Merge branch 'master' of https://github.com/xenia-project/xenia into canary_new

This commit is contained in:
Gliniak 2020-09-20 19:25:39 +02:00
commit 40f858baec
36 changed files with 824 additions and 567 deletions

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@ -26,23 +26,28 @@
namespace xe {
template <typename T, size_t N>
size_t countof(T (&arr)[N]) {
constexpr size_t countof(T (&arr)[N]) {
return std::extent<T[N]>::value;
}
template <typename T>
constexpr bool is_pow2(T value) {
return (value & (value - 1)) == 0;
}
// Rounds up the given value to the given alignment.
template <typename T>
T align(T value, T alignment) {
constexpr T align(T value, T alignment) {
return (value + alignment - 1) & ~(alignment - 1);
}
// Rounds the given number up to the next highest multiple.
template <typename T, typename V>
T round_up(T value, V multiple) {
constexpr T round_up(T value, V multiple) {
return value ? (((value + multiple - 1) / multiple) * multiple) : multiple;
}
inline float saturate(float value) {
constexpr float saturate(float value) {
return std::max(std::min(1.0f, value), -1.0f);
}
@ -62,7 +67,7 @@ T next_pow2(T value) {
#if __cpp_lib_gcd_lcm
template <typename T>
inline constexpr T greatest_common_divisor(T a, T b) {
constexpr T greatest_common_divisor(T a, T b) {
return std::gcd(a, b);
}
#else
@ -77,14 +82,14 @@ constexpr T greatest_common_divisor(T a, T b) {
#endif
template <typename T>
inline constexpr void reduce_fraction(T& numerator, T& denominator) {
constexpr void reduce_fraction(T& numerator, T& denominator) {
auto gcd = greatest_common_divisor(numerator, denominator);
numerator /= gcd;
denominator /= gcd;
}
template <typename T>
inline constexpr void reduce_fraction(std::pair<T, T>& fraction) {
constexpr void reduce_fraction(std::pair<T, T>& fraction) {
reduce_fraction<T>(fraction.first, fraction.second);
}

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@ -438,9 +438,10 @@ uint64_t D3D12CommandProcessor::RequestViewBindfulDescriptors(
uint64_t current_heap_index = view_bindful_heap_pool_->Request(
frame_current_, previous_heap_index, count_for_partial_update,
count_for_full_update, descriptor_index);
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
if (current_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
// There was an error.
return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
return ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
}
ID3D12DescriptorHeap* heap = view_bindful_heap_pool_->GetLastRequestHeap();
if (view_bindful_heap_current_ != heap) {
@ -511,9 +512,9 @@ bool D3D12CommandProcessor::RequestOneUseSingleViewDescriptors(
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle_start;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_start;
if (RequestViewBindfulDescriptors(
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid, count, count,
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid, count, count,
cpu_handle_start, gpu_handle_start) ==
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
return false;
}
for (uint32_t i = 0; i < count; ++i) {
@ -609,9 +610,10 @@ uint64_t D3D12CommandProcessor::RequestSamplerBindfulDescriptors(
uint64_t current_heap_index = sampler_bindful_heap_pool_->Request(
frame_current_, previous_heap_index, count_for_partial_update,
count_for_full_update, descriptor_index);
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
if (current_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
// There was an error.
return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
return ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
}
ID3D12DescriptorHeap* heap = sampler_bindful_heap_pool_->GetLastRequestHeap();
if (sampler_bindful_heap_current_ != heap) {
@ -890,8 +892,10 @@ bool D3D12CommandProcessor::SetupContext() {
cvars::d3d12_edram_rov && provider.AreRasterizerOrderedViewsSupported();
// Initialize resource binding.
constant_buffer_pool_ =
std::make_unique<ui::d3d12::UploadBufferPool>(provider, 1024 * 1024);
constant_buffer_pool_ = std::make_unique<ui::d3d12::D3D12UploadBufferPool>(
provider,
std::max(ui::d3d12::D3D12UploadBufferPool::kDefaultPageSize,
sizeof(float) * 4 * D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT));
if (bindless_resources_used_) {
D3D12_DESCRIPTOR_HEAP_DESC view_bindless_heap_desc;
view_bindless_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
@ -927,10 +931,12 @@ bool D3D12CommandProcessor::SetupContext() {
sampler_bindless_heap_current_->GetGPUDescriptorHandleForHeapStart();
sampler_bindless_heap_allocated_ = 0;
} else {
view_bindful_heap_pool_ = std::make_unique<ui::d3d12::DescriptorHeapPool>(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, kViewBindfulHeapSize);
view_bindful_heap_pool_ =
std::make_unique<ui::d3d12::D3D12DescriptorHeapPool>(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
kViewBindfulHeapSize);
sampler_bindful_heap_pool_ =
std::make_unique<ui::d3d12::DescriptorHeapPool>(
std::make_unique<ui::d3d12::D3D12DescriptorHeapPool>(
device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, kSamplerHeapSize);
}
@ -2506,9 +2512,9 @@ void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
} else {
draw_view_bindful_heap_index_ =
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
draw_sampler_bindful_heap_index_ =
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
bindful_textures_written_vertex_ = false;
bindful_textures_written_pixel_ = false;
bindful_samplers_written_vertex_ = false;
@ -3519,13 +3525,6 @@ bool D3D12CommandProcessor::UpdateBindings(
const Shader::ConstantRegisterMap& float_constant_map_vertex =
vertex_shader->constant_register_map();
uint32_t float_constant_count_vertex = float_constant_map_vertex.float_count;
// Even if the shader doesn't need any float constants, a valid binding must
// still be provided, so if the first draw in the frame with the current root
// signature doesn't have float constants at all, still allocate an empty
// buffer.
uint32_t float_constant_size_vertex = xe::align(
uint32_t(std::max(float_constant_count_vertex, 1u) * 4 * sizeof(float)),
256u);
for (uint32_t i = 0; i < 4; ++i) {
if (current_float_constant_map_vertex_[i] !=
float_constant_map_vertex.float_bitmap[i]) {
@ -3557,15 +3556,13 @@ bool D3D12CommandProcessor::UpdateBindings(
std::memset(current_float_constant_map_pixel_, 0,
sizeof(current_float_constant_map_pixel_));
}
uint32_t float_constant_size_pixel = xe::align(
uint32_t(std::max(float_constant_count_pixel, 1u) * 4 * sizeof(float)),
256u);
// Write the constant buffer data.
if (!cbuffer_binding_system_.up_to_date) {
uint8_t* system_constants = constant_buffer_pool_->Request(
frame_current_, xe::align(uint32_t(sizeof(system_constants_)), 256u),
nullptr, nullptr, &cbuffer_binding_system_.address);
frame_current_, sizeof(system_constants_),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_system_.address);
if (system_constants == nullptr) {
return false;
}
@ -3576,8 +3573,14 @@ bool D3D12CommandProcessor::UpdateBindings(
~(1u << root_parameter_system_constants);
}
if (!cbuffer_binding_float_vertex_.up_to_date) {
// Even if the shader doesn't need any float constants, a valid binding must
// still be provided, so if the first draw in the frame with the current
// root signature doesn't have float constants at all, still allocate an
// empty buffer.
uint8_t* float_constants = constant_buffer_pool_->Request(
frame_current_, float_constant_size_vertex, nullptr, nullptr,
frame_current_,
sizeof(float) * 4 * std::max(float_constant_count_vertex, uint32_t(1)),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_float_vertex_.address);
if (float_constants == nullptr) {
return false;
@ -3603,7 +3606,9 @@ bool D3D12CommandProcessor::UpdateBindings(
}
if (!cbuffer_binding_float_pixel_.up_to_date) {
uint8_t* float_constants = constant_buffer_pool_->Request(
frame_current_, float_constant_size_pixel, nullptr, nullptr,
frame_current_,
sizeof(float) * 4 * std::max(float_constant_count_pixel, uint32_t(1)),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_float_pixel_.address);
if (float_constants == nullptr) {
return false;
@ -3632,28 +3637,33 @@ bool D3D12CommandProcessor::UpdateBindings(
~(1u << root_parameter_float_constants_pixel);
}
if (!cbuffer_binding_bool_loop_.up_to_date) {
uint8_t* bool_loop_constants =
constant_buffer_pool_->Request(frame_current_, 256, nullptr, nullptr,
&cbuffer_binding_bool_loop_.address);
constexpr uint32_t kBoolLoopConstantsSize = (8 + 32) * sizeof(uint32_t);
uint8_t* bool_loop_constants = constant_buffer_pool_->Request(
frame_current_, kBoolLoopConstantsSize,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_bool_loop_.address);
if (bool_loop_constants == nullptr) {
return false;
}
std::memcpy(bool_loop_constants,
&regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].u32,
(8 + 32) * sizeof(uint32_t));
kBoolLoopConstantsSize);
cbuffer_binding_bool_loop_.up_to_date = true;
current_graphics_root_up_to_date_ &=
~(1u << root_parameter_bool_loop_constants);
}
if (!cbuffer_binding_fetch_.up_to_date) {
constexpr uint32_t kFetchConstantsSize = 32 * 6 * sizeof(uint32_t);
uint8_t* fetch_constants = constant_buffer_pool_->Request(
frame_current_, 768, nullptr, nullptr, &cbuffer_binding_fetch_.address);
frame_current_, kFetchConstantsSize,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_fetch_.address);
if (fetch_constants == nullptr) {
return false;
}
std::memcpy(fetch_constants,
&regs[XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0].u32,
32 * 6 * sizeof(uint32_t));
kFetchConstantsSize);
cbuffer_binding_fetch_.up_to_date = true;
current_graphics_root_up_to_date_ &=
~(1u << root_parameter_fetch_constants);
@ -3885,12 +3895,10 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
xe::align(
uint32_t(std::max(texture_count_vertex + sampler_count_vertex,
uint32_t(1)) *
sizeof(uint32_t)),
uint32_t(256)),
nullptr, nullptr,
std::max(texture_count_vertex + sampler_count_vertex,
uint32_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_vertex_.address));
if (!descriptor_indices) {
return false;
@ -3923,12 +3931,9 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
xe::align(
uint32_t(std::max(texture_count_pixel + sampler_count_pixel,
uint32_t(1)) *
sizeof(uint32_t)),
uint32_t(256)),
nullptr, nullptr,
std::max(texture_count_pixel + sampler_count_pixel, uint32_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_pixel_.address));
if (!descriptor_indices) {
return false;
@ -4003,7 +4008,8 @@ bool D3D12CommandProcessor::UpdateBindings(
uint64_t view_heap_index = RequestViewBindfulDescriptors(
draw_view_bindful_heap_index_, view_count_partial_update,
view_count_full_update, view_cpu_handle, view_gpu_handle);
if (view_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
if (view_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate view descriptors");
return false;
}
@ -4018,14 +4024,14 @@ bool D3D12CommandProcessor::UpdateBindings(
D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle = {};
uint32_t descriptor_size_sampler = provider.GetSamplerDescriptorSize();
uint64_t sampler_heap_index =
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
if (sampler_count_vertex != 0 || sampler_count_pixel != 0) {
sampler_heap_index = RequestSamplerBindfulDescriptors(
draw_sampler_bindful_heap_index_, sampler_count_partial_update,
sampler_count_vertex + sampler_count_pixel, sampler_cpu_handle,
sampler_gpu_handle);
if (sampler_heap_index ==
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate sampler descriptors");
return false;
}
@ -4055,7 +4061,7 @@ bool D3D12CommandProcessor::UpdateBindings(
~(1u << kRootParameter_Bindful_SharedMemoryAndEdram);
}
if (sampler_heap_index !=
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid &&
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid &&
draw_sampler_bindful_heap_index_ != sampler_heap_index) {
write_samplers_vertex = sampler_count_vertex != 0;
write_samplers_pixel = sampler_count_pixel != 0;
@ -4139,7 +4145,7 @@ bool D3D12CommandProcessor::UpdateBindings(
// Wrote new descriptors on the current page.
draw_view_bindful_heap_index_ = view_heap_index;
if (sampler_heap_index !=
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
draw_sampler_bindful_heap_index_ = sampler_heap_index;
}
}

