d3d12: Implement write depth buffer callback

This commit is contained in:
vlj 2015-05-23 19:37:48 +02:00 committed by Vincent Lejeune
parent 986a39fcfb
commit fafcce6d5f
4 changed files with 93 additions and 2 deletions

View File

@ -303,6 +303,7 @@ void D3D12GSRender::InitDrawBuffers()
} }
} }
void D3D12GSRender::OnInit() void D3D12GSRender::OnInit()
{ {
m_frame->Show(); m_frame->Show();
@ -983,6 +984,8 @@ void D3D12GSRender::ExecCMD()
check(commandList->Close()); check(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
WriteDepthBuffer();
/* if (m_set_color_mask) /* if (m_set_color_mask)
{ {
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a); glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
@ -1341,4 +1344,88 @@ void D3D12GSRender::Flip()
m_frame->Flip(nullptr); m_frame->Flip(nullptr);
} }
void D3D12GSRender::WriteDepthBuffer()
{
if (!m_set_context_dma_z)
return;
u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
auto ptr = vm::get_ptr<void>(address);
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_READBACK;
D3D12_RESOURCE_DESC resdesc = {};
resdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resdesc.Width = RSXThread::m_width * RSXThread::m_height * 4 * 2; // * 2 for safety
resdesc.Height = 1;
resdesc.DepthOrArraySize = 1;
resdesc.SampleDesc.Count = 1;
resdesc.MipLevels = 1;
resdesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource *writeDest;
check(
m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resdesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&writeDest)
)
);
ID3D12GraphicsCommandList *downloadCommandList;
check(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
);
size_t rowPitch = RSXThread::m_width * sizeof(float);
rowPitch = (rowPitch + 255) & ~255;
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = m_fbo->getDepthStencilTexture();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = writeDest;
src.PlacedFootprint.Offset = 0;
src.PlacedFootprint.Footprint.Depth = 1;
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
src.PlacedFootprint.Footprint.Height = RSXThread::m_height;
src.PlacedFootprint.Footprint.Width = RSXThread::m_width;
src.PlacedFootprint.Footprint.RowPitch = rowPitch;
downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
downloadCommandList->Close();
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
//Wait for result
ID3D12Fence *fence;
check(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
);
HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
fence->SetEventOnCompletion(1, handle);
m_commandQueueGraphic->Signal(fence, 1);
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
char *ptrAsChar = (char*)ptr;
float *writeDestPtr;
check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
for (unsigned row = 0; row < RSXThread::m_height; row++)
{
for (unsigned i = 0; i < RSXThread::m_width; i++)
{
unsigned char c = writeDestPtr[row * rowPitch / 4 + i] * 255.;
ptrAsChar[row * RSXThread::m_width + i] = c;
}
}
writeDest->Release();
fence->Release();
downloadCommandList->Release();
}
#endif #endif

View File

@ -131,7 +131,6 @@ private:
/*void DisableVertexData(); /*void DisableVertexData();
void WriteBuffers(); void WriteBuffers();
void WriteDepthBuffer();
void WriteColorBuffers(); void WriteColorBuffers();
void WriteColorBufferA(); void WriteColorBufferA();
void WriteColorBufferB(); void WriteColorBufferB();
@ -140,7 +139,7 @@ private:
void DrawObjects();*/ void DrawObjects();*/
void InitDrawBuffers(); void InitDrawBuffers();
void WriteDepthBuffer();
protected: protected:
virtual void OnInit() override; virtual void OnInit() override;
virtual void OnInitThread() override; virtual void OnInitThread() override;

View File

@ -150,4 +150,8 @@ ID3D12Resource * D3D12RenderTargetSets::getRenderTargetTexture(u8 Id) const
{ {
return m_rtts[Id]; return m_rtts[Id];
} }
ID3D12Resource * D3D12RenderTargetSets::getDepthStencilTexture() const
{
return m_depthStencilTexture;
}
#endif #endif

View File

@ -24,5 +24,6 @@ public:
D3D12_CPU_DESCRIPTOR_HANDLE getRTTCPUHandle(u8 baseFBO) const; D3D12_CPU_DESCRIPTOR_HANDLE getRTTCPUHandle(u8 baseFBO) const;
D3D12_CPU_DESCRIPTOR_HANDLE getDSVCPUHandle() const; D3D12_CPU_DESCRIPTOR_HANDLE getDSVCPUHandle() const;
ID3D12Resource *getRenderTargetTexture(u8 Id) const; ID3D12Resource *getRenderTargetTexture(u8 Id) const;
ID3D12Resource *getDepthStencilTexture() const;
}; };
#endif #endif