[D3D12] Immediate drawer

This commit is contained in:
Triang3l 2018-08-17 16:55:31 +03:00
parent e572f65d11
commit bf0f20df9b
5 changed files with 567 additions and 49 deletions

View File

@ -256,6 +256,10 @@ void D3D12Context::BeginSwap() {
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
graphics_command_list->ResourceBarrier(1, &barrier); graphics_command_list->ResourceBarrier(1, &barrier);
D3D12_CPU_DESCRIPTOR_HANDLE back_buffer_rtv = GetSwapChainBackBufferRTV();
graphics_command_list->OMSetRenderTargets(1, &back_buffer_rtv, TRUE,
nullptr);
} }
} }

View File

@ -9,7 +9,11 @@
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h" #include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h" #include "xenia/base/logging.h"
#include "xenia/base/math.h"
namespace xe { namespace xe {
namespace ui { namespace ui {
@ -21,10 +25,87 @@ namespace d3d12 {
class D3D12ImmediateTexture : public ImmediateTexture { class D3D12ImmediateTexture : public ImmediateTexture {
public: public:
D3D12ImmediateTexture(uint32_t width, uint32_t height) static constexpr DXGI_FORMAT kFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
: ImmediateTexture(width, height) {}
D3D12ImmediateTexture(uint32_t width, uint32_t height,
ImmediateTextureFilter filter, bool repeat);
bool Initialize(ID3D12Device* device);
void Shutdown();
ID3D12Resource* GetResource() const { return resource_; }
void Transition(D3D12_RESOURCE_STATES new_state,
ID3D12GraphicsCommandList* command_list);
ImmediateTextureFilter GetFilter() const { return filter_; }
bool IsRepeated() const { return repeat_; }
private:
ID3D12Resource* resource_ = nullptr;
D3D12_RESOURCE_STATES state_;
ImmediateTextureFilter filter_;
bool repeat_;
}; };
D3D12ImmediateTexture::D3D12ImmediateTexture(uint32_t width, uint32_t height,
ImmediateTextureFilter filter,
bool repeat)
: ImmediateTexture(width, height), filter_(filter), repeat_(repeat) {
handle = reinterpret_cast<uintptr_t>(this);
}
bool D3D12ImmediateTexture::Initialize(ID3D12Device* device) {
// The first operation will likely be copying the contents.
state_ = D3D12_RESOURCE_STATE_COPY_DEST;
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resource_desc;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = width;
resource_desc.Height = height;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = kFormat;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (FAILED(device->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, state_,
nullptr, IID_PPV_ARGS(&resource_)))) {
XELOGE("Failed to create a %ux%u texture for immediate drawing", width,
height);
return false;
}
return true;
}
void D3D12ImmediateTexture::Shutdown() {
if (resource_ != nullptr) {
resource_->Release();
resource_ = nullptr;
}
}
void D3D12ImmediateTexture::Transition(
D3D12_RESOURCE_STATES new_state, ID3D12GraphicsCommandList* command_list) {
if (resource_ == nullptr || state_ == new_state) {
return;
}
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = resource_;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = state_;
barrier.Transition.StateAfter = new_state;
command_list->ResourceBarrier(1, &barrier);
state_ = new_state;
}
D3D12ImmediateDrawer::D3D12ImmediateDrawer(D3D12Context* graphics_context) D3D12ImmediateDrawer::D3D12ImmediateDrawer(D3D12Context* graphics_context)
: ImmediateDrawer(graphics_context), context_(graphics_context) {} : ImmediateDrawer(graphics_context), context_(graphics_context) {}
@ -37,6 +118,15 @@ bool D3D12ImmediateDrawer::Initialize() {
// Create the root signature. // Create the root signature.