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@ -30,8 +30,9 @@
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/d3d12_descriptor_heap_pool.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/ui/d3d12/d3d12_util.h"
#include "xenia/ui/d3d12/pools.h"
DECLARE_int32(internal_tile_height);
DECLARE_int32(internal_tile_width);
@ -97,7 +98,7 @@ class D3D12CommandProcessor : public CommandProcessor {
ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader);
ui::d3d12::UploadBufferPool& GetConstantBufferPool() const {
ui::d3d12::D3D12UploadBufferPool& GetConstantBufferPool() const {
return *constant_buffer_pool_;
}
@ -315,8 +316,8 @@ class D3D12CommandProcessor : public CommandProcessor {
void ClearCommandAllocatorCache();
// Request descriptors and automatically rebind the descriptor heap on the
// draw command list. Refer to DescriptorHeapPool::Request for partial/full
// update explanation. Doesn't work when bindless descriptors are used.
// draw command list. Refer to D3D12DescriptorHeapPool::Request for partial /
// full update explanation. Doesn't work when bindless descriptors are used.
uint64_t RequestViewBindfulDescriptors(
uint64_t previous_heap_index, uint32_t count_for_partial_update,
uint32_t count_for_full_update,
@ -379,7 +380,7 @@ class D3D12CommandProcessor : public CommandProcessor {
CommandAllocator* command_allocator_submitted_last_ = nullptr;
ID3D12GraphicsCommandList* command_list_ = nullptr;
ID3D12GraphicsCommandList1* command_list_1_ = nullptr;
std::unique_ptr<DeferredCommandList> deferred_command_list_ = nullptr;
std::unique_ptr<DeferredCommandList> deferred_command_list_;
// Should bindless textures and samplers be used - many times faster
// UpdateBindings than bindful (that becomes a significant bottleneck with
@ -391,13 +392,12 @@ class D3D12CommandProcessor : public CommandProcessor {
// targets.
bool edram_rov_used_ = false;
std::unique_ptr<ui::d3d12::UploadBufferPool> constant_buffer_pool_ = nullptr;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> constant_buffer_pool_;
static constexpr uint32_t kViewBindfulHeapSize = 32768;
static_assert(kViewBindfulHeapSize <=
D3D12_MAX_SHADER_VISIBLE_DESCRIPTOR_HEAP_SIZE_TIER_1);
std::unique_ptr<ui::d3d12::DescriptorHeapPool> view_bindful_heap_pool_ =
nullptr;
std::unique_ptr<ui::d3d12::D3D12DescriptorHeapPool> view_bindful_heap_pool_;
// Currently bound descriptor heap - updated by RequestViewBindfulDescriptors.
ID3D12DescriptorHeap* view_bindful_heap_current_;
// Rationale: textures have 4 KB alignment in guest memory, and there can be
@ -427,8 +427,8 @@ class D3D12CommandProcessor : public CommandProcessor {
// FIXME(Triang3l): Investigate the issue with the sampler 2047 on Nvidia.
static constexpr uint32_t kSamplerHeapSize = 2000;
static_assert(kSamplerHeapSize <= D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE);
std::unique_ptr<ui::d3d12::DescriptorHeapPool> sampler_bindful_heap_pool_ =
nullptr;
std::unique_ptr<ui::d3d12::D3D12DescriptorHeapPool>
sampler_bindful_heap_pool_;
ID3D12DescriptorHeap* sampler_bindful_heap_current_;
ID3D12DescriptorHeap* sampler_bindless_heap_current_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_bindless_heap_cpu_start_;
@ -454,15 +454,15 @@ class D3D12CommandProcessor : public CommandProcessor {
ID3D12RootSignature* root_signature_bindless_vs_ = nullptr;
ID3D12RootSignature* root_signature_bindless_ds_ = nullptr;
std::unique_ptr<SharedMemory> shared_memory_ = nullptr;
std::unique_ptr<SharedMemory> shared_memory_;
std::unique_ptr<PipelineCache> pipeline_cache_ = nullptr;
std::unique_ptr<PipelineCache> pipeline_cache_;
std::unique_ptr<TextureCache> texture_cache_ = nullptr;
std::unique_ptr<TextureCache> texture_cache_;
std::unique_ptr<RenderTargetCache> render_target_cache_ = nullptr;
std::unique_ptr<RenderTargetCache> render_target_cache_;
std::unique_ptr<PrimitiveConverter> primitive_converter_ = nullptr;
std::unique_ptr<PrimitiveConverter> primitive_converter_;
// Mip 0 contains the normal gamma ramp (256 entries), mip 1 contains the PWL
// ramp (128 entries). DXGI_FORMAT_R10G10B10A2_UNORM 1D.

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@ -142,6 +142,7 @@ X_STATUS D3D12GraphicsSystem::Setup(cpu::Processor* processor,
stretch_pipeline_desc.VS.BytecodeLength = sizeof(fullscreen_vs);
stretch_pipeline_desc.PS.pShaderBytecode = stretch_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(stretch_ps);
// The shader will set alpha to 1, don't use output-merger to preserve it.
stretch_pipeline_desc.BlendState.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
stretch_pipeline_desc.SampleMask = UINT_MAX;

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@ -247,7 +247,7 @@ class PipelineCache {
uint32_t resolution_scale_;
// Reusable shader translator.
std::unique_ptr<DxbcShaderTranslator> shader_translator_ = nullptr;
std::unique_ptr<DxbcShaderTranslator> shader_translator_;
// Command processor thread DXIL conversion/disassembly interfaces, if DXIL
// disassembly is enabled.
@ -344,7 +344,7 @@ class PipelineCache {
// Manual-reset event set when the last queued pipeline state object is
// created and there are no more pipeline state objects to create. This is
// triggered by the thread creating the last pipeline state object.
std::unique_ptr<xe::threading::Event> creation_completion_event_ = nullptr;
std::unique_ptr<xe::threading::Event> creation_completion_event_;
// Whether setting the event on completion is queued. Protected with
// creation_request_lock_, notify_one creation_request_cond_ when set.
bool creation_completion_set_event_ = false;

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@ -52,11 +52,13 @@ bool PrimitiveConverter::Initialize() {
D3D12_HEAP_FLAGS heap_flag_create_not_zeroed =
provider.GetHeapFlagCreateNotZeroed();
// There can be at most 65535 indices in a Xenos draw call, but they can be up
// to 4 bytes large, and conversion can add more indices (almost triple the
// count for triangle strips, for instance).
buffer_pool_ =
std::make_unique<ui::d3d12::UploadBufferPool>(provider, 4 * 1024 * 1024);
// There can be at most 65535 indices in a Xenos draw call (16 bit index
// count), but they can be up to 4 bytes large, and conversion can add more
// indices (almost triple the count for triangle strips or fans, for
// instance).
buffer_pool_ = std::make_unique<ui::d3d12::D3D12UploadBufferPool>(
provider, std::max(sizeof(uint32_t) * 3 * 65535,
ui::d3d12::D3D12UploadBufferPool::kDefaultPageSize));
// Create the static index buffer for non-indexed drawing.
D3D12_RESOURCE_DESC static_ib_desc;
@ -697,8 +699,8 @@ void* PrimitiveConverter::AllocateIndices(
}
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
uint8_t* mapping =
buffer_pool_->Request(command_processor_.GetCurrentFrame(), size, nullptr,
nullptr, &gpu_address);
buffer_pool_->Request(command_processor_.GetCurrentFrame(), size, 16,
nullptr, nullptr, &gpu_address);
if (mapping == nullptr) {
XELOGE("Failed to allocate space for {} converted {}-bit vertex indices",
count, format == xenos::IndexFormat::kInt32 ? 32 : 16);

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@ -19,7 +19,7 @@
#include "xenia/gpu/xenos.h"
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/pools.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
namespace xe {
namespace gpu {
@ -107,7 +107,7 @@ class PrimitiveConverter {
Memory& memory_;
TraceWriter& trace_writer_;
std::unique_ptr<ui::d3d12::UploadBufferPool> buffer_pool_ = nullptr;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> buffer_pool_;
// Static index buffers for emulating unsupported primitive types when drawing
// without an index buffer.

