[D3D12] Experimental incomplete custom sample positions, disabled by default

This commit is contained in:
Triang3l 2018-08-25 14:38:55 +03:00
parent 304544cc72
commit 66510b2e6f
8 changed files with 118 additions and 2 deletions

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@ -223,7 +223,9 @@ solution("xenia")
platforms({"Linux"}) platforms({"Linux"})
elseif os.is("windows") then elseif os.is("windows") then
platforms({"Windows"}) platforms({"Windows"})
systemversion("10.0.10240.0") -- Minimum version to support ID3D12GraphicsCommandList1 (for
-- SetSamplePositions).
systemversion("10.0.15063.0")
end end
configurations({"Checked", "Debug", "Release"}) configurations({"Checked", "Debug", "Release"})

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@ -9,6 +9,8 @@
#include "xenia/gpu/d3d12/d3d12_command_processor.h" #include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include <gflags/gflags.h>
#include <algorithm> #include <algorithm>
#include <cstring> #include <cstring>
@ -20,6 +22,10 @@
#include "xenia/gpu/d3d12/d3d12_shader.h" #include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/xenos.h" #include "xenia/gpu/xenos.h"
// Disabled because the current positions look worse than sampling at centers.
DEFINE_bool(d3d12_programmable_sample_positions, false,
"Enable custom SSAA sample positions where available");
namespace xe { namespace xe {
namespace gpu { namespace gpu {
namespace d3d12 { namespace d3d12 {
@ -43,6 +49,15 @@ ID3D12GraphicsCommandList* D3D12CommandProcessor::GetCurrentCommandList()
return command_lists_[current_queue_frame_]->GetCommandList(); return command_lists_[current_queue_frame_]->GetCommandList();
} }
ID3D12GraphicsCommandList1* D3D12CommandProcessor::GetCurrentCommandList1()
const {
assert_true(current_queue_frame_ != UINT_MAX);
if (current_queue_frame_ == UINT_MAX) {
return nullptr;
}
return command_lists_[current_queue_frame_]->GetCommandList1();
}
void D3D12CommandProcessor::PushTransitionBarrier( void D3D12CommandProcessor::PushTransitionBarrier(
ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state, ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
D3D12_RESOURCE_STATES new_state, UINT subresource) { D3D12_RESOURCE_STATES new_state, UINT subresource) {
@ -469,6 +484,61 @@ void D3D12CommandProcessor::ReleaseScratchGPUBuffer(
} }
} }
void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) {
if (current_sample_positions_ == sample_positions) {
return;
}
if (FLAGS_d3d12_programmable_sample_positions) {
auto provider = GetD3D12Context()->GetD3D12Provider();
auto tier = provider->GetProgrammableSamplePositionsTier();
auto command_list = GetCurrentCommandList1();
if (tier >= 2 && command_list != nullptr) {
// Depth buffer transitions are affected by sample positions.
SubmitBarriers();
// Standard sample positions in Direct3D 10.1, but adjusted to take the
// fact that SSAA samples are already shifted by 1/4 of a pixel.
// TODO(Triang3l): Find what sample positions are used by Xenos, though
// they are not necessarily better. The purpose is just to make 2x SSAA
// work a little bit better for tall stairs.
// FIXME(Triang3l): This is currently even uglier than without custom
// sample positions.
if (sample_positions >= MsaaSamples::k2X) {
// Sample 1 is lower-left on Xenos, but upper-right in Direct3D 12.
D3D12_SAMPLE_POSITION d3d_sample_positions[4];
if (sample_positions >= MsaaSamples::k4X) {
// Upper-left.
d3d_sample_positions[0].X = -2 + 4;
d3d_sample_positions[0].Y = -6 + 4;
// Upper-right.
d3d_sample_positions[1].X = 6 - 4;
d3d_sample_positions[1].Y = -2 + 4;
// Lower-left.
d3d_sample_positions[2].X = -6 + 4;
d3d_sample_positions[2].Y = 2 - 4;
// Lower-right.
d3d_sample_positions[3].X = 2 - 4;
d3d_sample_positions[3].Y = 6 - 4;
} else {
// Upper.
d3d_sample_positions[0].X = -4;
d3d_sample_positions[0].Y = -4 + 4;
d3d_sample_positions[1].X = -4;
d3d_sample_positions[1].Y = -4 + 4;
// Lower.
d3d_sample_positions[2].X = 4;
d3d_sample_positions[2].Y = 4 - 4;
d3d_sample_positions[3].X = 4;
d3d_sample_positions[3].Y = 4 - 4;
}
command_list->SetSamplePositions(1, 4, d3d_sample_positions);
} else {
command_list->SetSamplePositions(0, 0, nullptr);
}
}
}
current_sample_positions_ = sample_positions;
}
void D3D12CommandProcessor::SetComputePipeline(ID3D12PipelineState* pipeline) { void D3D12CommandProcessor::SetComputePipeline(ID3D12PipelineState* pipeline) {
if (current_pipeline_ != pipeline) { if (current_pipeline_ != pipeline) {
GetCurrentCommandList()->SetPipelineState(pipeline); GetCurrentCommandList()->SetPipelineState(pipeline);
@ -1028,6 +1098,10 @@ bool D3D12CommandProcessor::BeginFrame() {
ff_blend_factor_update_needed_ = true; ff_blend_factor_update_needed_ = true;
ff_stencil_ref_update_needed_ = true; ff_stencil_ref_update_needed_ = true;
// Since a new command list is being started, sample positions are reset to
// centers.
current_sample_positions_ = MsaaSamples::k1X;
// Reset bindings, particularly because the buffers backing them are recycled. // Reset bindings, particularly because the buffers backing them are recycled.
current_pipeline_ = nullptr; current_pipeline_ = nullptr;
current_graphics_root_signature_ = nullptr; current_graphics_root_signature_ = nullptr;