D3D12_ROOT_PARAMETER root_parameters[size_t(RootParameter::kCount)]; D3D12_ROOT_PARAMETER root_parameters[size_t(RootParameter::kCount)];
D3D12_DESCRIPTOR_RANGE descriptor_range_texture, descriptor_range_sampler; D3D12_DESCRIPTOR_RANGE descriptor_range_texture, descriptor_range_sampler;
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kRestrictTextureSamples)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
root_parameter.Constants.Num32BitValues = 1;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
}
{ {
auto& root_parameter = root_parameters[size_t(RootParameter::kTexture)]; auto& root_parameter = root_parameters[size_t(RootParameter::kTexture)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
@ -63,15 +153,6 @@ bool D3D12ImmediateDrawer::Initialize() {
descriptor_range_sampler.OffsetInDescriptorsFromTableStart = 0; descriptor_range_sampler.OffsetInDescriptorsFromTableStart = 0;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
} }
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kRestrictTextureSamples)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
root_parameter.Constants.Num32BitValues = 1;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
}
{ {
auto& root_parameter = auto& root_parameter =
root_parameters[size_t(RootParameter::kViewportInvSize)]; root_parameters[size_t(RootParameter::kViewportInvSize)];
@ -89,13 +170,22 @@ bool D3D12ImmediateDrawer::Initialize() {
root_signature_desc.Flags = root_signature_desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
ID3DBlob* root_signature_blob; ID3DBlob* root_signature_blob;
if (FAILED(D3D12SerializeRootSignature(&root_signature_desc, ID3DBlob* root_signature_error_blob = nullptr;
D3D_ROOT_SIGNATURE_VERSION_1, if (FAILED(D3D12SerializeRootSignature(
&root_signature_blob, nullptr))) { &root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1,
&root_signature_blob, &root_signature_error_blob))) {
XELOGE("Failed to serialize immediate drawer root signature"); XELOGE("Failed to serialize immediate drawer root signature");
if (root_signature_error_blob != nullptr) {
XELOGE("%s", reinterpret_cast<const char*>(
root_signature_error_blob->GetBufferPointer()));
root_signature_error_blob->Release();
}
Shutdown(); Shutdown();
return false; return false;
} }
if (root_signature_error_blob != nullptr) {
root_signature_error_blob->Release();
}
if (FAILED(device->CreateRootSignature( if (FAILED(device->CreateRootSignature(
0, root_signature_blob->GetBufferPointer(), 0, root_signature_blob->GetBufferPointer(),
root_signature_blob->GetBufferSize(), root_signature_blob->GetBufferSize(),
@ -107,6 +197,58 @@ bool D3D12ImmediateDrawer::Initialize() {
} }
root_signature_blob->Release(); root_signature_blob->Release();
// Create the pipelines.
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_desc = {};
pipeline_desc.pRootSignature = root_signature_;
pipeline_desc.VS.pShaderBytecode = immediate_vs;
pipeline_desc.VS.BytecodeLength = sizeof(immediate_vs);
pipeline_desc.PS.pShaderBytecode = immediate_ps;
pipeline_desc.PS.BytecodeLength = sizeof(immediate_ps);
D3D12_RENDER_TARGET_BLEND_DESC& pipeline_blend_desc =
pipeline_desc.BlendState.RenderTarget[0];
pipeline_blend_desc.BlendEnable = TRUE;
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;
pipeline_blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_desc.SampleMask = UINT_MAX;
pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pipeline_desc.RasterizerState.DepthClipEnable = TRUE;
D3D12_INPUT_ELEMENT_DESC pipeline_input_elements[3] = {};
pipeline_input_elements[0].SemanticName = "POSITION";
pipeline_input_elements[0].Format = DXGI_FORMAT_R32G32_FLOAT;
pipeline_input_elements[0].AlignedByteOffset = 0;
pipeline_input_elements[1].SemanticName = "TEXCOORD";
pipeline_input_elements[1].Format = DXGI_FORMAT_R32G32_FLOAT;
pipeline_input_elements[1].AlignedByteOffset = 8;
pipeline_input_elements[2].SemanticName = "COLOR";
pipeline_input_elements[2].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
pipeline_input_elements[2].AlignedByteOffset = 16;
pipeline_desc.InputLayout.pInputElementDescs = pipeline_input_elements;
pipeline_desc.InputLayout.NumElements =
UINT(xe::countof(pipeline_input_elements));
pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_desc.NumRenderTargets = 1;
pipeline_desc.RTVFormats[0] = D3D12Context::kSwapChainFormat;
pipeline_desc.SampleDesc.Count = 1;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_triangle_)))) {
XELOGE("Failed to create immediate drawer triangle pipeline state");
Shutdown();
return false;
}
pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_line_)))) {
XELOGE("Failed to create immediate drawer line pipeline state");
Shutdown();
return false;
}
// Create the samplers. // Create the samplers.