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@ -26,7 +26,6 @@
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/texture_util.h"
#include "xenia/ui/d3d12/d3d12_util.h"
#include "xenia/ui/d3d12/pools.h"
DEFINE_bool(d3d12_16bit_rtv_full_range, true,
"Use full -32...32 range for RG16 and RGBA16 render targets "
@ -1501,13 +1500,13 @@ void RenderTargetCache::RestoreEdramSnapshot(const void* snapshot) {
auto& provider = command_processor_.GetD3D12Context().GetD3D12Provider();
if (!edram_snapshot_restore_pool_) {
edram_snapshot_restore_pool_ =
std::make_unique<ui::d3d12::UploadBufferPool>(provider,
xenos::kEdramSizeBytes);
std::make_unique<ui::d3d12::D3D12UploadBufferPool>(
provider, xenos::kEdramSizeBytes);
}
ID3D12Resource* upload_buffer;
uint32_t upload_buffer_offset;
size_t upload_buffer_offset;
void* upload_buffer_mapping = edram_snapshot_restore_pool_->Request(
command_processor_.GetCurrentSubmission(), xenos::kEdramSizeBytes,
command_processor_.GetCurrentSubmission(), xenos::kEdramSizeBytes, 1,
&upload_buffer, &upload_buffer_offset, nullptr);
if (!upload_buffer_mapping) {
XELOGE("Failed to get a buffer for restoring a EDRAM snapshot");
@ -1518,7 +1517,7 @@ void RenderTargetCache::RestoreEdramSnapshot(const void* snapshot) {
TransitionEdramBuffer(D3D12_RESOURCE_STATE_COPY_DEST);
command_processor_.SubmitBarriers();
command_list.D3DCopyBufferRegion(edram_buffer_, 0, upload_buffer,
upload_buffer_offset,
UINT64(upload_buffer_offset),
xenos::kEdramSizeBytes);
if (!edram_rov_used_) {
// Clear and ignore the old 32-bit float depth - the non-ROV path is

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@ -23,7 +23,7 @@
#include "xenia/gpu/xenos.h"
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/pools.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
DECLARE_bool(d3d12_16bit_rtv_full_range);
@ -602,8 +602,8 @@ class RenderTargetCache {
// For traces only.
ID3D12Resource* edram_snapshot_download_buffer_ = nullptr;
std::unique_ptr<ui::d3d12::UploadBufferPool> edram_snapshot_restore_pool_ =
nullptr;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool>
edram_snapshot_restore_pool_;
};
} // namespace d3d12

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@ -1,11 +1,11 @@
// generated from `xb buildhlsl`
// source: stretch_gamma.ps.hlsl
const uint8_t stretch_gamma_ps[] = {
0x44, 0x58, 0x42, 0x43, 0x8D, 0x1B, 0xAE, 0x52, 0x96, 0x87, 0x7B, 0x8F,
0xCB, 0xD3, 0xBC, 0x4B, 0xCF, 0xAF, 0x66, 0xA9, 0x01, 0x00, 0x00, 0x00,
0x10, 0x05, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0x46, 0xCD, 0x15, 0xA8, 0x4D, 0x5B, 0xFD, 0x07,
0x4C, 0x62, 0xA7, 0xD0, 0x61, 0x89, 0x85, 0xA6, 0x01, 0x00, 0x00, 0x00,
0x24, 0x05, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x14, 0x02, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x7C, 0x02, 0x00, 0x00,
0x74, 0x04, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD8, 0x01, 0x00, 0x00,
0x88, 0x04, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD8, 0x01, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x2C, 0x01, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x3C, 0x00, 0x00, 0x00, 0x01, 0x05, 0xFF, 0xFF, 0x00, 0x05, 0x00, 0x00,
0xB0, 0x01, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
@ -16,7 +16,7 @@ const uint8_t stretch_gamma_ps[] = {
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xF4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
@ -54,8 +54,8 @@ const uint8_t stretch_gamma_ps[] = {
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x53, 0x56, 0x5F, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xAB, 0xAB,
0x53, 0x48, 0x45, 0x58, 0xF0, 0x01, 0x00, 0x00, 0x51, 0x00, 0x00, 0x00,
0x7C, 0x00, 0x00, 0x00, 0x6A, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x07,
0x53, 0x48, 0x45, 0x58, 0x04, 0x02, 0x00, 0x00, 0x51, 0x00, 0x00, 0x00,
0x81, 0x00, 0x00, 0x00, 0x6A, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x07,
0x46, 0x8E, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x5A, 0x00, 0x00, 0x06, 0x46, 0x6E, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00,
@ -67,20 +67,20 @@ const uint8_t stretch_gamma_ps[] = {
0x55, 0x55, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03,
0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02,
0x02, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0D, 0xF2, 0x00, 0x10, 0x00,
0x02, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0D, 0x72, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x7E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x60, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A,
0x12, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0A, 0x80, 0x30, 0x80,
0x82, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x80, 0x30, 0x80,
0x41, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F,
0x38, 0x00, 0x00, 0x09, 0x22, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x38, 0x00, 0x00, 0x09, 0x12, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x0A, 0x80, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3F,
0x32, 0x00, 0x00, 0x09, 0x72, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x56, 0x05, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x46, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF6, 0x0F, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x48, 0x00, 0x00, 0x0D, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x60, 0x20, 0x00,
@ -94,19 +94,21 @@ const uint8_t stretch_gamma_ps[] = {
0x00, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x60, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x05, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01,
0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x05, 0x72, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05,
0x82, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00,
0x00, 0x00, 0x80, 0x3F, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54,
0x94, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};

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@ -17,7 +17,7 @@
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_sampler_linear_clamp sampler NA NA S0 s0 1
// xe_texture texture float4 2d T0 t0 1
// xe_texture texture float3 2d T0 t0 1
// xe_gamma_ramp texture float3 1d T1 t1 1
// XeStretchGammaRootConstants cbuffer NA NA CB0 cb0 1
//
@ -45,13 +45,14 @@ dcl_resource_texture1d (float,float,float,float) T1[1:1], space=0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 2
sample_l r0.xyzw, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
add r1.x, -CB0[0][0].x, l(1.000000)
mul r1.y, CB0[0][0].x, l(0.500000)
mad r0.xyz, r0.xyzx, r1.xxxx, r1.yyyy
sample_l r0.xyz, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
add r0.w, -CB0[0][0].x, l(1.000000)
mul r1.x, CB0[0][0].x, l(0.500000)
mad r0.xyz, r0.xyzx, r0.wwww, r1.xxxx
sample_l r0.x, r0.x, T1[1].xyzw, S0[0], l(0.000000)
sample_l r0.y, r0.y, T1[1].xyzw, S0[0], l(0.000000)
sample_l r0.z, r0.z, T1[1].xyzw, S0[0], l(0.000000)
mov o0.xyzw, r0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 9 instruction slots used
// Approximately 10 instruction slots used

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@ -1,11 +1,11 @@
// generated from `xb buildhlsl`
// source: stretch.ps.hlsl
const uint8_t stretch_ps[] = {
0x44, 0x58, 0x42, 0x43, 0x84, 0x8B, 0x62, 0x99, 0x4D, 0x9D, 0x1A, 0x13,
0x49, 0x13, 0xF7, 0x6B, 0x9F, 0x69, 0x25, 0x8A, 0x01, 0x00, 0x00, 0x00,
0xB0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0x0B, 0x39, 0x5E, 0x9C, 0x0F, 0x3E, 0xAC, 0xF6,
0x9E, 0xB3, 0x11, 0xC0, 0x9B, 0x25, 0x2E, 0x6E, 0x01, 0x00, 0x00, 0x00,
0xE0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x14, 0x01, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7C, 0x01, 0x00, 0x00,
0x14, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD8, 0x00, 0x00, 0x00,
0x44, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD8, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x3C, 0x00, 0x00, 0x00, 0x01, 0x05, 0xFF, 0xFF, 0x00, 0x05, 0x00, 0x00,
0xAF, 0x00, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
@ -16,7 +16,7 @@ const uint8_t stretch_ps[] = {
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xA4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x78, 0x65, 0x5F, 0x73,
0x61, 0x6D, 0x70, 0x6C, 0x65, 0x72, 0x5F, 0x6C, 0x69, 0x6E, 0x65, 0x61,
0x72, 0x5F, 0x63, 0x6C, 0x61, 0x6D, 0x70, 0x00, 0x78, 0x65, 0x5F, 0x74,
@ -33,26 +33,30 @@ const uint8_t stretch_ps[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x54,
0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x45, 0x58,
0x90, 0x00, 0x00, 0x00, 0x51, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00,
0xC0, 0x00, 0x00, 0x00, 0x51, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00,
0x6A, 0x08, 0x00, 0x01, 0x5A, 0x00, 0x00, 0x06, 0x46, 0x6E, 0x30, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x07, 0x46, 0x7E, 0x30, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x55, 0x55, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03,
0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0D,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02,
0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0D, 0x72, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x7E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x60, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05,
0x72, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x02, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x82, 0x20, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F,
0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

