[D3D12] Make tiled resource toggleable, disable debug layer by default
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e0eede73b9
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@ -15,7 +15,7 @@
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#include "xenia/base/logging.h"
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#include "xenia/gpu/gpu_flags.h"
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DEFINE_bool(d3d12_shader_disasm, true,
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DEFINE_bool(d3d12_shader_disasm, false,
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"Disassemble translated shaders after compilation.");
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namespace xe {
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@ -46,7 +46,7 @@ bool SharedMemory::Initialize() {
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buffer_state_ = D3D12_RESOURCE_STATE_COPY_DEST;
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D3D12_RESOURCE_DESC buffer_desc;
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buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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buffer_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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buffer_desc.Alignment = 0;
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buffer_desc.Width = kBufferSize;
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buffer_desc.Height = 1;
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buffer_desc.DepthOrArraySize = 1;
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@ -56,11 +56,23 @@ bool SharedMemory::Initialize() {
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buffer_desc.SampleDesc.Quality = 0;
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buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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if (FAILED(device->CreateReservedResource(&buffer_desc, buffer_state_,
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nullptr, IID_PPV_ARGS(&buffer_)))) {
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XELOGE("Shared memory: Failed to create the 512 MB tiled buffer");
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Shutdown();
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return false;
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if (FLAGS_d3d12_tiled_resources) {
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if (FAILED(device->CreateReservedResource(
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&buffer_desc, buffer_state_, nullptr, IID_PPV_ARGS(&buffer_)))) {
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XELOGE("Shared memory: Failed to create the 512 MB tiled buffer");
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Shutdown();
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return false;
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}
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} else {
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D3D12_HEAP_PROPERTIES heap_properties = {};
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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if (FAILED(device->CreateCommittedResource(
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&heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, buffer_state_,
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nullptr, IID_PPV_ARGS(&buffer_)))) {
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XELOGE("Shared memory: Failed to create the 512 MB buffer");
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Shutdown();
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return false;
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}
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}
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buffer_gpu_address_ = buffer_->GetGPUVirtualAddress();
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@ -95,10 +107,12 @@ void SharedMemory::Shutdown() {
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buffer_ = nullptr;
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}
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for (uint32_t i = 0; i < xe::countof(heaps_); ++i) {
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if (heaps_[i] != nullptr) {
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heaps_[i]->Release();
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heaps_[i] = nullptr;
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if (FLAGS_d3d12_tiled_resources) {
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for (uint32_t i = 0; i < xe::countof(heaps_); ++i) {
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if (heaps_[i] != nullptr) {
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heaps_[i]->Release();
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heaps_[i] = nullptr;
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}
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}
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}
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}
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@ -276,52 +290,53 @@ bool SharedMemory::UseRange(uint32_t start, uint32_t length) {
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// XELOGGPU("Shared memory: Range %.8X-%.8X is being used", start, last);
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// Ensure all tile heaps are present.
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uint32_t heap_first = start >> kHeapSizeLog2;
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uint32_t heap_last = last >> kHeapSizeLog2;
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for (uint32_t i = heap_first; i <= heap_last; ++i) {
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if (heaps_[i] != nullptr) {
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continue;
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if (FLAGS_d3d12_tiled_resources) {
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uint32_t heap_first = start >> kHeapSizeLog2;
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uint32_t heap_last = last >> kHeapSizeLog2;
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for (uint32_t i = heap_first; i <= heap_last; ++i) {
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if (heaps_[i] != nullptr) {
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continue;
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}
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if (heap_creation_failed_) {
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// Don't try to create a heap for every vertex buffer or texture in the
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// current frame anymore if have failed at least once.
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return false;
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}
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/* XELOGGPU("Shared memory: Creating %.8X-%.8X tile heap",
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heap_first << kHeapSizeLog2,
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(heap_last << kHeapSizeLog2) + (kHeapSize - 1)); */
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auto provider = context_->GetD3D12Provider();
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auto device = provider->GetDevice();
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auto direct_queue = provider->GetDirectQueue();
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D3D12_HEAP_DESC heap_desc = {};
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heap_desc.SizeInBytes = kHeapSize;
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heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
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XELOGE("Shared memory: Failed to create a tile heap");
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heap_creation_failed_ = true;
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return false;
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}
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D3D12_TILED_RESOURCE_COORDINATE region_start_coordinates;
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region_start_coordinates.X = i << (kHeapSizeLog2 - kTileSizeLog2);
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region_start_coordinates.Y = 0;
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region_start_coordinates.Z = 0;
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region_start_coordinates.Subresource = 0;
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles = kHeapSize >> kTileSizeLog2;
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region_size.UseBox = FALSE;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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UINT range_tile_count = kHeapSize >> kTileSizeLog2;
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// FIXME(Triang3l): This may cause issues if the emulator is shut down
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// mid-frame and the heaps are destroyed before tile mappings are updated
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// (AwaitAllFramesCompletion won't catch this then). Defer this until the
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// actual command list submission at the end of the frame.
