Duckstation/src/core/gpu_hw_d3d12.cpp

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#include "gpu_hw_d3d12.h"
#include "common/align.h"
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#include "common/assert.h"
#include "common/d3d11/shader_compiler.h"
#include "common/d3d12/context.h"
#include "common/d3d12/descriptor_heap_manager.h"
#include "common/d3d12/shader_cache.h"
#include "common/d3d12/util.h"
#include "common/log.h"
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#include "common/scoped_guard.h"
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#include "common/timer.h"
#include "gpu_hw_shadergen.h"
#include "host_display.h"
#include "system.h"
Log_SetChannel(GPU_HW_D3D12);
GPU_HW_D3D12::GPU_HW_D3D12() = default;
GPU_HW_D3D12::~GPU_HW_D3D12()
{
if (g_host_display)
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{
g_host_display->ClearDisplayTexture();
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ResetGraphicsAPIState();
}
DestroyResources();
}
GPURenderer GPU_HW_D3D12::GetRendererType() const
{
return GPURenderer::HardwareD3D12;
}
bool GPU_HW_D3D12::Initialize()
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{
if (!Host::AcquireHostDisplay(RenderAPI::D3D12))
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{
Log_ErrorPrintf("Host render API is incompatible");
return false;
}
SetCapabilities();
if (!GPU_HW::Initialize())
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return false;
if (!CreateRootSignatures())
{
Log_ErrorPrintf("Failed to create root signatures");
return false;
}
if (!CreateSamplers())
{
Log_ErrorPrintf("Failed to create samplers");
return false;
}
if (!CreateVertexBuffer())
{
Log_ErrorPrintf("Failed to create vertex buffer");
return false;
}
if (!CreateUniformBuffer())
{
Log_ErrorPrintf("Failed to create uniform buffer");
return false;
}
if (!CreateTextureBuffer())
{
Log_ErrorPrintf("Failed to create texture buffer");
return false;
}
if (!CreateFramebuffer())
{
Log_ErrorPrintf("Failed to create framebuffer");
return false;
}
if (!CompilePipelines())
{
Log_ErrorPrintf("Failed to compile pipelines");
return false;
}
RestoreGraphicsAPIState();
UpdateDepthBufferFromMaskBit();
return true;
}
void GPU_HW_D3D12::Reset(bool clear_vram)
{
GPU_HW::Reset(clear_vram);
if (clear_vram)
ClearFramebuffer();
}
void GPU_HW_D3D12::ResetGraphicsAPIState()
{
GPU_HW::ResetGraphicsAPIState();
}
void GPU_HW_D3D12::RestoreGraphicsAPIState()
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdlist->OMSetRenderTargets(1, &m_vram_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE,
&m_vram_depth_texture.GetRTVOrDSVDescriptor().cpu_handle);
const D3D12_VERTEX_BUFFER_VIEW vbv{m_vertex_stream_buffer.GetGPUPointer(), m_vertex_stream_buffer.GetSize(),
sizeof(BatchVertex)};
cmdlist->IASetVertexBuffers(0, 1, &vbv);
cmdlist->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmdlist->SetGraphicsRootSignature(m_batch_root_signature.Get());
cmdlist->SetGraphicsRootConstantBufferView(0,
m_uniform_stream_buffer.GetGPUPointer() + m_current_uniform_buffer_offset);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_read_texture.GetSRVDescriptor().gpu_handle);
cmdlist->SetGraphicsRootDescriptorTable(2, m_point_sampler.gpu_handle);
D3D12::SetViewport(cmdlist, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
SetScissorFromDrawingArea();
}
void GPU_HW_D3D12::UpdateSettings()
{
GPU_HW::UpdateSettings();
bool framebuffer_changed, shaders_changed;
UpdateHWSettings(&framebuffer_changed, &shaders_changed);
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
}
// Everything should be finished executing before recreating resources.