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc; D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc;
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
@ -160,6 +302,12 @@ bool D3D12ImmediateDrawer::Initialize() {
uint32_t(SamplerIndex::kLinearRepeat) * sampler_size; uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle); device->CreateSampler(&sampler_desc, sampler_handle);
// Create pools for draws.
vertex_buffer_pool_ =
std::make_unique<UploadBufferPool>(context_, 2 * 1024 * 1024);
texture_descriptor_pool_ = std::make_unique<DescriptorHeapPool>(
context_, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2048);
// Reset the current state. // Reset the current state.
current_command_list_ = nullptr; current_command_list_ = nullptr;
@ -168,15 +316,32 @@ bool D3D12ImmediateDrawer::Initialize() {
void D3D12ImmediateDrawer::Shutdown() { void D3D12ImmediateDrawer::Shutdown() {
for (auto& texture_upload : texture_uploads_submitted_) { for (auto& texture_upload : texture_uploads_submitted_) {
texture_upload.data_resource->Release(); texture_upload.buffer->Release();
} }
texture_uploads_submitted_.clear(); texture_uploads_submitted_.clear();
for (auto& texture_upload : texture_uploads_pending_) {
texture_upload.buffer->Release();
}
texture_uploads_pending_.clear();
texture_descriptor_pool_.reset();
vertex_buffer_pool_.reset();
if (sampler_heap_ != nullptr) { if (sampler_heap_ != nullptr) {
sampler_heap_->Release(); sampler_heap_->Release();
sampler_heap_ = nullptr; sampler_heap_ = nullptr;
} }
if (pipeline_line_ != nullptr) {
pipeline_line_->Release();
pipeline_line_ = nullptr;
}
if (pipeline_triangle_ != nullptr) {
pipeline_triangle_->Release();
pipeline_triangle_ = nullptr;
}
if (root_signature_ != nullptr) { if (root_signature_ != nullptr) {
root_signature_->Release(); root_signature_->Release();
root_signature_ = nullptr; root_signature_ = nullptr;
@ -186,22 +351,112 @@ void D3D12ImmediateDrawer::Shutdown() {
std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture( std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter, bool repeat, uint32_t width, uint32_t height, ImmediateTextureFilter filter, bool repeat,
const uint8_t* data) { const uint8_t* data) {
// TODO(Triang3l): Implement CreateTexture. auto texture =
auto texture = std::make_unique<D3D12ImmediateTexture>(width, height); std::make_unique<D3D12ImmediateTexture>(width, height, filter, repeat);
texture->Initialize(context_->GetD3D12Provider()->GetDevice());
if (data != nullptr) {
UpdateTexture(texture.get(), data);
}
return std::unique_ptr<ImmediateTexture>(texture.release()); return std::unique_ptr<ImmediateTexture>(texture.release());
} }
void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture, void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
const uint8_t* data) { const uint8_t* data) {
// TODO(Triang3l): Implement UpdateTexture. D3D12ImmediateTexture* d3d_texture =
static_cast<D3D12ImmediateTexture*>(texture);
ID3D12Resource* texture_resource = d3d_texture->GetResource();
if (texture_resource == nullptr) {
return;
}
uint32_t width = d3d_texture->width, height = d3d_texture->height;
auto device = context_->GetD3D12Provider()->GetDevice();
// Create and fill the upload buffer.
