[D3D12] d3d12_break_on_error + fix PerformSwap descriptor heap wrap
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@ -1153,16 +1153,23 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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dirty_gamma_ramp_pwl_ = false;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start;
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D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start;
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if (RequestViewDescriptors(ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid,
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2, 2, descriptor_cpu_start,
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descriptor_gpu_start) !=
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ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
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TextureFormat frontbuffer_format;
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if (texture_cache_->RequestSwapTexture(descriptor_cpu_start,
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frontbuffer_format)) {
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render_target_cache_->FlushAndUnbindRenderTargets();
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D3D12_SHADER_RESOURCE_VIEW_DESC swap_texture_srv_desc;
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TextureFormat frontbuffer_format;
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ID3D12Resource* swap_texture_resource = texture_cache_->RequestSwapTexture(
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swap_texture_srv_desc, frontbuffer_format);
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if (swap_texture_resource) {
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render_target_cache_->FlushAndUnbindRenderTargets();
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D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start;
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D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start;
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if (RequestViewDescriptors(ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid,
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2, 2, descriptor_cpu_start,
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descriptor_gpu_start) !=
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ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
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// Must not call anything that can change the descriptor heap from now on!
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// Create the swap texture descriptor.
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device->CreateShaderResourceView(
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swap_texture_resource, &swap_texture_srv_desc, descriptor_cpu_start);
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// Create the gamma ramp texture descriptor.
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// This is according to D3D::InitializePresentationParameters from a game
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@ -1453,6 +1460,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
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return false;
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}
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// Must not call anything that can change the descriptor heap from now on!
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// Ensure vertex and index buffers are resident and draw.
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// TODO(Triang3l): Cache residency for ranges in a way similar to how texture
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@ -261,7 +261,8 @@ class RenderTargetCache {
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void CompletedSubmissionUpdated();
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void BeginSubmission();
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void EndFrame();
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// Called in the beginning of a draw call - may bind pipelines.
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// Called in the beginning of a draw call - may bind pipelines and change the
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// view descriptor heap.
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bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
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// Returns the host-to-guest mappings and host formats of currently bound
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// render targets for pipeline creation and remapping in shaders. They are
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@ -281,7 +282,7 @@ class RenderTargetCache {
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void ForceApplyOnNextUpdate() { apply_to_command_list_ = true; }
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// Flushes the render targets to EDRAM and unbinds them, for instance, when
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// the command processor takes over framebuffer bindings to draw something
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// special.
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// special. May change the CBV/SRV/UAV descriptor heap.
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void FlushAndUnbindRenderTargets();
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void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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@ -2011,8 +2011,8 @@ void TextureCache::CreateScaledResolveBufferRawUAV(
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first_unscaled_4kb_page << 14);
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}
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bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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TextureFormat& format_out) {
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ID3D12Resource* TextureCache::RequestSwapTexture(
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D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out, TextureFormat& format_out) {
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auto& regs = *register_file_;
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const auto& fetch = regs.Get<xenos::xe_gpu_texture_fetch_t>(
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XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0);
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@ -2020,11 +2020,11 @@ bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t swizzle;
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BindingInfoFromFetchConstant(fetch, key, &swizzle, nullptr, nullptr);
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if (key.base_page == 0 || key.dimension != Dimension::k2D) {
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return false;
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return nullptr;
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}
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Texture* texture = FindOrCreateTexture(key);
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if (texture == nullptr || !LoadTextureData(texture)) {
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return false;
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return nullptr;
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}
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MarkTextureUsed(texture);
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// The swap texture is likely to be used only for the presentation pixel
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@ -2034,21 +2034,17 @@ bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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texture->resource, texture->state,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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texture->state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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srv_desc.Format = GetDXGIUnormFormat(key);
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping =
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srv_desc_out.Format = GetDXGIUnormFormat(key);
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srv_desc_out.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc_out.Shader4ComponentMapping =
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swizzle |
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D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES;
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srv_desc.Texture2D.MostDetailedMip = 0;
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srv_desc.Texture2D.MipLevels = 1;
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srv_desc.Texture2D.PlaneSlice = 0;
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srv_desc.Texture2D.ResourceMinLODClamp = 0.0f;
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auto device =
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command_processor_->GetD3D12Context()->GetD3D12Provider()->GetDevice();
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device->CreateShaderResourceView(texture->resource, &srv_desc, handle);
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srv_desc_out.Texture2D.MostDetailedMip = 0;
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srv_desc_out.Texture2D.MipLevels = 1;
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srv_desc_out.Texture2D.PlaneSlice = 0;
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srv_desc_out.Texture2D.ResourceMinLODClamp = 0.0f;
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format_out = key.format;
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return true;
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return texture->resource;
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}
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bool TextureCache::IsDecompressionNeeded(TextureFormat format, uint32_t width,
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@ -159,9 +159,12 @@ class TextureCache {
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uint32_t first_unscaled_4kb_page,
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uint32_t unscaled_4kb_page_count);
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// Returns a descriptor of the front buffer in PIXEL_SHADER_RESOURCE state.
