mirror of https://github.com/RPCS3/rpcs3.git
d3d12: Remove depth conversion shader
It's actually not needed, raw depth data should be sampled as RGBA8.
This commit is contained in:
parent
263e5beb26
commit
a78ba8a271
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@ -197,7 +197,6 @@ D3D12GSRender::D3D12GSRender()
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m_per_frame_storage[1].init(m_device.Get());
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m_per_frame_storage[1].init(m_device.Get());
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m_per_frame_storage[1].reset();
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m_per_frame_storage[1].reset();
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init_convert_shader();
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m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get());
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m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get());
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CHECK_HRESULT(
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CHECK_HRESULT(
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@ -236,8 +235,6 @@ D3D12GSRender::~D3D12GSRender()
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m_texture_cache.unprotect_all();
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m_texture_cache.unprotect_all();
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m_dummy_texture->Release();
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m_dummy_texture->Release();
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m_convert_pso->Release();
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m_convert_root_signature->Release();
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m_per_frame_storage[0].release();
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m_per_frame_storage[0].release();
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m_per_frame_storage[1].release();
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m_per_frame_storage[1].release();
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m_output_scaling_pass.release();
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m_output_scaling_pass.release();
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@ -101,13 +101,6 @@ private:
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*/
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*/
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shader m_output_scaling_pass;
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shader m_output_scaling_pass;
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/**
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* Data used when depth buffer is converted to uchar textures.
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*/
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ID3D12PipelineState *m_convert_pso;
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ID3D12RootSignature *m_convert_root_signature;
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void init_convert_shader();
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resource_storage m_per_frame_storage[2];
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resource_storage m_per_frame_storage[2];
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resource_storage &get_current_resource_storage();
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resource_storage &get_current_resource_storage();
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resource_storage &get_non_current_resource_storage();
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resource_storage &get_non_current_resource_storage();
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@ -298,9 +298,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
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int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
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int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
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int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
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ComPtr<ID3D12Resource> depth_format_conversion_buffer;
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size_t depth_row_pitch = align(clip_w * 4, 256);
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ComPtr<ID3D12DescriptorHeap> descriptor_heap;
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size_t depth_row_pitch = align(clip_w, 256);
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size_t depth_buffer_offset_in_heap = 0;
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size_t depth_buffer_offset_in_heap = 0;
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u32 context_dma_color[] =
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u32 context_dma_color[] =
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@ -334,55 +332,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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if (m_context_dma_z && rpcs3::state.config.rsx.opengl.write_depth_buffer)
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if (m_context_dma_z && rpcs3::state.config.rsx.opengl.write_depth_buffer)
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{
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{
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size_t uav_size = clip_w * clip_h * 2;
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.get_heap(), { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
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CHECK_HRESULT(
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&CD3DX12_TEXTURE_COPY_LOCATION(std::get<1>(m_rtts.m_bound_depth_stencil), 0), nullptr);
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m_device->CreateCommittedResource(
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
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&D3D12_HEAP_PROPERTIES{D3D12_HEAP_TYPE_DEFAULT},
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8_UNORM, clip_w, clip_h, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS),
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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nullptr,
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IID_PPV_ARGS(depth_format_conversion_buffer.GetAddressOf())
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)
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);
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D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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CHECK_HRESULT(
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m_device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(descriptor_heap.GetAddressOf()))
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);
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D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {};
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shader_resource_view_desc.Format = get_depth_samplable_surface_format(m_surface.depth_format);
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shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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shader_resource_view_desc.Texture2D.MipLevels = 1;
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shader_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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m_device->CreateShaderResourceView(std::get<1>(m_rtts.m_bound_depth_stencil), &shader_resource_view_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptor_heap->GetCPUDescriptorHandleForHeapStart()));
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
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uav_desc.Format = DXGI_FORMAT_R8_UNORM;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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m_device->CreateUnorderedAccessView(depth_format_conversion_buffer.Get(), nullptr, &uav_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(1, m_descriptor_stride_srv_cbv_uav));
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// Convert
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
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get_current_resource_storage().command_list->SetPipelineState(m_convert_pso);
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get_current_resource_storage().command_list->SetComputeRootSignature(m_convert_root_signature);
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get_current_resource_storage().command_list->SetDescriptorHeaps(1, descriptor_heap.GetAddressOf());
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get_current_resource_storage().command_list->SetComputeRootDescriptorTable(0, descriptor_heap->GetGPUDescriptorHandleForHeapStart());
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get_current_resource_storage().command_list->Dispatch(clip_w / 8, clip_h / 8, 1);
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D3D12_RESOURCE_BARRIER barriers[] =
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{
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CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_depth_stencil), D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
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CD3DX12_RESOURCE_BARRIER::UAV(depth_format_conversion_buffer.Get()),
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};
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get_current_resource_storage().command_list->ResourceBarrier(2, barriers);
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(depth_format_conversion_buffer.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.get_heap(), { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
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&CD3DX12_TEXTURE_COPY_LOCATION(depth_format_conversion_buffer.Get(), 0), nullptr);
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invalidate_address(address_z);
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invalidate_address(address_z);
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need_transfer = true;
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need_transfer = true;
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@ -8,45 +8,6 @@
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
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extern pD3DCompile wrapD3DCompile;
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extern pD3DCompile wrapD3DCompile;
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/**
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* returns bytecode and root signature of a Compute Shader converting texture from
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* one format to another
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*/
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static
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std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
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{
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const char *shaderCode = STRINGIFY(
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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[numthreads(8, 8, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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}
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);
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ID3DBlob *bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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CHECK_HRESULT(wrapD3DCompile(shaderCode, strlen(shaderCode), "test", nullptr, nullptr, "main", "cs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf()));
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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{
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0),
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// UAV (same descriptor heap)
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, 1),
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};
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CD3DX12_ROOT_PARAMETER RP;
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RP.InitAsDescriptorTable(2, &descriptorRange[0]);
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ID3DBlob *rootSignatureBlob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(&CD3DX12_ROOT_SIGNATURE_DESC(1, &RP), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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return std::make_pair(bytecode, rootSignatureBlob);
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}
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void D3D12GSRender::shader::init(ID3D12Device *device, ID3D12CommandQueue *gfx_command_queue)
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void D3D12GSRender::shader::init(ID3D12Device *device, ID3D12CommandQueue *gfx_command_queue)
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{
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{
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const char *fsCode = STRINGIFY(
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const char *fsCode = STRINGIFY(
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@ -213,25 +174,4 @@ void D3D12GSRender::shader::init(ID3D12Device *device, ID3D12CommandQueue *gfx_c
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WaitForSingleObjectEx(handle, INFINITE, FALSE);
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WaitForSingleObjectEx(handle, INFINITE, FALSE);
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CloseHandle(handle);
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CloseHandle(handle);
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}
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}
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void D3D12GSRender::init_convert_shader()
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{
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const auto &p = compileF32toU8CS();
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CHECK_HRESULT(
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m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convert_root_signature))
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);
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D3D12_COMPUTE_PIPELINE_STATE_DESC computePipelineStateDesc = {};
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computePipelineStateDesc.CS.BytecodeLength = p.first->GetBufferSize();
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computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
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computePipelineStateDesc.pRootSignature = m_convert_root_signature;
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CHECK_HRESULT(
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m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convert_pso))
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);
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p.first->Release();
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p.second->Release();
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}
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#endif
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#endif
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