D3D12_RESOURCE_DESC texture_desc = texture_resource->GetDesc();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint;
UINT64 upload_size;
device->GetCopyableFootprints(&texture_desc, 0, 1, 0, &upload_footprint,
nullptr, nullptr, &upload_size);
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC buffer_desc;
buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buffer_desc.Alignment = 0;
buffer_desc.Width = upload_size;
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
buffer_desc.MipLevels = 1;
buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.SampleDesc.Quality = 0;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* buffer;
if (FAILED(device->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&buffer)))) {
XELOGE(
"Failed to create an upload buffer for a %ux%u texture for "
"immediate drawing",
width, height);
return;
}
D3D12_RANGE buffer_read_range;
buffer_read_range.Begin = 0;
buffer_read_range.End = 0;
void* buffer_mapping;
if (FAILED(buffer->Map(0, &buffer_read_range, &buffer_mapping))) {
XELOGE(
"Failed to map an upload buffer for a %ux%u texture for immediate "
"drawing",
width, height);
buffer->Release();
return;
}
uint8_t* buffer_row =
reinterpret_cast<uint8_t*>(buffer_mapping) + upload_footprint.Offset;
for (uint32_t i = 0; i < height; ++i) {
std::memcpy(buffer_row, data, width * 4);
data += width * 4;
buffer_row += upload_footprint.Footprint.RowPitch;
}
buffer->Unmap(0, nullptr);
if (current_command_list_ != nullptr) {
// Upload the texture right now if we can.
d3d_texture->Transition(D3D12_RESOURCE_STATE_COPY_DEST,
current_command_list_);
D3D12_TEXTURE_COPY_LOCATION location_source, location_dest;
location_source.pResource = buffer;
location_source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
location_source.PlacedFootprint = upload_footprint;
location_dest.pResource = texture_resource;
location_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
location_dest.SubresourceIndex = 0;
current_command_list_->CopyTextureRegion(&location_dest, 0, 0, 0,
&location_source, nullptr);
SubmittedTextureUpload submitted_upload;
submitted_upload.buffer = buffer;
submitted_upload.frame = context_->GetCurrentFrame();
texture_uploads_submitted_.push_back(submitted_upload);
} else {
// Defer uploading to the next frame when there's a command list.
PendingTextureUpload pending_upload;
pending_upload.texture = texture;
pending_upload.buffer = buffer;
texture_uploads_pending_.push_back(pending_upload);
}
} }
void D3D12ImmediateDrawer::Begin(int render_target_width, void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) { int render_target_height) {
auto device = context_->GetD3D12Provider()->GetDevice();
// Use the compositing command list. // Use the compositing command list.
current_command_list_ = context_->GetSwapCommandList(); current_command_list_ = context_->GetSwapCommandList();
uint32_t queue_frame = context_->GetCurrentQueueFrame(); uint64_t current_frame = context_->GetCurrentFrame();
uint64_t last_completed_frame = context_->GetLastCompletedFrame(); uint64_t last_completed_frame = context_->GetLastCompletedFrame();
// Remove temporary buffers for completed texture uploads. // Remove temporary buffers for completed texture uploads.
@ -212,26 +467,261 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
++erase_uploads_end; ++erase_uploads_end;
break; break;
} }
erase_uploads_end->data_resource->Release(); erase_uploads_end->buffer->Release();
++erase_uploads_end; ++erase_uploads_end;
} }
texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(), texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
erase_uploads_end); erase_uploads_end);
// Submit texture updates that happened between frames.