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bool RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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TextureFormat& format_out);
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// Returns the ID3D12Resource of the front buffer texture (in
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// PIXEL_SHADER_RESOURCE state), or nullptr in case of failure, and writes the
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// description of its SRV. May call LoadTextureData, so the same restrictions
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// (such as about descriptor heap change possibility) apply.
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ID3D12Resource* RequestSwapTexture(
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D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out, TextureFormat& format_out);
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private:
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enum class LoadMode {
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@ -15,8 +15,10 @@
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#include <DXProgrammableCapture.h>
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#include <d3d12.h>
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#include <d3d12sdklayers.h>
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#include <d3dcompiler.h>
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#include <dxgi1_4.h>
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#include <dxgidebug.h>
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#define XELOGD3D XELOGI
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@ -342,9 +342,7 @@ void D3D12Context::EndSwap() {
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direct_queue->ExecuteCommandLists(1, execute_command_lists);
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// Present and check if the context was lost.
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HRESULT result = swap_chain_->Present(0, 0);
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if (result == DXGI_ERROR_DEVICE_RESET ||
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result == DXGI_ERROR_DEVICE_REMOVED) {
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if (FAILED(swap_chain_->Present(0, 0))) {
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context_lost_ = true;
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return;
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}
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@ -14,10 +14,13 @@
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.",
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"D3D12");
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DEFINE_bool(d3d12_break_on_error, false,
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"Break on Direct3D 12 validation errors.", "D3D12");
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DEFINE_int32(d3d12_adapter, -1,
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"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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@ -139,6 +142,19 @@ bool D3D12Provider::Initialize() {
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return false;
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}
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// Configure the DXGI debug info queue.
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if (cvars::d3d12_break_on_error) {
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IDXGIInfoQueue* dxgi_info_queue;
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if (SUCCEEDED(pfn_dxgi_get_debug_interface1_(
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0, IID_PPV_ARGS(&dxgi_info_queue)))) {
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dxgi_info_queue->SetBreakOnSeverity(
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DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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dxgi_info_queue->SetBreakOnSeverity(
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DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
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dxgi_info_queue->Release();
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}
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}
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// Enable the debug layer.
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bool debug = cvars::d3d12_debug;
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if (debug) {
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@ -225,6 +241,36 @@ bool D3D12Provider::Initialize() {
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}
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adapter->Release();
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// Configure the Direct3D 12 debug info queue.
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ID3D12InfoQueue* d3d12_info_queue;
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if (SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&d3d12_info_queue)))) {
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D3D12_MESSAGE_SEVERITY d3d12_info_queue_denied_severities[] = {
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D3D12_MESSAGE_SEVERITY_INFO,
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};
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D3D12_MESSAGE_ID d3d12_info_queue_denied_messages[] = {
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// Xbox 360 vertex fetch is explicit in shaders.
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D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT,
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// Render targets and shader exports don't have to match on the Xbox
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// 360.
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_OUTPUT_RT_OUTPUT_MISMATCH,
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};
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D3D12_INFO_QUEUE_FILTER d3d12_info_queue_filter = {};
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d3d12_info_queue_filter.DenyList.NumSeverities =
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UINT(xe::countof(d3d12_info_queue_denied_severities));
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d3d12_info_queue_filter.DenyList.pSeverityList =
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d3d12_info_queue_denied_severities;
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d3d12_info_queue_filter.DenyList.NumIDs =
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UINT(xe::countof(d3d12_info_queue_denied_messages));
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d3d12_info_queue_filter.DenyList.pIDList = d3d12_info_queue_denied_messages;
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d3d12_info_queue->PushStorageFilter(&d3d12_info_queue_filter);
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if (cvars::d3d12_break_on_error) {
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d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION,
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TRUE);
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d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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}
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d3d12_info_queue->Release();
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}
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// Create the command queue for graphics.
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D3D12_COMMAND_QUEUE_DESC queue_desc;
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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