d3d12: Pass first clear value as clear optimised value to RTTs

This commit is contained in:
vlj 2015-05-21 00:33:26 +02:00 committed by Vincent Lejeune
parent eb1b8b748a
commit a9425fcf2a
3 changed files with 23 additions and 5 deletions

View File

@ -264,8 +264,15 @@ void D3D12GSRender::InitDrawBuffers()
m_lastWidth = RSXThread::m_width;
m_lastHeight = RSXThread::m_height;
m_lastDepth = m_surface_depth_format;
float clearColor[] =
{
m_clear_surface_color_r / 255.0f,
m_clear_surface_color_g / 255.0f,
m_clear_surface_color_b / 255.0f,
m_clear_surface_color_a / 255.0f
};
m_fbo = new D3D12RenderTargetSets(m_device, (u8)m_lastDepth, m_lastWidth, m_lastHeight);
m_fbo = new D3D12RenderTargetSets(m_device, (u8)m_lastDepth, m_lastWidth, m_lastHeight, clearColor, 1.f);
}
}

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@ -9,7 +9,7 @@
#include "Emu/System.h"
#include "Emu/RSX/GSRender.h"
D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height)
D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth)
{
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.NumDescriptors = 1;
@ -20,6 +20,9 @@ D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDep
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_rttDescriptorHeap));
D3D12_CLEAR_VALUE clearDepthValue = {};
clearDepthValue.DepthStencil.Depth = clearDepth;
// Every resource are committed for simplicity, later we could use heap
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
@ -37,9 +40,11 @@ D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDep
break;
case CELL_GCM_SURFACE_Z16:
resourceDesc.Format = DXGI_FORMAT_R16_TYPELESS;
clearDepthValue.Format = DXGI_FORMAT_D16_UNORM;
break;
case CELL_GCM_SURFACE_Z24S8:
resourceDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
clearDepthValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
@ -51,7 +56,7 @@ D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDep
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
nullptr, // TODO: Assign sensible default clearvalue here
&clearDepthValue,
IID_PPV_ARGS(&m_depthStencilTexture)
);
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {};
@ -72,6 +77,12 @@ D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDep
depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
device->CreateDepthStencilView(m_depthStencilTexture, &depthStencilViewDesc, m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_CLEAR_VALUE clearColorValue = {};
clearColorValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
clearColorValue.Color[0] = clearColor[0];
clearColorValue.Color[1] = clearColor[1];
clearColorValue.Color[2] = clearColor[2];
clearColorValue.Color[3] = clearColor[3];
g_RTTIncrement = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rttDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < 4; ++i)
@ -90,7 +101,7 @@ D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDep
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET,
nullptr, // TODO: Assign sensible default clearvalue here
&clearColorValue,
IID_PPV_ARGS(&m_rtts[i])
);

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@ -15,7 +15,7 @@ class D3D12RenderTargetSets
ID3D12DescriptorHeap *m_rttDescriptorHeap;
ID3D12DescriptorHeap *m_depthStencilDescriptorHeap;
public:
D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height);
D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth);
~D3D12RenderTargetSets();
/**
* Return the base descriptor address for the give surface target.