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direct_queue->UpdateTileMappings(
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buffer_, 1, ®ion_start_coordinates, ®ion_size, heaps_[i], 1,
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&range_flags, &heap_range_start_offset, &range_tile_count,
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D3D12_TILE_MAPPING_FLAG_NONE);
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}
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if (heap_creation_failed_) {
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// Don't try to create a heap for every vertex buffer or texture in the
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// current frame anymore if have failed at least once.
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return false;
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}
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/* XELOGGPU("Shared memory: Creating %.8X-%.8X tile heap",
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heap_first << kHeapSizeLog2,
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(heap_last << kHeapSizeLog2) + (kHeapSize - 1)); */
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auto provider = context_->GetD3D12Provider();
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auto device = provider->GetDevice();
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auto direct_queue = provider->GetDirectQueue();
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D3D12_HEAP_DESC heap_desc = {};
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heap_desc.SizeInBytes = kHeapSize;
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heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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// Flags are required on resource heap tier 1!
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heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
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XELOGE("Shared memory: Failed to create a tile heap");
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heap_creation_failed_ = true;
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return false;
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}
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D3D12_TILED_RESOURCE_COORDINATE region_start_coordinates;
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region_start_coordinates.X = i << (kHeapSizeLog2 - kTileSizeLog2);
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region_start_coordinates.Y = 0;
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region_start_coordinates.Z = 0;
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region_start_coordinates.Subresource = 0;
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles = kHeapSize >> kTileSizeLog2;
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region_size.UseBox = FALSE;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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UINT range_tile_count = kHeapSize >> kTileSizeLog2;
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// FIXME(Triang3l): This may cause issues if the emulator is shut down
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// mid-frame and the heaps are destroyed before tile mappings are updated
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// (AwaitAllFramesCompletion won't catch this then). Defer this until the
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// actual command list submission at the end of the frame.
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direct_queue->UpdateTileMappings(
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buffer_, 1, ®ion_start_coordinates, ®ion_size, heaps_[i], 1,
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&range_flags, &heap_range_start_offset, &range_tile_count,
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D3D12_TILE_MAPPING_FLAG_NONE);
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}
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// Mark the outdated tiles in this range as requiring upload, and also make
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@ -0,0 +1,16 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/d3d12_api.h"
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DEFINE_bool(d3d12_tiled_resources, true,
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"Enable tiled resources for shared memory emulation. Disabling "
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"them greatly increases video memory usage - a 512 MB buffer is "
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"created - but allows graphics debuggers that don't support tiled "
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"resources to work.");
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@ -10,6 +10,8 @@
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#ifndef XENIA_UI_D3D12_D3D12_API_H_
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#define XENIA_UI_D3D12_D3D12_API_H_
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#include <gflags/gflags.h>
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// This must be included before D3D and DXGI for things like NOMINMAX.
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#include "xenia/base/platform_win.h"
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@ -19,4 +21,6 @@
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#define XELOGD3D XELOGI
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DECLARE_bool(d3d12_tiled_resources);
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#endif // XENIA_UI_D3D12_D3D12_API_H_
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@ -14,7 +14,7 @@
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#include "xenia/base/logging.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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DEFINE_bool(d3d12_debug, true, "Enable Direct3D 12 and DXGI debug layer.");
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DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.");
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DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. "
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"-1 for any physical adapter, -2 for WARP software rendering.");
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@ -155,8 +155,15 @@ bool D3D12Provider::IsDeviceSupported(ID3D12Device* device) {
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sizeof(options)))) {
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return false;
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}
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// Tiled resources required for virtual memory.
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return options.TiledResourcesTier >= D3D12_TILED_RESOURCES_TIER_1;
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// Tiled resources required for shared memory emulation without excessive
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// video memory usage.
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if (FLAGS_d3d12_tiled_resources &&
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options.TiledResourcesTier < D3D12_TILED_RESOURCES_TIER_1) {
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return false;
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}
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return true;
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}
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std::unique_ptr<GraphicsContext> D3D12Provider::CreateContext(
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