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@ -46,6 +46,7 @@ class D3D12CommandProcessor : public CommandProcessor {
// Returns the drawing command list for the currently open frame. // Returns the drawing command list for the currently open frame.
ID3D12GraphicsCommandList* GetCurrentCommandList() const; ID3D12GraphicsCommandList* GetCurrentCommandList() const;
ID3D12GraphicsCommandList1* GetCurrentCommandList1() const;
void PushTransitionBarrier( void PushTransitionBarrier(
ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state, ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
@ -86,6 +87,10 @@ class D3D12CommandProcessor : public CommandProcessor {
void ReleaseScratchGPUBuffer(ID3D12Resource* buffer, void ReleaseScratchGPUBuffer(ID3D12Resource* buffer,
D3D12_RESOURCE_STATES new_state); D3D12_RESOURCE_STATES new_state);
// Sets the current SSAA sample positions, needs to be done before setting
// render targets or copying to depth render targets.
void SetSamplePositions(MsaaSamples sample_positions);
// Sets the current pipeline state to a compute pipeline. This is for cache // Sets the current pipeline state to a compute pipeline. This is for cache
// invalidation primarily. A frame must be open. // invalidation primarily. A frame must be open.
void SetComputePipeline(ID3D12PipelineState* pipeline); void SetComputePipeline(ID3D12PipelineState* pipeline);
@ -233,6 +238,9 @@ class D3D12CommandProcessor : public CommandProcessor {
bool ff_blend_factor_update_needed_; bool ff_blend_factor_update_needed_;
bool ff_stencil_ref_update_needed_; bool ff_stencil_ref_update_needed_;
// Current SSAA sample positions (to be updated by the render target cache).
MsaaSamples current_sample_positions_;
// Currently bound graphics or compute pipeline. // Currently bound graphics or compute pipeline.
ID3D12PipelineState* current_pipeline_; ID3D12PipelineState* current_pipeline_;
// Currently bound graphics root signature. // Currently bound graphics root signature.

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@ -730,6 +730,10 @@ bool RenderTargetCache::UpdateRenderTargets() {
binding.render_target->resource); binding.render_target->resource);
} }
// Sample positions when loading depth must match sample positions when
// drawing.
command_processor_->SetSamplePositions(msaa_samples);
// Load the contents of the new render targets from the EDRAM buffer (will // Load the contents of the new render targets from the EDRAM buffer (will
// change the state of the render targets to copy destination). // change the state of the render targets to copy destination).
RenderTarget* load_render_targets[5]; RenderTarget* load_render_targets[5];
@ -1394,8 +1398,9 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
descriptor_cpu_start); descriptor_cpu_start);
command_list->SetGraphicsRootDescriptorTable(1, descriptor_gpu_start); command_list->SetGraphicsRootDescriptorTable(1, descriptor_gpu_start);
command_processor_->SetExternalGraphicsPipeline(resolve_pipeline);
command_processor_->SubmitBarriers(); command_processor_->SubmitBarriers();
command_processor_->SetSamplePositions(MsaaSamples::k1X);
command_processor_->SetExternalGraphicsPipeline(resolve_pipeline);
command_list->OMSetRenderTargets(1, &resolve_target->rtv_handle, TRUE, command_list->OMSetRenderTargets(1, &resolve_target->rtv_handle, TRUE,
nullptr); nullptr);
D3D12_VIEWPORT viewport; D3D12_VIEWPORT viewport;