View File

@ -7,7 +7,7 @@
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_sampler_linear_clamp sampler NA NA S0 s0 1
// xe_texture texture float4 2d T0 t0 1
// xe_texture texture float3 2d T0 t0 1
//
//
//
@ -30,6 +30,9 @@ dcl_sampler S0[0:0], mode_default, space=0
dcl_resource_texture2d (float,float,float,float) T0[0:0], space=0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
sample_l o0.xyzw, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
dcl_temps 1
sample_l r0.xyz, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 2 instruction slots used
// Approximately 4 instruction slots used

View File

@ -1,6 +1,8 @@
Texture2D<float4> xe_texture : register(t0);
Texture2D<float3> xe_texture : register(t0);
SamplerState xe_sampler_linear_clamp : register(s0);
float4 main(float2 xe_texcoord : TEXCOORD) : SV_Target {
return xe_texture.SampleLevel(xe_sampler_linear_clamp, xe_texcoord, 0.0f);
// Force alpha to 1 to make sure the surface won't be translucent.
return float4(
xe_texture.SampleLevel(xe_sampler_linear_clamp, xe_texcoord, 0.0f), 1.0f);
}

View File

@ -1,4 +1,4 @@
Texture2D<float4> xe_texture : register(t0);
Texture2D<float3> xe_texture : register(t0);
Texture1D<float3> xe_gamma_ramp : register(t1);
SamplerState xe_sampler_linear_clamp : register(s0);
cbuffer XeStretchGammaRootConstants : register(b0) {
@ -6,14 +6,15 @@ cbuffer XeStretchGammaRootConstants : register(b0) {
};
float4 main(float2 xe_texcoord : TEXCOORD) : SV_Target {
float4 color =
float3 color =
xe_texture.SampleLevel(xe_sampler_linear_clamp, xe_texcoord, 0.0f);
// The center of the first texel of the LUT contains the value for 0, and the
// center of the last texel contains the value for 1.
color.rgb = color.rgb * (1.0f - xe_gamma_ramp_inv_size) +
(0.5 * xe_gamma_ramp_inv_size);
color =
color * (1.0f - xe_gamma_ramp_inv_size) + (0.5 * xe_gamma_ramp_inv_size);
color.r = xe_gamma_ramp.SampleLevel(xe_sampler_linear_clamp, color.r, 0.0f).r;
color.g = xe_gamma_ramp.SampleLevel(xe_sampler_linear_clamp, color.g, 0.0f).g;
color.b = xe_gamma_ramp.SampleLevel(xe_sampler_linear_clamp, color.b, 0.0f).b;
return color;
// Force alpha to 1 to make sure the surface won't be translucent.
return float4(color, 1.0f);
}

View File

@ -153,9 +153,9 @@ bool SharedMemory::Initialize() {
system_page_flags_.clear();
system_page_flags_.resize((page_count_ + 63) / 64);
upload_buffer_pool_ = std::make_unique<ui::d3d12::UploadBufferPool>(
provider,
xe::align(uint32_t(4 * 1024 * 1024), uint32_t(1) << page_size_log2_));
upload_buffer_pool_ = std::make_unique<ui::d3d12::D3D12UploadBufferPool>(
provider, xe::align(ui::d3d12::D3D12UploadBufferPool::kDefaultPageSize,
size_t(1) << page_size_log2_));
memory_invalidation_callback_handle_ =
memory_.RegisterPhysicalMemoryInvalidationCallback(
@ -439,25 +439,26 @@ bool SharedMemory::RequestRange(uint32_t start, uint32_t length) {
upload_range_length << page_size_log2_);
while (upload_range_length != 0) {
ID3D12Resource* upload_buffer;
uint32_t upload_buffer_offset, upload_buffer_size;
size_t upload_buffer_offset, upload_buffer_size;
uint8_t* upload_buffer_mapping = upload_buffer_pool_->RequestPartial(
command_processor_.GetCurrentSubmission(),
upload_range_length << page_size_log2_, &upload_buffer,
&upload_buffer_offset, &upload_buffer_size, nullptr);
upload_range_length << page_size_log2_, size_t(1) << page_size_log2_,
&upload_buffer, &upload_buffer_offset, &upload_buffer_size, nullptr);
if (upload_buffer_mapping == nullptr) {
XELOGE("Shared memory: Failed to get an upload buffer");
return false;
}
uint32_t upload_buffer_pages = upload_buffer_size >> page_size_log2_;
MakeRangeValid(upload_range_start << page_size_log2_,
upload_buffer_pages << page_size_log2_, false);
uint32_t(upload_buffer_size), false);
std::memcpy(
upload_buffer_mapping,
memory_.TranslatePhysical(upload_range_start << page_size_log2_),
upload_buffer_size);
command_list.D3DCopyBufferRegion(
buffer_, upload_range_start << page_size_log2_, upload_buffer,
upload_buffer_offset, upload_buffer_size);
UINT64(upload_buffer_offset), UINT64(upload_buffer_size));
uint32_t upload_buffer_pages =
uint32_t(upload_buffer_size >> page_size_log2_);
upload_range_start += upload_buffer_pages;
upload_range_length -= upload_buffer_pages;
}

View File

@ -18,7 +18,7 @@
#include "xenia/gpu/trace_writer.h"
#include "xenia/memory.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/pools.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
namespace xe {
namespace gpu {
@ -212,7 +212,7 @@ class SharedMemory {
std::vector<UploadRange> upload_ranges_;
void GetRangesToUpload(uint32_t request_page_first,
uint32_t request_page_last);
std::unique_ptr<ui::d3d12::UploadBufferPool> upload_buffer_pool_ = nullptr;
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> upload_buffer_pool_;
// GPU-written memory downloading for traces.
// Start page, length in pages.

View File

@ -25,8 +25,8 @@
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/texture_util.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/ui/d3d12/d3d12_util.h"
#include "xenia/ui/d3d12/pools.h"
DEFINE_int32(d3d12_resolution_scale, 1,
"Scale of rendering width and height (currently only 1 and 2 "
@ -2396,9 +2396,9 @@ bool TextureCache::LoadTextureData(Texture* texture) {
}
D3D12_GPU_VIRTUAL_ADDRESS cbuffer_gpu_address;
uint8_t* cbuffer_mapping = cbuffer_pool.Request(
command_processor_.GetCurrentFrame(),
xe::align(uint32_t(sizeof(load_constants)), uint32_t(256)), nullptr,
nullptr, &cbuffer_gpu_address);
command_processor_.GetCurrentFrame(), sizeof(load_constants),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_gpu_address);
if (cbuffer_mapping == nullptr) {
command_processor_.ReleaseScratchGPUBuffer(copy_buffer,
copy_buffer_state);

View File

@ -672,17 +672,10 @@ TextureCache::TextureView* TextureCache::DemandView(Texture* texture,
swizzle_component_map[(swizzle >> 9) & 0x7],
};
#define SWIZZLE_VECTOR(r, x) \
{ \
assert_true(config.vector_swizzle.x >= 0 && \
config.vector_swizzle.x < xe::countof(components)); \
view_info.components.r = components[config.vector_swizzle.x]; \
}
SWIZZLE_VECTOR(r, x);
SWIZZLE_VECTOR(g, y);
SWIZZLE_VECTOR(b, z);
SWIZZLE_VECTOR(a, w);
#undef SWIZZLE_CHANNEL
view_info.components.r = components[config.vector_swizzle.x];
view_info.components.g = components[config.vector_swizzle.y];
view_info.components.b = components[config.vector_swizzle.z];
view_info.components.a = components[config.vector_swizzle.w];
if (texture->format == VK_FORMAT_D16_UNORM_S8_UINT ||
texture->format == VK_FORMAT_D24_UNORM_S8_UINT ||

View File

@ -17,11 +17,17 @@ namespace xe {
namespace kernel {
namespace xboxkrnl {
dword_result_t XUsbcamCreate(unknown_t unk1, // E
unknown_t unk2, // 0x4B000
dword_result_t XUsbcamCreate(dword_t buffer,
dword_t buffer_size, // 0x4B000 640x480?
lpunknown_t unk3_ptr) {
// 0 = success.
return X_ERROR_DEVICE_NOT_CONNECTED;
// This function should return success.
// It looks like it only allocates space for usbcam support.
// returning error code might cause games to initialize incorrectly.
// "Carcassonne" initalization function checks for result from this
// function. If value is different than 0 instead of loading
// rest of the game it returns from initalization function and tries
// to run game normally which causes crash, due to uninitialized data.
return X_STATUS_SUCCESS;
}
DECLARE_XBOXKRNL_EXPORT1(XUsbcamCreate, kNone, kStub);

View File

@ -99,7 +99,7 @@ class D3D12Context : public GraphicsContext {
// kSwapCommandAllocatorCount.
ID3D12GraphicsCommandList* swap_command_list_ = nullptr;
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_;
};
} // namespace d3d12