while (!texture_uploads_pending_.empty()) {
const PendingTextureUpload& pending_upload =
texture_uploads_pending_.back();
D3D12ImmediateTexture* texture =
static_cast<D3D12ImmediateTexture*>(pending_upload.texture);
texture->Transition(D3D12_RESOURCE_STATE_COPY_DEST, current_command_list_);
ID3D12Resource* texture_resource = texture->GetResource();
D3D12_RESOURCE_DESC texture_desc = texture_resource->GetDesc();
D3D12_TEXTURE_COPY_LOCATION location_source, location_dest;
location_source.pResource = pending_upload.buffer;
location_source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
device->GetCopyableFootprints(&texture_desc, 0, 1, 0,
&location_source.PlacedFootprint, nullptr,
nullptr, nullptr);
location_dest.pResource = texture_resource;
location_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
location_dest.SubresourceIndex = 0;
current_command_list_->CopyTextureRegion(&location_dest, 0, 0, 0,
&location_source, nullptr);
SubmittedTextureUpload submitted_upload;
submitted_upload.buffer = pending_upload.buffer;
submitted_upload.frame = current_frame;
texture_uploads_submitted_.push_back(submitted_upload);
texture_uploads_pending_.pop_back();
}
vertex_buffer_pool_->BeginFrame();
texture_descriptor_pool_->BeginFrame();
texture_descriptor_pool_full_update_ = 0;
current_render_target_width_ = render_target_width;
current_render_target_height_ = render_target_height;
D3D12_VIEWPORT viewport;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = float(render_target_width);
viewport.Height = float(render_target_height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
current_command_list_->RSSetViewports(1, &viewport);
current_command_list_->SetGraphicsRootSignature(root_signature_);
float viewport_inv_scale[2];
viewport_inv_scale[0] = 1.0f / viewport.Width;
viewport_inv_scale[1] = 1.0f / viewport.Height;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kViewportInvSize), 2, viewport_inv_scale, 0);
} }
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) { void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
// TODO(Triang3l): Implement BeginDrawBatch. assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
}
batch_open_ = false;
// 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));
void* vertex_buffer_mapping = vertex_buffer_pool_->RequestFull(
vertex_buffer_view.SizeInBytes, nullptr, nullptr,
&vertex_buffer_view.BufferLocation);
if (vertex_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for %u vertices in the immediate drawer",
batch.vertex_count);
return;
}
std::memcpy(vertex_buffer_mapping, batch.vertices,
vertex_buffer_view.SizeInBytes);
current_command_list_->IASetVertexBuffers(0, 1, &vertex_buffer_view);
// Bind the indices.
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.Format = DXGI_FORMAT_R16_UINT;
void* index_buffer_mapping = vertex_buffer_pool_->RequestFull(
index_buffer_view.SizeInBytes, nullptr, nullptr,
&index_buffer_view.BufferLocation);
if (index_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for %u indices in the immediate drawer",
batch.index_count);
return;
}
std::memcpy(index_buffer_mapping, batch.indices,
index_buffer_view.SizeInBytes);
current_command_list_->IASetIndexBuffer(&index_buffer_view);
}
batch_open_ = true;
current_primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
current_texture_ = nullptr;
current_sampler_index_ = SamplerIndex::kInvalid;
} }
void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) { void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
// TODO(Triang3l): Implement Draw. assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
} }
void D3D12ImmediateDrawer::EndDrawBatch() { if (!batch_open_) {
// TODO(Triang3l): Implement EndDrawBatch. // Could be an error while obtaining the vertex and index buffers.
return;
} }
void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; } auto provider = context_->GetD3D12Provider();
auto device = provider->GetDevice();
// Bind the texture.