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@ -31,6 +31,9 @@ CommandList::CommandList(ID3D12Device* device, ID3D12CommandQueue* queue,
: device_(device), queue_(queue), type_(type) {} : device_(device), queue_(queue), type_(type) {}
CommandList::~CommandList() { CommandList::~CommandList() {
if (command_list_1_ != nullptr) {
command_list_1_->Release();
}
if (command_list_ != nullptr) { if (command_list_ != nullptr) {
command_list_->Release(); command_list_->Release();
} }
@ -52,6 +55,8 @@ bool CommandList::Initialize() {
command_allocator_ = nullptr; command_allocator_ = nullptr;
return false; return false;
} }
// Optional - added in Creators Update (SDK 10.0.15063.0).
command_list_->QueryInterface(IID_PPV_ARGS(&command_list_1_));
// A command list is initially open, need to close it before resetting. // A command list is initially open, need to close it before resetting.
command_list_->Close(); command_list_->Close();
return true; return true;

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@ -27,6 +27,9 @@ class CommandList {
D3D12_COMMAND_LIST_TYPE type); D3D12_COMMAND_LIST_TYPE type);
ID3D12GraphicsCommandList* GetCommandList() const { return command_list_; } ID3D12GraphicsCommandList* GetCommandList() const { return command_list_; }
ID3D12GraphicsCommandList1* GetCommandList1() const {
return command_list_1_;
}
ID3D12GraphicsCommandList* BeginRecording(); ID3D12GraphicsCommandList* BeginRecording();
void AbortRecording(); void AbortRecording();
@ -43,6 +46,7 @@ class CommandList {
ID3D12CommandAllocator* command_allocator_ = nullptr; ID3D12CommandAllocator* command_allocator_ = nullptr;
ID3D12GraphicsCommandList* command_list_ = nullptr; ID3D12GraphicsCommandList* command_list_ = nullptr;
ID3D12GraphicsCommandList1* command_list_1_ = nullptr;
}; };
} // namespace d3d12 } // namespace d3d12

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@ -146,6 +146,18 @@ bool D3D12Provider::Initialize() {
descriptor_size_dsv_ = descriptor_size_dsv_ =
device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
// Check if programmable sample positions are supported (added in Creators
// Update).
programmable_sample_positions_tier_ = 0;
D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2;
if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2,
&options2, sizeof(options2)))) {
programmable_sample_positions_tier_ =
uint32_t(options2.ProgrammableSamplePositionsTier);
}
XELOGD3D("Direct3D 12 device supports programmable sample positions tier %u",
programmable_sample_positions_tier_);
return true; return true;
} }

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@ -38,6 +38,10 @@ class D3D12Provider : public GraphicsProvider {
uint32_t GetDescriptorSizeRTV() const { return descriptor_size_rtv_; } uint32_t GetDescriptorSizeRTV() const { return descriptor_size_rtv_; }
uint32_t GetDescriptorSizeDSV() const { return descriptor_size_dsv_; } uint32_t GetDescriptorSizeDSV() const { return descriptor_size_dsv_; }
uint32_t GetProgrammableSamplePositionsTier() const {
return programmable_sample_positions_tier_;
}
private: private:
explicit D3D12Provider(Window* main_window); explicit D3D12Provider(Window* main_window);
@ -52,6 +56,8 @@ class D3D12Provider : public GraphicsProvider {
uint32_t descriptor_size_sampler_; uint32_t descriptor_size_sampler_;
uint32_t descriptor_size_rtv_; uint32_t descriptor_size_rtv_;
uint32_t descriptor_size_dsv_; uint32_t descriptor_size_dsv_;
uint32_t programmable_sample_positions_tier_;
}; };
} // namespace d3d12 } // namespace d3d12