View File

@ -0,0 +1,136 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_descriptor_heap_pool.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
namespace xe {
namespace ui {
namespace d3d12 {
D3D12DescriptorHeapPool::D3D12DescriptorHeapPool(
ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t page_size)
: device_(device), type_(type), page_size_(page_size) {}
D3D12DescriptorHeapPool::~D3D12DescriptorHeapPool() { ClearCache(); }
void D3D12DescriptorHeapPool::Reclaim(uint64_t completed_submission_index) {
while (submitted_first_) {
if (submitted_first_->last_submission_index > completed_submission_index) {
break;
}
if (writable_last_) {
writable_last_->next = submitted_first_;
} else {
writable_first_ = submitted_first_;
}
writable_last_ = submitted_first_;
submitted_first_ = submitted_first_->next;
writable_last_->next = nullptr;
}
if (!submitted_first_) {
submitted_last_ = nullptr;
}
}
void D3D12DescriptorHeapPool::ClearCache() {
// Not checking current_page_used_ != 0 because asking for 0 descriptors
// returns a valid heap also - but actually the new heap will be different now
// and the old one must be unbound since it doesn't exist anymore.
++current_heap_index_;
current_page_used_ = 0;
while (submitted_first_) {
auto next = submitted_first_->next;
submitted_first_->heap->Release();
delete submitted_first_;
submitted_first_ = next;
}
submitted_last_ = nullptr;
while (writable_first_) {
auto next = writable_first_->next;
writable_first_->heap->Release();
delete writable_first_;
writable_first_ = next;
}
writable_last_ = nullptr;
}
uint64_t D3D12DescriptorHeapPool::Request(uint64_t submission_index,
uint64_t previous_heap_index,
uint32_t count_for_partial_update,
uint32_t count_for_full_update,
uint32_t& index_out) {
assert_true(count_for_partial_update <= count_for_full_update);
assert_true(count_for_full_update <= page_size_);
if (count_for_partial_update > count_for_full_update ||
count_for_full_update > page_size_) {
return kHeapIndexInvalid;
}
assert_true(!current_page_used_ ||
submission_index >= writable_first_->last_submission_index);
assert_true(!submitted_last_ ||
submission_index >= submitted_last_->last_submission_index);
// If the last full update happened on the current page, a partial update is
// possible.
uint32_t count = previous_heap_index == current_heap_index_
? count_for_partial_update
: count_for_full_update;
// Go to the next page if there's not enough free space on the current one,
// or because the previous page may be outdated. In this case, a full update
// is necessary.
if (page_size_ - current_page_used_ < count) {
// Close the page that was current.
if (submitted_last_) {
submitted_last_->next = writable_first_;
} else {
submitted_first_ = writable_first_;
}
submitted_last_ = writable_first_;
writable_first_ = writable_first_->next;
submitted_last_->next = nullptr;
if (!writable_first_) {
writable_last_ = nullptr;
}
++current_heap_index_;
current_page_used_ = 0;
count = count_for_full_update;
}
// Create the page if needed (may be the first call for the page).
if (!writable_first_) {
D3D12_DESCRIPTOR_HEAP_DESC new_heap_desc;
new_heap_desc.Type = type_;
new_heap_desc.NumDescriptors = page_size_;
new_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
new_heap_desc.NodeMask = 0;
ID3D12DescriptorHeap* new_heap;
if (FAILED(device_->CreateDescriptorHeap(&new_heap_desc,
IID_PPV_ARGS(&new_heap)))) {
XELOGE("Failed to create a heap for {} shader-visible descriptors",
page_size_);
return kHeapIndexInvalid;
}
writable_first_ = new Page;
writable_first_->heap = new_heap;
writable_first_->cpu_start = new_heap->GetCPUDescriptorHandleForHeapStart();
writable_first_->gpu_start = new_heap->GetGPUDescriptorHandleForHeapStart();
writable_first_->last_submission_index = submission_index;
writable_first_->next = nullptr;
writable_last_ = writable_first_;
}
writable_first_->last_submission_index = submission_index;
index_out = current_page_used_;
current_page_used_ += count;
return current_heap_index_;
}
} // namespace d3d12
} // namespace ui
} // namespace xe

View File

@ -2,13 +2,13 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_D3D12_POOLS_H_
#define XENIA_UI_D3D12_POOLS_H_
#ifndef XENIA_UI_D3D12_D3D12_DESCRIPTOR_HEAP_POOL_H_
#define XENIA_UI_D3D12_D3D12_DESCRIPTOR_HEAP_POOL_H_
#include <cstdint>
@ -21,55 +21,13 @@ namespace d3d12 {
// Submission index is the fence value or a value derived from it (if reclaiming
// less often than once per fence value, for instance).
class UploadBufferPool {
public:
UploadBufferPool(D3D12Provider& provider, uint32_t page_size);
~UploadBufferPool();
void Reclaim(uint64_t completed_submission_index);
void ClearCache();
// Request to write data in a single piece, creating a new page if the current
// one doesn't have enough free space.
uint8_t* Request(uint64_t submission_index, uint32_t size,
ID3D12Resource** buffer_out, uint32_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
// Request to write data in multiple parts, filling the buffer entirely.
uint8_t* RequestPartial(uint64_t submission_index, uint32_t size,
ID3D12Resource** buffer_out, uint32_t* offset_out,
uint32_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
private:
D3D12Provider& provider_;
uint32_t page_size_;
struct Page {
ID3D12Resource* buffer;
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
void* mapping;
uint64_t last_submission_index;
Page* next;
};
// A list of buffers with free space, with the first buffer being the one
// currently being filled.
Page* writable_first_ = nullptr;
Page* writable_last_ = nullptr;
// A list of full buffers that can be reclaimed when the GPU doesn't use them
// anymore.
Page* submitted_first_ = nullptr;
Page* submitted_last_ = nullptr;
uint32_t current_page_used_ = 0;
};
class DescriptorHeapPool {
class D3D12DescriptorHeapPool {
public:
static constexpr uint64_t kHeapIndexInvalid = UINT64_MAX;
DescriptorHeapPool(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size);
~DescriptorHeapPool();
D3D12DescriptorHeapPool(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size);
~D3D12DescriptorHeapPool();
void Reclaim(uint64_t completed_submission_index);
void ClearCache();
@ -148,4 +106,4 @@ class DescriptorHeapPool {
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_POOLS_H_
#endif // XENIA_UI_D3D12_D3D12_DESCRIPTOR_HEAP_POOL_H_

