
}
@ -429,11 +449,7 @@ void D3D12GSRender::Clear(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
ComPtr<ID3D12GraphicsCommandList> commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
PrepareRenderTargets(commandList.Get());
PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
/* if (m_set_color_mask)
{
@ -451,11 +467,11 @@ void D3D12GSRender::Clear(u32 cmd)
if (m_clear_surface_mask & 0x1)
{
u32 max_depth_value = m_surface_depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
}
if (m_clear_surface_mask & 0x2)
commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
if (m_clear_surface_mask & 0xF0)
{
@ -475,43 +491,36 @@ void D3D12GSRender::Clear(u32 cmd)
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
}
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
}
void D3D12GSRender::Draw()
{
ComPtr<ID3D12GraphicsCommandList> commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
PrepareRenderTargets(commandList.Get());
PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
// Init vertex count
// TODO: Very hackish, clean this
@ -543,9 +552,9 @@ void D3D12GSRender::Draw()
{
const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertexBufferViews = UploadVertexBuffers(m_indexed_array.m_count ? true : false);
const D3D12_INDEX_BUFFER_VIEW &indexBufferView = uploadIndexBuffers(m_indexed_array.m_count ? true : false);
commandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
if (m_renderingInfo.m_indexed)
commandList->IASetIndexBuffer(&indexBufferView);
getCurrentResourceStorage().m_currentCommandList->IASetIndexBuffer(&indexBufferView);
}
std::chrono::time_point<std::chrono::system_clock> endVertexTime = std::chrono::system_clock::now();
m_timers.m_vertexUploadDuration += std::chrono::duration_cast<std::chrono::microseconds>(endVertexTime - startVertexTime).count();
@ -557,13 +566,13 @@ void D3D12GSRender::Draw()
return;
}
commandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
commandList->OMSetStencilRef(m_stencil_func_ref);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
getCurrentResourceStorage().m_currentCommandList->OMSetStencilRef(m_stencil_func_ref);
// Constants
setScaleOffset();
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(0,
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0,
getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
);
@ -575,17 +584,17 @@ void D3D12GSRender::Draw()
FillPixelShaderConstantsBuffer();
getCurrentResourceStorage().m_constantsBufferIndex++;
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(1,
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1,
getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
currentBufferIndex * g_descriptorStrideSRVCBVUAV)
);
commandList->SetPipelineState(m_PSO->first);
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_PSO->first);
if (m_PSO->second > 0)
{
std::chrono::time_point<std::chrono::system_clock> startTextureTime = std::chrono::system_clock::now();
size_t usedTexture = UploadTextures(commandList.Get());
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_currentCommandList);
// Fill empty slots
for (; usedTexture < m_PSO->second; usedTexture++)
@ -615,14 +624,14 @@ void D3D12GSRender::Draw()
);
}
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(2,
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(2,
getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
);
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(3,
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3,
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers)
);
@ -654,7 +663,7 @@ void D3D12GSRender::Draw()
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
commandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
&getCPUDescriptorHandle(m_rtts.m_depthStencilDescriptorHeap, 0));
D3D12_VIEWPORT viewport =
@ -666,7 +675,7 @@ void D3D12GSRender::Draw()
-1.f,
1.f
};
commandList->RSSetViewports(1, &viewport);
getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
D3D12_RECT box =
{
@ -675,47 +684,45 @@ void D3D12GSRender::Draw()
(LONG)m_surface_clip_w,
(LONG)m_surface_clip_h,
};
commandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
switch (m_draw_mode - 1)
{
case GL_POINTS:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
break;
case GL_LINES:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
break;
case GL_LINE_LOOP:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
break;
case GL_LINE_STRIP:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
break;
case GL_TRIANGLES:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_TRIANGLE_STRIP:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
case GL_TRIANGLE_FAN:
case GL_QUADS:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_QUAD_STRIP:
case GL_POLYGON:
default:
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
LOG_ERROR(RSX, "Unsupported primitive type");
break;
}
if (m_renderingInfo.m_indexed)
commandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
getCurrentResourceStorage().m_currentCommandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
else
commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
getCurrentResourceStorage().m_currentCommandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
m_indexed_array.Reset();
}
@ -738,10 +745,6 @@ isFlipSurfaceInLocalMemory(u32 surfaceColorTarget)
void D3D12GSRender::Flip()
{
ComPtr<ID3D12GraphicsCommandList> commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
ID3D12Resource *resourceToFlip;
float viewport_w, viewport_h;
@ -806,20 +809,20 @@ void D3D12GSRender::Flip()
src.PlacedFootprint.Footprint.Height = (UINT)h;
src.PlacedFootprint.Footprint.Depth = (UINT)1;
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = storage.m_RAMFramebuffer.Get();
viewport_w = (float)w, viewport_h = (float)h;
}
else
{
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = m_rtts.m_currentlyBoundRenderTargets[0];
}
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
D3D12_VIEWPORT viewport =
{
@ -830,7 +833,7 @@ void D3D12GSRender::Flip()
0.f,
1.f
};
commandList->RSSetViewports(1, &viewport);
getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
D3D12_RECT box =
{
@ -839,9 +842,9 @@ void D3D12GSRender::Flip()
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Width,
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Height,
};
commandList->RSSetScissorRects(1, &box);
commandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
commandList->SetPipelineState(m_outputScalingPass.m_PSO);
getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_outputScalingPass.m_PSO);
D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle;
CPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
CPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
@ -873,29 +876,29 @@ void D3D12GSRender::Flip()
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle;
GPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
commandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
GPUHandle = m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) * m_swapChain->GetCurrentBackBufferIndex();
commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
commandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
CPUHandle = m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart();
commandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = m_outputScalingPass.m_vertexBuffer->GetGPUVirtualAddress();
vbv.StrideInBytes = 4 * sizeof(float);
vbv.SizeInBytes = 16 * sizeof(float);
commandList->IASetVertexBuffers(0, 1, &vbv);
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, 1, &vbv);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
commandList->DrawInstanced(4, 1, 0, 0);
getCurrentResourceStorage().m_currentCommandList->DrawInstanced(4, 1, 0, 0);
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(getCurrentResourceStorage().m_currentCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&(getCurrentResourceStorage().m_currentCommandList));
ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
// Add an event signaling queue completion
@ -1054,7 +1057,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
fence->SetEventOnCompletion(1, handle);
ComPtr<ID3D12Resource> writeDest, depthConverted;
ID3D12GraphicsCommandList *convertCommandList;
ID3D12DescriptorHeap *descriptorHeap;
size_t depthRowPitch = m_surface_clip_w;
depthRowPitch = (depthRowPitch + 255) & ~255;
@ -1102,10 +1104,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
);
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(writeDest);
ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&convertCommandList))
);
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.NumDescriptors = 2;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
@ -1140,13 +1138,13 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
m_device->CreateUnorderedAccessView(depthConverted.Get(), nullptr, &uavDesc, Handle);
// Convert
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
convertCommandList->SetPipelineState(m_convertPSO);
convertCommandList->SetComputeRootSignature(m_convertRootSignature);
convertCommandList->SetDescriptorHeaps(1, &descriptorHeap);
convertCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
convertCommandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_convertPSO);
getCurrentResourceStorage().m_currentCommandList->SetComputeRootSignature(m_convertRootSignature);
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &descriptorHeap);
getCurrentResourceStorage().m_currentCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
getCurrentResourceStorage().m_currentCommandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
// Flush UAV
D3D12_RESOURCE_BARRIER uavbarrier = {};
@ -1158,19 +1156,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
uavbarrier,
};
convertCommandList->ResourceBarrier(2, barriers);
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
ThrowIfFailed(convertCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
}
ID3D12GraphicsCommandList *downloadCommandList;
if (needTransfer)
{
ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&downloadCommandList))
);
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(2, barriers);
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
}
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
@ -1187,7 +1174,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
dst.PlacedFootprint.Footprint.Height = m_surface_clip_h;
dst.PlacedFootprint.Footprint.Width = m_surface_clip_w;
dst.PlacedFootprint.Footprint.RowPitch = (UINT)depthRowPitch;
downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
invalidateTexture(GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000));
}
@ -1201,29 +1188,29 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
break;
case CELL_GCM_SURFACE_TARGET_0:
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
break;
case CELL_GCM_SURFACE_TARGET_1:
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_currentCommandList);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], downloadCommandList);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], getCurrentResourceStorage().m_currentCommandList);
break;
}
@ -1234,8 +1221,9 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
if (needTransfer)
{
ThrowIfFailed(downloadCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
ThrowIfFailed(getCurrentResourceStorage().m_currentCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&(getCurrentResourceStorage().m_currentCommandList));
getCurrentResourceStorage().setNewCommandList();
}
//Wait for result
@ -1266,7 +1254,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
}
descriptorHeap->Release();
convertCommandList->Release();
}
size_t srcPitch, dstPitch;
@ -1349,9 +1336,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
}
if (needTransfer)
downloadCommandList->Release();
vm::write32(m_label_addr + offset, value);
});

View File

@ -304,8 +304,11 @@ private:
UINT64 m_fenceValue;
HANDLE m_frameFinishedHandle;
// Pointer to device, not owned by ResourceStorage
ID3D12Device *m_device;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
std::list<ComPtr<ID3D12GraphicsCommandList> > m_inflightCommandList;
std::vector<ComPtr<ID3D12GraphicsCommandList> > m_availableCommandLists;
size_t m_nextAvailableCommandListIndex;
// Constants storage
ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
@ -325,8 +328,11 @@ private:
// List of resources that can be freed after frame is flipped
std::vector<ComPtr<ID3D12Resource> > m_singleFrameLifetimeResources;
ID3D12GraphicsCommandList *m_currentCommandList;
void Reset();
void Init(ID3D12Device *device);
void setNewCommandList();
void WaitAndClean(const std::vector<ID3D12Resource *> &dirtyTextures);
void Release();
};