[D3D12] Display whether ROV is actually used in the title
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@ -32,6 +32,9 @@ DEFINE_bool(d3d12_half_pixel_offset, true,
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// Disabled because the current positions look worse than sampling at centers.
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DEFINE_bool(d3d12_programmable_sample_positions, false,
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"Enable custom SSAA sample positions where available");
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DEFINE_bool(d3d12_rov, false,
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"Use rasterizer-ordered views for render target emulation where "
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"available.");
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namespace xe {
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namespace gpu {
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@ -74,6 +77,14 @@ ID3D12GraphicsCommandList1* D3D12CommandProcessor::GetCurrentCommandList1()
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return command_lists_[current_queue_frame_]->GetCommandList1();
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}
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bool D3D12CommandProcessor::IsROVUsedForEDRAM() const {
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if (!FLAGS_d3d12_rov) {
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return false;
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}
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auto provider = GetD3D12Context()->GetD3D12Provider();
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return provider->AreRasterizerOrderedViewsSupported();
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}
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uint32_t D3D12CommandProcessor::GetCurrentColorMask(
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const D3D12Shader* pixel_shader) const {
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if (pixel_shader == nullptr) {
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@ -272,7 +283,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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shared_memory_and_edram_ranges[0].BaseShaderRegister = 0;
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shared_memory_and_edram_ranges[0].RegisterSpace = 0;
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shared_memory_and_edram_ranges[0].OffsetInDescriptorsFromTableStart = 0;
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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++parameter.DescriptorTable.NumDescriptorRanges;
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shared_memory_and_edram_ranges[1].RangeType =
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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@ -653,8 +664,8 @@ bool D3D12CommandProcessor::SetupContext() {
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return false;
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}
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pipeline_cache_ = std::make_unique<PipelineCache>(
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this, register_file_, render_target_cache_->IsROVUsedForEDRAM());
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pipeline_cache_ = std::make_unique<PipelineCache>(this, register_file_,
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IsROVUsedForEDRAM());
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primitive_converter_ =
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std::make_unique<PrimitiveConverter>(this, register_file_, memory_);
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@ -1227,7 +1238,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63);
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}
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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render_target_cache_->UseEDRAMAsUAV();
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}
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if (indexed) {
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@ -1548,7 +1559,7 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(
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ff_scissor_update_needed_ = false;
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}
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if (!render_target_cache_->IsROVUsedForEDRAM()) {
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if (!IsROVUsedForEDRAM()) {
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// Blend factor.
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ff_blend_factor_update_needed_ |=
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ff_blend_factor_[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32;
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@ -1643,7 +1654,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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uint32_t(ColorRenderTargetFormat::k_8_8_8_8_GAMMA)) {
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flags |= DxbcShaderTranslator::kSysFlag_Color3Gamma;
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}
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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if (rb_depthcontrol & (0x1 | 0x2)) {
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flags |= DxbcShaderTranslator::kSysFlag_DepthStencil;
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@ -1856,7 +1867,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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// value returned from the shader needs to be divided by 32 (blending will
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// be incorrect in this case, but there's no other way without using ROV).
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// http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/inferred_lighting.pdf
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if (!render_target_cache_->IsROVUsedForEDRAM()) {
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if (!IsROVUsedForEDRAM()) {
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color_exp_bias -= 5;
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}
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}
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@ -1865,7 +1876,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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0x3F800000 + (color_exp_bias << 23);
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dirty |= system_constants_.color_exp_bias[i] != color_exp_bias_scale;
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system_constants_.color_exp_bias[i] = color_exp_bias_scale;
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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uint32_t edram_base_dwords = (color_info & 0xFFF) * 1280;
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dirty |= system_constants_.edram_base_dwords[i] != edram_base_dwords;
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system_constants_.edram_base_dwords[i] = edram_base_dwords;
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@ -1932,7 +1943,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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}
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// Depth testing and blend constant for ROV blending.
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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uint32_t depth_base_dwords =
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(regs[XE_GPU_REG_RB_DEPTH_INFO].u32 & 0xFFF) * 1280;
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dirty |= system_constants_.edram_depth_base_dwords != depth_base_dwords;
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@ -2222,7 +2233,7 @@ bool D3D12CommandProcessor::UpdateBindings(
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// All the constants + shared memory + textures.
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uint32_t view_count_full_update =
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6 + texture_count_vertex + texture_count_pixel;
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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// + EDRAM UAV.
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++view_count_full_update;
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}
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@ -2274,7 +2285,7 @@ bool D3D12CommandProcessor::UpdateBindings(
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gpu_handle_shared_memory_and_edram_ = view_gpu_handle;
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (IsROVUsedForEDRAM()) {
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render_target_cache_->CreateEDRAMUint32UAV(view_cpu_handle);
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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@ -52,6 +52,11 @@ class D3D12CommandProcessor : public CommandProcessor {
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ID3D12GraphicsCommandList* GetCurrentCommandList() const;
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ID3D12GraphicsCommandList1* GetCurrentCommandList1() const;
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// Should a rasterizer-ordered UAV of the EDRAM buffer with format conversion
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// and blending performed in pixel shaders be used instead of host render
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// targets.
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bool IsROVUsedForEDRAM() const;
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// Gets the current color write mask, taking the pixel shader's write mask
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// into account. If a shader doesn't write to a render target, it shouldn't be
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// written to and it shouldn't be even bound - otherwise, in Halo 3, one
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@ -28,10 +28,11 @@ D3D12GraphicsSystem::D3D12GraphicsSystem() {}
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D3D12GraphicsSystem::~D3D12GraphicsSystem() {}
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std::wstring D3D12GraphicsSystem::name() const {
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auto d3d12_provider = static_cast<xe::ui::d3d12::D3D12Provider*>(provider());
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if (d3d12_provider != nullptr &&
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d3d12_provider->AreRasterizerOrderedViewsSupported()) {
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return L"Direct3D 12 + ROV";
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auto d3d12_command_processor =
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static_cast<D3D12CommandProcessor*>(command_processor());
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if (d3d12_command_processor != nullptr) {
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return d3d12_command_processor->IsROVUsedForEDRAM() ? L"Direct3D 12 - ROV"
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: L"Direct3D 12 - RT";
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}
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return L"Direct3D 12";
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}
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@ -9,8 +9,6 @@
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#include "xenia/gpu/d3d12/render_target_cache.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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@ -25,10 +23,6 @@
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#include "xenia/gpu/texture_util.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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DEFINE_bool(d3d12_rov, false,
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"Use rasterizer-ordered views for render target emulation where "
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"available (experimental and currently largely unimplemented).");
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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@ -336,14 +330,6 @@ void RenderTargetCache::ClearCache() {
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}
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}
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bool RenderTargetCache::IsROVUsedForEDRAM() const {
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if (!FLAGS_d3d12_rov) {
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return false;
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}
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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return provider->AreRasterizerOrderedViewsSupported();
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}
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void RenderTargetCache::BeginFrame() {
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ClearBindings();
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@ -352,7 +338,7 @@ void RenderTargetCache::BeginFrame() {
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}
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bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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if (IsROVUsedForEDRAM()) {
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if (command_processor_->IsROVUsedForEDRAM()) {
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return true;
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}
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@ -240,11 +240,6 @@ class RenderTargetCache {
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void Shutdown();
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void ClearCache();
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// Should a rasterizer-ordered UAV of the EDRAM buffer with format conversion
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// and blending performed in pixel shaders be used instead of host render
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// targets.
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bool IsROVUsedForEDRAM() const;
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void BeginFrame();
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// Called in the beginning of a draw call - may bind pipelines.
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bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
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