View File

@ -158,7 +158,7 @@ bool D3D12ImmediateDrawer::Initialize() {
}
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kViewportInvSize)];
root_parameters[size_t(RootParameter::kViewportSizeInv)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
@ -179,7 +179,7 @@ bool D3D12ImmediateDrawer::Initialize() {
return false;
}
// Create the pipelines.
// Create the pipeline states.
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_desc = {};
pipeline_desc.pRootSignature = root_signature_;
pipeline_desc.VS.pShaderBytecode = immediate_vs;
@ -192,10 +192,13 @@ bool D3D12ImmediateDrawer::Initialize() {
pipeline_blend_desc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeline_blend_desc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeline_blend_desc.BlendOp = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
// Don't change alpha (always 1).
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_ZERO;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_ONE;
pipeline_blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED |
D3D12_COLOR_WRITE_ENABLE_GREEN |
D3D12_COLOR_WRITE_ENABLE_BLUE;
pipeline_desc.SampleMask = UINT_MAX;
pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
@ -287,14 +290,15 @@ bool D3D12ImmediateDrawer::Initialize() {
device->CreateSampler(&sampler_desc, sampler_handle);
// Create pools for draws.
vertex_buffer_pool_ =
std::make_unique<UploadBufferPool>(provider, 2 * 1024 * 1024);
texture_descriptor_pool_ = std::make_unique<DescriptorHeapPool>(
vertex_buffer_pool_ = std::make_unique<D3D12UploadBufferPool>(provider);
texture_descriptor_pool_ = std::make_unique<D3D12DescriptorHeapPool>(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2048);
texture_descriptor_pool_heap_index_ = DescriptorHeapPool::kHeapIndexInvalid;
texture_descriptor_pool_heap_index_ =
D3D12DescriptorHeapPool::kHeapIndexInvalid;
// Reset the current state.
current_command_list_ = nullptr;
batch_open_ = false;
return true;
}
@ -415,6 +419,9 @@ void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
assert_null(current_command_list_);
assert_false(batch_open_);
auto device = context_.GetD3D12Provider().GetDevice();
// Use the compositing command list.
@ -466,7 +473,8 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
vertex_buffer_pool_->Reclaim(completed_fence_value);
texture_descriptor_pool_->Reclaim(completed_fence_value);
texture_descriptor_pool_heap_index_ = DescriptorHeapPool::kHeapIndexInvalid;
texture_descriptor_pool_heap_index_ =
D3D12DescriptorHeapPool::kHeapIndexInvalid;
current_render_target_width_ = render_target_width;
current_render_target_height_ = render_target_height;
@ -478,13 +486,17 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
current_command_list_->RSSetViewports(1, &viewport);
current_scissor_.left = 0;
current_scissor_.top = 0;
current_scissor_.right = 0;
current_scissor_.bottom = 0;
current_command_list_->SetGraphicsRootSignature(root_signature_);
float viewport_inv_size[2];
viewport_inv_size[0] = 1.0f / viewport.Width;
viewport_inv_size[1] = 1.0f / viewport.Height;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kViewportInvSize), 2, viewport_inv_size, 0);
UINT(RootParameter::kViewportSizeInv), 2, viewport_inv_size, 0);
current_primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
current_texture_ = nullptr;
@ -492,22 +504,19 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
}
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
assert_false(batch_open_);
assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
}
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
batch_open_ = false;
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
// Bind the vertices.
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
vertex_buffer_view.StrideInBytes = UINT(sizeof(ImmediateVertex));
vertex_buffer_view.SizeInBytes =
batch.vertex_count * uint32_t(sizeof(ImmediateVertex));
UINT(sizeof(ImmediateVertex)) * batch.vertex_count;
void* vertex_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value, vertex_buffer_view.SizeInBytes, nullptr, nullptr,
&vertex_buffer_view.BufferLocation);
current_fence_value, vertex_buffer_view.SizeInBytes, sizeof(float),
nullptr, nullptr, &vertex_buffer_view.BufferLocation);
if (vertex_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for {} vertices in the immediate drawer",
batch.vertex_count);
@ -521,11 +530,10 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
batch_has_index_buffer_ = batch.indices != nullptr;
if (batch_has_index_buffer_) {
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.SizeInBytes = batch.index_count * sizeof(uint16_t);
index_buffer_view.SizeInBytes = UINT(sizeof(uint16_t)) * batch.index_count;
index_buffer_view.Format = DXGI_FORMAT_R16_UINT;
void* index_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value,
xe::align(index_buffer_view.SizeInBytes, UINT(sizeof(uint32_t))),
current_fence_value, index_buffer_view.SizeInBytes, sizeof(uint16_t),
nullptr, nullptr, &index_buffer_view.BufferLocation);
if (index_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for {} indices in the immediate drawer",
@ -541,11 +549,6 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
}
void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
}
if (!batch_open_) {
// Could be an error while obtaining the vertex and index buffers.
return;
@ -554,6 +557,32 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
auto& provider = context_.GetD3D12Provider();
auto device = provider.GetDevice();
// Set the scissor rectangle if enabled.
D3D12_RECT scissor;
if (draw.scissor) {
scissor.left = draw.scissor_rect[0];
scissor.top = current_render_target_height_ -
(draw.scissor_rect[1] + draw.scissor_rect[3]);
scissor.right = scissor.left + draw.scissor_rect[2];
scissor.bottom = scissor.top + draw.scissor_rect[3];
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = current_render_target_width_;
scissor.bottom = current_render_target_height_;
}
if (scissor.right <= scissor.left || scissor.bottom <= scissor.top) {
// Nothing is visible (used as the default current_scissor_ value also).
return;
}
if (current_scissor_.left != scissor.left ||
current_scissor_.top != scissor.top ||
current_scissor_.right != scissor.right ||
current_scissor_.bottom != scissor.bottom) {
current_scissor_ = scissor;
current_command_list_->RSSetScissorRects(1, &scissor);
}
// Bind the texture.
auto texture = reinterpret_cast<D3D12ImmediateTexture*>(draw.texture_handle);
ID3D12Resource* texture_resource;
@ -569,7 +598,7 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
uint64_t texture_heap_index = texture_descriptor_pool_->Request(
context_.GetSwapCurrentFenceValue(), texture_descriptor_pool_heap_index_,
bind_texture ? 1 : 0, 1, texture_descriptor_index);
if (texture_heap_index == DescriptorHeapPool::kHeapIndexInvalid) {
if (texture_heap_index == D3D12DescriptorHeapPool::kHeapIndexInvalid) {
return;
}
if (texture_descriptor_pool_heap_index_ != texture_heap_index) {
@ -580,6 +609,7 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
current_command_list_->SetDescriptorHeaps(2, descriptor_heaps);
}
if (bind_texture) {
current_texture_ = texture;
D3D12_SHADER_RESOURCE_VIEW_DESC texture_view_desc;
texture_view_desc.Format = D3D12ImmediateTexture::kFormat;
texture_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
@ -599,7 +629,6 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
provider.OffsetViewDescriptor(
texture_descriptor_pool_->GetLastRequestHeapGPUStart(),
texture_descriptor_index));
current_texture_ = texture;
}
// Bind the sampler.
@ -616,11 +645,11 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
sampler_index = SamplerIndex::kNearestClamp;
}
if (current_sampler_index_ != sampler_index) {
current_sampler_index_ = sampler_index;
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kSampler),
provider.OffsetSamplerDescriptor(sampler_heap_gpu_start_,
uint32_t(sampler_index)));
current_sampler_index_ = sampler_index;
}
// Set whether texture coordinates need to be restricted.
@ -646,27 +675,11 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
return;
}
if (current_primitive_topology_ != primitive_topology) {
current_primitive_topology_ = primitive_topology;
current_command_list_->IASetPrimitiveTopology(primitive_topology);
current_command_list_->SetPipelineState(pipeline);
current_primitive_topology_ = primitive_topology;
}
// Set the scissor rectangle if enabled.
D3D12_RECT scissor;
if (draw.scissor) {
scissor.left = draw.scissor_rect[0];
scissor.top = current_render_target_height_ -
(draw.scissor_rect[1] + draw.scissor_rect[3]);
scissor.right = scissor.left + draw.scissor_rect[2];
scissor.bottom = scissor.top + draw.scissor_rect[3];
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = current_render_target_width_;
scissor.bottom = current_render_target_height_;
}
current_command_list_->RSSetScissorRects(1, &scissor);
// Draw.
if (batch_has_index_buffer_) {
current_command_list_->DrawIndexedInstanced(
@ -678,7 +691,10 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; }
void D3D12ImmediateDrawer::End() {
assert_false(batch_open_);
current_command_list_ = nullptr;
}
} // namespace d3d12
} // namespace ui

View File

@ -15,7 +15,8 @@
#include <vector>
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/pools.h"
#include "xenia/ui/d3d12/d3d12_descriptor_heap_pool.h"
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/ui/immediate_drawer.h"
namespace xe {
@ -53,7 +54,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
kRestrictTextureSamples,
kTexture,
kSampler,
kViewportInvSize,
kViewportSizeInv,
kCount
};
@ -74,8 +75,8 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
std::unique_ptr<UploadBufferPool> vertex_buffer_pool_ = nullptr;
std::unique_ptr<DescriptorHeapPool> texture_descriptor_pool_ = nullptr;
std::unique_ptr<D3D12UploadBufferPool> vertex_buffer_pool_;
std::unique_ptr<D3D12DescriptorHeapPool> texture_descriptor_pool_;
uint64_t texture_descriptor_pool_heap_index_;
struct PendingTextureUpload {
@ -94,6 +95,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
int current_render_target_width_, current_render_target_height_;
bool batch_open_ = false;
bool batch_has_index_buffer_;
D3D12_RECT current_scissor_;
D3D_PRIMITIVE_TOPOLOGY current_primitive_topology_;
ImmediateTexture* current_texture_;
SamplerIndex current_sampler_index_;

View File

@ -0,0 +1,120 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_util.h"
namespace xe {
namespace ui {
namespace d3d12 {
// Align to D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT not to waste any space if
// it's smaller (the size of the heap backing the buffer will be aligned to
// D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT anyway).
D3D12UploadBufferPool::D3D12UploadBufferPool(D3D12Provider& provider,
size_t page_size)
: GraphicsUploadBufferPool(xe::align(
page_size, size_t(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT))),
provider_(provider) {}
uint8_t* D3D12UploadBufferPool::Request(
uint64_t submission_index, size_t size, size_t alignment,
ID3D12Resource** buffer_out, size_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
size_t offset;
const D3D12Page* page =
static_cast<const D3D12Page*>(GraphicsUploadBufferPool::Request(
submission_index, size, alignment, offset));
if (!page) {
return nullptr;
}
if (buffer_out) {
*buffer_out = page->buffer_;
}
if (offset_out) {
*offset_out = offset;
}
if (gpu_address_out) {
*gpu_address_out = page->gpu_address_ + offset;
}
return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
}
uint8_t* D3D12UploadBufferPool::RequestPartial(
uint64_t submission_index, size_t size, size_t alignment,
ID3D12Resource** buffer_out, size_t* offset_out, size_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
size_t offset, size_obtained;
const D3D12Page* page =
static_cast<const D3D12Page*>(GraphicsUploadBufferPool::RequestPartial(
submission_index, size, alignment, offset, size_obtained));
if (!page) {
return nullptr;
}
if (buffer_out) {
*buffer_out = page->buffer_;
}
if (offset_out) {
*offset_out = offset;
}
if (size_out) {
*size_out = size_obtained;
}
if (gpu_address_out) {
*gpu_address_out = page->gpu_address_ + offset;
}
return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
}
GraphicsUploadBufferPool::Page*
D3D12UploadBufferPool::CreatePageImplementation() {
D3D12_RESOURCE_DESC buffer_desc;
util::FillBufferResourceDesc(buffer_desc, page_size_,
D3D12_RESOURCE_FLAG_NONE);
ID3D12Resource* buffer;
if (FAILED(provider_.GetDevice()->CreateCommittedResource(
&util::kHeapPropertiesUpload, provider_.GetHeapFlagCreateNotZeroed(),
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&buffer)))) {
XELOGE("Failed to create a D3D upload buffer with {} bytes", page_size_);
return nullptr;
}
D3D12_RANGE read_range;
read_range.Begin = 0;
read_range.End = 0;
void* mapping;
if (FAILED(buffer->Map(0, &read_range, &mapping))) {
XELOGE("Failed to map a D3D upload buffer with {} bytes", page_size_);
buffer->Release();
return nullptr;
}
D3D12Page* page = new D3D12Page(buffer, mapping);
// Owned by the page now.
buffer->Release();
return page;
}
D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
void* mapping)
: buffer_(buffer), mapping_(mapping) {
buffer_->AddRef();
gpu_address_ = buffer_->GetGPUVirtualAddress();
}
D3D12UploadBufferPool::D3D12Page::~D3D12Page() {
// Unmapping is done implicitly when the buffer is destroyed.
buffer_->Release();
}
} // namespace d3d12
} // namespace ui
} // namespace xe