auto texture = reinterpret_cast<D3D12ImmediateTexture*>(draw.texture_handle);
ID3D12Resource* texture_resource;
if (texture != nullptr) {
texture->Transition(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
current_command_list_);
texture_resource = texture->GetResource();
} else {
texture_resource = nullptr;
}
bool bind_texture = current_texture_ != texture;
uint32_t texture_descriptor_index;
uint64_t texture_full_update = texture_descriptor_pool_->Request(
texture_descriptor_pool_full_update_, bind_texture ? 1 : 0, 1,
texture_descriptor_index);
if (texture_full_update == 0) {
return;
}
if (texture_descriptor_pool_full_update_ != texture_full_update) {
bind_texture = true;
texture_descriptor_pool_full_update_ = texture_full_update;
ID3D12DescriptorHeap* descriptor_heaps[] = {
texture_descriptor_pool_->GetLastRequestHeap(), sampler_heap_};
current_command_list_->SetDescriptorHeaps(2, descriptor_heaps);
}
if (bind_texture) {
auto descriptor_size_view = provider->GetDescriptorSizeView();
D3D12_SHADER_RESOURCE_VIEW_DESC texture_view_desc;
texture_view_desc.Format = D3D12ImmediateTexture::kFormat;
texture_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
texture_view_desc.Shader4ComponentMapping =
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
texture_view_desc.Texture2D.MostDetailedMip = 0;
texture_view_desc.Texture2D.MipLevels = 1;
texture_view_desc.Texture2D.PlaneSlice = 0;
texture_view_desc.Texture2D.ResourceMinLODClamp = 0.0f;
D3D12_CPU_DESCRIPTOR_HANDLE texture_view_cpu_handle;
texture_view_cpu_handle.ptr =
texture_descriptor_pool_->GetLastRequestHeapCPUStart().ptr +
texture_descriptor_index * descriptor_size_view;
device->CreateShaderResourceView(texture_resource, &texture_view_desc,
texture_view_cpu_handle);
D3D12_GPU_DESCRIPTOR_HANDLE texture_view_gpu_handle;
texture_view_gpu_handle.ptr =
texture_descriptor_pool_->GetLastRequestHeapGPUStart().ptr +
texture_descriptor_index * descriptor_size_view;
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kTexture), texture_view_gpu_handle);
current_texture_ = texture;
}
// Bind the sampler.
SamplerIndex sampler_index;
if (texture != nullptr) {
if (texture->GetFilter() == ImmediateTextureFilter::kLinear) {
sampler_index = texture->IsRepeated() ? SamplerIndex::kLinearRepeat
: SamplerIndex::kLinearClamp;
} else {
sampler_index = texture->IsRepeated() ? SamplerIndex::kNearestRepeat
: SamplerIndex::kNearestClamp;
}
} else {
sampler_index = SamplerIndex::kNearestClamp;
}
if (current_sampler_index_ != sampler_index) {
D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle;
sampler_gpu_handle.ptr =
sampler_heap_gpu_start_.ptr +
UINT(sampler_index) * provider->GetDescriptorSizeSampler();
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kSampler), sampler_gpu_handle);
current_sampler_index_ = sampler_index;
}
// Set whether texture coordinates need to be restricted.
uint32_t restrict_texture_samples = draw.restrict_texture_samples ? 1 : 0;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kRestrictTextureSamples), 1,
&restrict_texture_samples, 0);
// Set the primitive type and the pipeline for it.
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
ID3D12PipelineState* pipeline;
switch (draw.primitive_type) {
case ImmediatePrimitiveType::kLines:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
pipeline = pipeline_line_;
break;
case ImmediatePrimitiveType::kTriangles:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
pipeline = pipeline_triangle_;
break;
default:
assert_unhandled_case(draw.primitive_type);
return;
}
if (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(
draw.count, 1, draw.index_offset, draw.base_vertex, 0);
} else {
current_command_list_->DrawInstanced(draw.count, 1, draw.base_vertex, 0);
}
}
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
void D3D12ImmediateDrawer::End() {
texture_descriptor_pool_->EndFrame();
vertex_buffer_pool_->EndFrame();
current_command_list_ = nullptr;
}
} // namespace d3d12 } // namespace d3d12
} // namespace ui } // namespace ui

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@ -12,10 +12,12 @@
#include <deque> #include <deque>
#include <memory> #include <memory>
#include <vector>
#include "xenia/ui/d3d12/command_list.h" #include "xenia/ui/d3d12/command_list.h"