View File

@ -0,0 +1,54 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_D3D12_D3D12_UPLOAD_BUFFER_POOL_H_
#define XENIA_UI_D3D12_D3D12_UPLOAD_BUFFER_POOL_H_
#include "xenia/ui/d3d12/d3d12_provider.h"
#include "xenia/ui/graphics_upload_buffer_pool.h"
namespace xe {
namespace ui {
namespace d3d12 {
class D3D12UploadBufferPool : public GraphicsUploadBufferPool {
public:
D3D12UploadBufferPool(D3D12Provider& provider,
size_t page_size = kDefaultPageSize);
uint8_t* Request(uint64_t submission_index, size_t size, size_t alignment,
ID3D12Resource** buffer_out, size_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
uint8_t* RequestPartial(uint64_t submission_index, size_t size,
size_t alignment, ID3D12Resource** buffer_out,
size_t* offset_out, size_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
protected:
Page* CreatePageImplementation() override;
private:
struct D3D12Page : public Page {
// Creates a reference to the buffer. It must not be unmapped until this
// D3D12Page is deleted.
D3D12Page(ID3D12Resource* buffer, void* mapping);
~D3D12Page() override;
ID3D12Resource* buffer_;
void* mapping_;
D3D12_GPU_VIRTUAL_ADDRESS gpu_address_;
};
D3D12Provider& provider_;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_D3D12_UPLOAD_BUFFER_POOL_H_

View File

@ -1,285 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/pools.h"
#include <algorithm>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/ui/d3d12/d3d12_util.h"
namespace xe {
namespace ui {
namespace d3d12 {
UploadBufferPool::UploadBufferPool(D3D12Provider& provider, uint32_t page_size)
: provider_(provider), page_size_(page_size) {}
UploadBufferPool::~UploadBufferPool() { ClearCache(); }
void UploadBufferPool::Reclaim(uint64_t completed_submission_index) {
while (submitted_first_) {
if (submitted_first_->last_submission_index > completed_submission_index) {
break;
}
if (writable_last_) {
writable_last_->next = submitted_first_;
} else {
writable_first_ = submitted_first_;
}
writable_last_ = submitted_first_;
submitted_first_ = submitted_first_->next;
writable_last_->next = nullptr;
}
if (!submitted_first_) {
submitted_last_ = nullptr;
}
}
void UploadBufferPool::ClearCache() {
current_page_used_ = 0;
// Deleting anyway, so assuming data not needed anymore.
D3D12_RANGE written_range;
written_range.Begin = 0;
written_range.End = 0;
while (submitted_first_) {
auto next = submitted_first_->next;
submitted_first_->buffer->Unmap(0, &written_range);
submitted_first_->buffer->Release();
delete submitted_first_;
submitted_first_ = next;
}
submitted_last_ = nullptr;
while (writable_first_) {
auto next = writable_first_->next;
writable_first_->buffer->Unmap(0, &written_range);
writable_first_->buffer->Release();
delete writable_first_;
writable_first_ = next;
}
writable_last_ = nullptr;
}
uint8_t* UploadBufferPool::Request(uint64_t submission_index, uint32_t size,
ID3D12Resource** buffer_out,
uint32_t* offset_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
assert_true(size <= page_size_);
if (size > page_size_) {
return nullptr;
}
assert_true(!current_page_used_ ||
submission_index >= writable_first_->last_submission_index);
assert_true(!submitted_last_ ||
submission_index >= submitted_last_->last_submission_index);
if (page_size_ - current_page_used_ < size || !writable_first_) {
// Start a new page if can't fit all the bytes or don't have an open page.
if (writable_first_) {
// Close the page that was current.
if (submitted_last_) {
submitted_last_->next = writable_first_;
} else {
submitted_first_ = writable_first_;
}
submitted_last_ = writable_first_;
writable_first_ = writable_first_->next;
submitted_last_->next = nullptr;
if (!writable_first_) {
writable_last_ = nullptr;
}
}
if (!writable_first_) {
// Create a new page if none available.
D3D12_RESOURCE_DESC new_buffer_desc;
util::FillBufferResourceDesc(new_buffer_desc, page_size_,
D3D12_RESOURCE_FLAG_NONE);
ID3D12Resource* new_buffer;
if (FAILED(provider_.GetDevice()->CreateCommittedResource(
&util::kHeapPropertiesUpload,
provider_.GetHeapFlagCreateNotZeroed(), &new_buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&new_buffer)))) {
XELOGE("Failed to create a D3D upload buffer with {} bytes",
page_size_);
return nullptr;
}
D3D12_RANGE read_range;
read_range.Begin = 0;
read_range.End = 0;
void* new_buffer_mapping;
if (FAILED(new_buffer->Map(0, &read_range, &new_buffer_mapping))) {
XELOGE("Failed to map a D3D upload buffer with {} bytes", page_size_);
new_buffer->Release();
return nullptr;
}
writable_first_ = new Page;
writable_first_->buffer = new_buffer;
writable_first_->gpu_address = new_buffer->GetGPUVirtualAddress();
writable_first_->mapping = new_buffer_mapping;
writable_first_->last_submission_index = submission_index;
writable_first_->next = nullptr;
writable_last_ = writable_first_;
}
current_page_used_ = 0;
}
writable_first_->last_submission_index = submission_index;
if (buffer_out) {
*buffer_out = writable_first_->buffer;
}
if (offset_out) {
*offset_out = current_page_used_;
}
if (gpu_address_out) {
*gpu_address_out = writable_first_->gpu_address + current_page_used_;
}
uint8_t* mapping =
reinterpret_cast<uint8_t*>(writable_first_->mapping) + current_page_used_;
current_page_used_ += size;
return mapping;
}
uint8_t* UploadBufferPool::RequestPartial(
uint64_t submission_index, uint32_t size, ID3D12Resource** buffer_out,
uint32_t* offset_out, uint32_t* size_out,
D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
size = std::min(size, page_size_);
if (current_page_used_ < page_size_) {
size = std::min(size, page_size_ - current_page_used_);
}
uint8_t* mapping =
Request(submission_index, size, buffer_out, offset_out, gpu_address_out);
if (!mapping) {
return nullptr;
}
if (size_out) {
*size_out = size;
}
return mapping;
}
DescriptorHeapPool::DescriptorHeapPool(ID3D12Device* device,
D3D12_DESCRIPTOR_HEAP_TYPE type,
uint32_t page_size)
: device_(device), type_(type), page_size_(page_size) {}
DescriptorHeapPool::~DescriptorHeapPool() { ClearCache(); }
void DescriptorHeapPool::Reclaim(uint64_t completed_submission_index) {
while (submitted_first_) {
if (submitted_first_->last_submission_index > completed_submission_index) {
break;
}
if (writable_last_) {
writable_last_->next = submitted_first_;
} else {
writable_first_ = submitted_first_;
}
writable_last_ = submitted_first_;
submitted_first_ = submitted_first_->next;
writable_last_->next = nullptr;
}
if (!submitted_first_) {
submitted_last_ = nullptr;
}
}
void DescriptorHeapPool::ClearCache() {
// Not checking current_page_used_ != 0 because asking for 0 descriptors
// returns a valid heap also - but actually the new heap will be different now
// and the old one must be unbound since it doesn't exist anymore.
++current_heap_index_;
current_page_used_ = 0;
while (submitted_first_) {
auto next = submitted_first_->next;
submitted_first_->heap->Release();
delete submitted_first_;
submitted_first_ = next;
}
submitted_last_ = nullptr;
while (writable_first_) {
auto next = writable_first_->next;
writable_first_->heap->Release();
delete writable_first_;
writable_first_ = next;
}
writable_last_ = nullptr;
}
uint64_t DescriptorHeapPool::Request(uint64_t submission_index,
uint64_t previous_heap_index,
uint32_t count_for_partial_update,
uint32_t count_for_full_update,
uint32_t& index_out) {
assert_true(count_for_partial_update <= count_for_full_update);
assert_true(count_for_full_update <= page_size_);
if (count_for_partial_update > count_for_full_update ||
count_for_full_update > page_size_) {
return kHeapIndexInvalid;
}
assert_true(!current_page_used_ ||
submission_index >= writable_first_->last_submission_index);
assert_true(!submitted_last_ ||
submission_index >= submitted_last_->last_submission_index);
// If the last full update happened on the current page, a partial update is
// possible.
uint32_t count = previous_heap_index == current_heap_index_
? count_for_partial_update
: count_for_full_update;
// Go to the next page if there's not enough free space on the current one,
// or because the previous page may be outdated. In this case, a full update
// is necessary.
if (page_size_ - current_page_used_ < count) {
// Close the page that was current.
if (submitted_last_) {
submitted_last_->next = writable_first_;
} else {
submitted_first_ = writable_first_;
}
submitted_last_ = writable_first_;
writable_first_ = writable_first_->next;
submitted_last_->next = nullptr;
if (!writable_first_) {
writable_last_ = nullptr;
}
++current_heap_index_;
current_page_used_ = 0;
count = count_for_full_update;
}
// Create the page if needed (may be the first call for the page).
if (!writable_first_) {
D3D12_DESCRIPTOR_HEAP_DESC new_heap_desc;
new_heap_desc.Type = type_;
new_heap_desc.NumDescriptors = page_size_;
new_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
new_heap_desc.NodeMask = 0;
ID3D12DescriptorHeap* new_heap;
if (FAILED(device_->CreateDescriptorHeap(&new_heap_desc,
IID_PPV_ARGS(&new_heap)))) {
XELOGE("Failed to create a heap for {} shader-visible descriptors",
page_size_);
return kHeapIndexInvalid;
}
writable_first_ = new Page;
writable_first_->heap = new_heap;
writable_first_->cpu_start = new_heap->GetCPUDescriptorHandleForHeapStart();
writable_first_->gpu_start = new_heap->GetGPUDescriptorHandleForHeapStart();
writable_first_->last_submission_index = submission_index;
writable_first_->next = nullptr;
writable_last_ = writable_first_;
}
writable_first_->last_submission_index = submission_index;
index_out = current_page_used_;
current_page_used_ += count;
return current_heap_index_;
}
} // namespace d3d12
} // namespace ui
} // namespace xe

View File

@ -1,8 +1,8 @@
// generated from `xb buildhlsl`
// source: immediate.vs.hlsl
const uint8_t immediate_vs[] = {
0x44, 0x58, 0x42, 0x43, 0x6A, 0xC1, 0xC3, 0xE8, 0xA7, 0x09, 0x30, 0xF3,
0x48, 0x84, 0xA3, 0x3C, 0x7D, 0x90, 0xA1, 0x09, 0x01, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0xC3, 0x3E, 0x79, 0xCB, 0x09, 0x65, 0x04, 0xF0,
0x71, 0x43, 0x47, 0x45, 0xAC, 0xE1, 0xA9, 0x03, 0x01, 0x00, 0x00, 0x00,
0x00, 0x04, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x54, 0x01, 0x00, 0x00, 0xC4, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00,
0x64, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x18, 0x01, 0x00, 0x00,
@ -21,8 +21,8 @@ const uint8_t immediate_vs[] = {
0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0xCC, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x78, 0x65, 0x5F, 0x76,
0x69, 0x65, 0x77, 0x70, 0x6F, 0x72, 0x74, 0x5F, 0x69, 0x6E, 0x76, 0x5F,
0x73, 0x69, 0x7A, 0x65, 0x00, 0x66, 0x6C, 0x6F, 0x61, 0x74, 0x32, 0x00,
0x69, 0x65, 0x77, 0x70, 0x6F, 0x72, 0x74, 0x5F, 0x73, 0x69, 0x7A, 0x65,
0x5F, 0x69, 0x6E, 0x76, 0x00, 0x66, 0x6C, 0x6F, 0x61, 0x74, 0x32, 0x00,
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xC5, 0x00, 0x00, 0x00,

View File

@ -7,7 +7,7 @@
// cbuffer $Globals
// {
//
// float2 xe_viewport_inv_size; // Offset: 0 Size: 8
// float2 xe_viewport_size_inv; // Offset: 0 Size: 8
//
// }
//

View File

@ -1,4 +1,4 @@
float2 xe_viewport_inv_size : register(b0);
float2 xe_viewport_size_inv : register(b0);
struct XeVertexShaderInput {
float2 position : POSITION;
@ -15,7 +15,7 @@ struct XeVertexShaderOutput {
XeVertexShaderOutput main(XeVertexShaderInput input) {
XeVertexShaderOutput output;
output.position = float4(
input.position * xe_viewport_inv_size * float2(2.0, -2.0) +
input.position * xe_viewport_size_inv * float2(2.0, -2.0) +
float2(-1.0, 1.0), 0.0, 1.0);
output.texcoord = input.texcoord;
output.color = input.color;

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@ -0,0 +1,150 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/graphics_upload_buffer_pool.h"
#include <algorithm>
#include "xenia/base/assert.h"
#include "xenia/base/math.h"
namespace xe {
namespace ui {
GraphicsUploadBufferPool::~GraphicsUploadBufferPool() { ClearCache(); }
void GraphicsUploadBufferPool::Reclaim(uint64_t completed_submission_index) {
while (submitted_first_) {
if (submitted_first_->last_submission_index_ > completed_submission_index) {
break;
}
if (writable_last_) {
writable_last_->next_ = submitted_first_;
} else {
writable_first_ = submitted_first_;
}
writable_last_ = submitted_first_;
submitted_first_ = submitted_first_->next_;
writable_last_->next_ = nullptr;
}
if (!submitted_first_) {
submitted_last_ = nullptr;
}
}
void GraphicsUploadBufferPool::ClearCache() {
// Called from the destructor - must not call virtual functions here.
current_page_flushed_ = 0;
current_page_used_ = 0;
while (submitted_first_) {
Page* next_ = submitted_first_->next_;
delete submitted_first_;
submitted_first_ = next_;
}
submitted_last_ = nullptr;
while (writable_first_) {
Page* next_ = writable_first_->next_;
delete writable_first_;
writable_first_ = next_;
}
writable_last_ = nullptr;
}
GraphicsUploadBufferPool::Page::~Page() {}
void GraphicsUploadBufferPool::FlushWrites() {
if (current_page_flushed_ >= current_page_used_) {
return;
}
assert_not_null(writable_first_);
FlushPageWrites(writable_first_, current_page_flushed_,
current_page_used_ - current_page_flushed_);
current_page_flushed_ = current_page_used_;
}
GraphicsUploadBufferPool::Page* GraphicsUploadBufferPool::Request(
uint64_t submission_index, size_t size, size_t alignment,
size_t& offset_out) {
assert_not_zero(alignment);
assert_true(xe::is_pow2(alignment));
size = xe::align(size, alignment);
assert_true(size <= page_size_);
if (size > page_size_) {
return nullptr;
}
assert_true(!current_page_used_ ||
submission_index >= writable_first_->last_submission_index_);
assert_true(!submitted_last_ ||
submission_index >= submitted_last_->last_submission_index_);
size_t current_page_used_aligned = xe::align(current_page_used_, alignment);
if (current_page_used_aligned + size > page_size_ || !writable_first_) {
// Start a new page if can't fit all the bytes or don't have an open page.
if (writable_first_) {
// Close the page that was current.
FlushWrites();
if (submitted_last_) {
submitted_last_->next_ = writable_first_;
} else {
submitted_first_ = writable_first_;
}
submitted_last_ = writable_first_;
writable_first_ = writable_first_->next_;
submitted_last_->next_ = nullptr;
if (!writable_first_) {
writable_last_ = nullptr;
}
}
if (!writable_first_) {
// Create a new page if none available.
writable_first_ = CreatePageImplementation();
if (!writable_first_) {
// Failed to create.
return nullptr;
}
writable_first_->last_submission_index_ = submission_index;
writable_first_->next_ = nullptr;
writable_last_ = writable_first_;
// After CreatePageImplementation (more specifically, the first successful
// call), page_size_ may grow - but this doesn't matter here.
}
current_page_used_ = 0;
current_page_used_aligned = 0;
current_page_flushed_ = 0;
}
writable_first_->last_submission_index_ = submission_index;
offset_out = current_page_used_aligned;
current_page_used_ = current_page_used_aligned + size;
return writable_first_;
}
GraphicsUploadBufferPool::Page* GraphicsUploadBufferPool::RequestPartial(
uint64_t submission_index, size_t size, size_t alignment,
size_t& offset_out, size_t& size_out) {
assert_not_zero(alignment);
assert_true(xe::is_pow2(alignment));
size = xe::align(size, alignment);
size = std::min(size, page_size_);
size_t current_page_used_aligned = xe::align(current_page_used_, alignment);
if (current_page_used_aligned + alignment <= page_size_) {
size = std::min(
size, (page_size_ - current_page_used_aligned) & ~(alignment - 1));
}
Page* page = Request(submission_index, size, alignment, offset_out);
if (!page) {
return nullptr;
}
size_out = size;
return page;
}
void GraphicsUploadBufferPool::FlushPageWrites(Page* page, size_t offset,
size_t size) {}
} // namespace ui
} // namespace xe

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@ -0,0 +1,80 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GRAPHICS_UPLOAD_BUFFER_POOL_H_
#define XENIA_UI_GRAPHICS_UPLOAD_BUFFER_POOL_H_
#include <cstddef>
#include <cstdint>
namespace xe {
namespace ui {
// Submission index is the fence value or a value derived from it (if reclaiming
// less often than once per fence value, for instance).
class GraphicsUploadBufferPool {
public:
// Taken from the Direct3D 12 MiniEngine sample (LinearAllocator
// kCpuAllocatorPageSize). Large enough for most cases.
static constexpr size_t kDefaultPageSize = 2 * 1024 * 1024;
virtual ~GraphicsUploadBufferPool();
void Reclaim(uint64_t completed_submission_index);
void ClearCache();
// Should be called before submitting anything using this pool, unless the
// implementation doesn't require explicit flushing.
void FlushWrites();
protected:
// Extended by the implementation.
struct Page {
virtual ~Page();
uint64_t last_submission_index_;
Page* next_;
};
GraphicsUploadBufferPool(size_t page_size) : page_size_(page_size) {}
// Request to write data in a single piece, creating a new page if the current
// one doesn't have enough free space.
Page* Request(uint64_t submission_index, size_t size, size_t alignment,
size_t& offset_out);
// Request to write data in multiple parts, filling the buffer entirely.
Page* RequestPartial(uint64_t submission_index, size_t size, size_t alignment,
size_t& offset_out, size_t& size_out);
virtual Page* CreatePageImplementation() = 0;
virtual void FlushPageWrites(Page* page, size_t offset, size_t size);
// May be increased by the implementation on creation or on first allocation
// to avoid wasting space if the real allocation turns out to be bigger than
// the specified page size.
size_t page_size_;
// A list of buffers with free space, with the first buffer being the one
// currently being filled.
Page* writable_first_ = nullptr;
Page* writable_last_ = nullptr;
// A list of full buffers that can be reclaimed when the GPU doesn't use them
// anymore.
Page* submitted_first_ = nullptr;
Page* submitted_last_ = nullptr;
size_t current_page_used_ = 0;
size_t current_page_flushed_ = 0;
};
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GRAPHICS_UPLOAD_BUFFER_POOL_H_