#include "xenia/ui/d3d12/d3d12_api.h" #include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_context.h" #include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/pools.h"
#include "xenia/ui/immediate_drawer.h" #include "xenia/ui/immediate_drawer.h"
namespace xe { namespace xe {
@ -48,33 +50,53 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
ID3D12RootSignature* root_signature_ = nullptr; ID3D12RootSignature* root_signature_ = nullptr;
enum class RootParameter { enum class RootParameter {
kRestrictTextureSamples,
kTexture, kTexture,
kSampler, kSampler,
kRestrictTextureSamples,
kViewportInvSize, kViewportInvSize,
kCount kCount
}; };
ID3D12PipelineState* pipeline_triangle_ = nullptr;
ID3D12PipelineState* pipeline_line_ = nullptr;
enum class SamplerIndex { enum class SamplerIndex {
kNearestClamp, kNearestClamp,
kLinearClamp, kLinearClamp,
kNearestRepeat, kNearestRepeat,
kLinearRepeat, kLinearRepeat,
kCount kCount,
kInvalid = kCount
}; };
ID3D12DescriptorHeap* sampler_heap_ = nullptr; ID3D12DescriptorHeap* sampler_heap_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_; D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_; D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
ID3D12GraphicsCommandList* current_command_list_ = nullptr; std::unique_ptr<UploadBufferPool> vertex_buffer_pool_ = nullptr;
std::unique_ptr<DescriptorHeapPool> texture_descriptor_pool_ = nullptr;
struct PendingTextureUpload {
ImmediateTexture* texture;
ID3D12Resource* buffer;
};
std::vector<PendingTextureUpload> texture_uploads_pending_;
struct SubmittedTextureUpload { struct SubmittedTextureUpload {
ID3D12Resource* data_resource; ID3D12Resource* buffer;
uint64_t frame; uint64_t frame;
}; };
std::deque<SubmittedTextureUpload> texture_uploads_submitted_; std::deque<SubmittedTextureUpload> texture_uploads_submitted_;
ID3D12GraphicsCommandList* current_command_list_ = nullptr;
int current_render_target_width_, current_render_target_height_;
bool batch_open_ = false;
bool batch_has_index_buffer_;
uint64_t texture_descriptor_pool_full_update_;
D3D_PRIMITIVE_TOPOLOGY current_primitive_topology_;
ImmediateTexture* current_texture_;
SamplerIndex current_sampler_index_;
}; };
} // namespace d3d12 } // namespace d3d12

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@ -1,16 +1,16 @@
Texture2D<float4> immediate_texture : register(t0); Texture2D<float4> xe_immediate_texture : register(t0);
SamplerState immediate_sampler : register(s0); SamplerState xe_immediate_sampler : register(s0);
bool restrict_texture_samples : register(b0); bool xe_restrict_texture_samples : register(b0);
struct ps_input { struct XePixelShaderInput {
float2 uv : TEXCOORD0; float2 texcoord : TEXCOORD0;
float4 color : TEXCOORD1; float4 color : TEXCOORD1;
}; };
float4 main(ps_input input) : SV_Target { float4 main(XePixelShaderInput input) : SV_Target {
float4 output = input.color; float4 output = input.color;
if (!restrict_texture_samples || input.uv.x <= 1.0) { if (!xe_restrict_texture_samples || input.texcoord.x <= 1.0) {
output *= immediate_texture.Sample(immediate_sampler, input.uv); output *= xe_immediate_texture.Sample(xe_immediate_sampler, input.texcoord);
} }
return output; return output;
} }

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@ -1,21 +1,23 @@
float2 viewport_inv_size : register(b0); float2 xe_viewport_inv_size : register(b0);
struct vs_input { struct XeVertexShaderInput {
float2 pos : POSITION; float2 position : POSITION;
float2 uv : TEXCOORD; float2 texcoord : TEXCOORD;
float4 color : COLOR; float4 color : COLOR;
}; };
struct vs_output { struct XeVertexShaderOutput {
float4 pos : SV_Position; float2 texcoord : TEXCOORD0;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1; float4 color : TEXCOORD1;
float4 position : SV_Position;
}; };
vs_output main(vs_input input) { XeVertexShaderOutput main(XeVertexShaderInput input) {
vs_output output; XeVertexShaderOutput output;
output.pos = float4(viewport_inv_size * input.pos, 0.0, 1.0); output.position = float4(
output.uv = input.uv; input.position * xe_viewport_inv_size * float2(2.0, -2.0) +
float2(-1.0, 1.0), 0.0, 1.0);
output.texcoord = input.texcoord;
output.color = input.color; output.color = input.color;
return output; return output;
} }