g_host_display->ClearDisplayTexture();
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g_d3d12_context->ExecuteCommandList(true);
if (framebuffer_changed)
CreateFramebuffer();
if (shaders_changed)
{
// clear it since we draw a loading screen and it's not in the correct state
DestroyPipelines();
CompilePipelines();
}
// this has to be done here, because otherwise we're using destroyed pipelines in the same cmdbuffer
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr, false, false);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
}
}
void GPU_HW_D3D12::MapBatchVertexPointer(u32 required_vertices)
{
DebugAssert(!m_batch_start_vertex_ptr);
const u32 required_space = required_vertices * sizeof(BatchVertex);
if (!m_vertex_stream_buffer.ReserveMemory(required_space, sizeof(BatchVertex)))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in vertex stream buffer", required_space);
g_d3d12_context->ExecuteCommandList(false);
RestoreGraphicsAPIState();
if (!m_vertex_stream_buffer.ReserveMemory(required_space, sizeof(BatchVertex)))
Panic("Failed to reserve vertex stream buffer memory");
}
m_batch_start_vertex_ptr = static_cast<BatchVertex*>(m_vertex_stream_buffer.GetCurrentHostPointer());
m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + (m_vertex_stream_buffer.GetCurrentSpace() / sizeof(BatchVertex));
m_batch_base_vertex = m_vertex_stream_buffer.GetCurrentOffset() / sizeof(BatchVertex);
}
void GPU_HW_D3D12::UnmapBatchVertexPointer(u32 used_vertices)
{
DebugAssert(m_batch_start_vertex_ptr);
if (used_vertices > 0)
m_vertex_stream_buffer.CommitMemory(used_vertices * sizeof(BatchVertex));
m_batch_start_vertex_ptr = nullptr;
m_batch_end_vertex_ptr = nullptr;
m_batch_current_vertex_ptr = nullptr;
}
void GPU_HW_D3D12::UploadUniformBuffer(const void* data, u32 data_size)
{
if (!m_uniform_stream_buffer.ReserveMemory(data_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in uniform stream buffer", data_size);
g_d3d12_context->ExecuteCommandList(false);
RestoreGraphicsAPIState();
if (!m_uniform_stream_buffer.ReserveMemory(data_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
Panic("Failed to reserve uniform stream buffer memory");
}
m_current_uniform_buffer_offset = m_uniform_stream_buffer.GetCurrentOffset();
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_uniform_stream_buffer.CommitMemory(data_size);
g_d3d12_context->GetCommandList()->SetGraphicsRootConstantBufferView(0, m_uniform_stream_buffer.GetGPUPointer() +
m_current_uniform_buffer_offset);
}
void GPU_HW_D3D12::SetCapabilities()
{
// TODO: Query from device
const u32 max_texture_size = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
const u32 max_texture_scale = max_texture_size / VRAM_WIDTH;
Log_InfoPrintf("Max texture size: %ux%u", max_texture_size, max_texture_size);
m_max_resolution_scale = max_texture_scale;
m_max_multisamples = 1;
for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
{
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS fd = {DXGI_FORMAT_R8G8B8A8_UNORM, static_cast<UINT>(multisamples)};
if (SUCCEEDED(g_d3d12_context->GetDevice()->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &fd,
sizeof(fd))) &&
fd.NumQualityLevels > 0)
{
m_max_multisamples = multisamples;
}
}
m_supports_dual_source_blend = true;
m_supports_per_sample_shading = true;
m_supports_disable_color_perspective = true;
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Log_InfoPrintf("Dual-source blend: %s", m_supports_dual_source_blend ? "supported" : "not supported");
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
}
void GPU_HW_D3D12::DestroyResources()
{
// Everything should be finished executing before recreating resources.
if (g_d3d12_context)
g_d3d12_context->ExecuteCommandList(true);
DestroyFramebuffer();
DestroyPipelines();
g_d3d12_context->GetSamplerHeapManager().Free(&m_point_sampler);
g_d3d12_context->GetSamplerHeapManager().Free(&m_linear_sampler);
g_d3d12_context->GetDescriptorHeapManager().Free(&m_texture_stream_buffer_srv);
m_vertex_stream_buffer.Destroy(false);
m_uniform_stream_buffer.Destroy(false);
m_texture_stream_buffer.Destroy(false);
m_single_sampler_root_signature.Reset();
m_batch_root_signature.Reset();
}
bool GPU_HW_D3D12::CreateRootSignatures()
{
D3D12::RootSignatureBuilder rsbuilder;
rsbuilder.SetInputAssemblerFlag();
rsbuilder.AddCBVParameter(0, D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
m_batch_root_signature = rsbuilder.Create();
if (!m_batch_root_signature)
return false;
rsbuilder.Add32BitConstants(0, MAX_PUSH_CONSTANTS_SIZE / sizeof(u32), D3D12_SHADER_VISIBILITY_ALL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
rsbuilder.AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
m_single_sampler_root_signature = rsbuilder.Create();
if (!m_single_sampler_root_signature)
return false;
return true;
}
bool GPU_HW_D3D12::CreateSamplers()
{
D3D12_SAMPLER_DESC desc = {};
D3D12::SetDefaultSampler(&desc);
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
if (!g_d3d12_context->GetSamplerHeapManager().Allocate(&m_point_sampler))
return false;
g_d3d12_context->GetDevice()->CreateSampler(&desc, m_point_sampler.cpu_handle);
desc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
if (!g_d3d12_context->GetSamplerHeapManager().Allocate(&m_linear_sampler))
return false;
g_d3d12_context->GetDevice()->CreateSampler(&desc, m_linear_sampler.cpu_handle);
return true;
}
bool GPU_HW_D3D12::CreateFramebuffer()
{
DestroyFramebuffer();
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const DXGI_FORMAT texture_format = DXGI_FORMAT_R8G8B8A8_UNORM;
const DXGI_FORMAT depth_format = DXGI_FORMAT_D16_UNORM;
if (!m_vram_texture.Create(texture_width, texture_height, 1, 1, m_multisamples, texture_format, texture_format,
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texture_format, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ||
!m_vram_depth_texture.Create(
texture_width, texture_height, 1, 1, m_multisamples, depth_format, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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depth_format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) ||
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, 1, texture_format, texture_format,
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_NONE) ||
!m_display_texture.Create(texture_width, texture_height, 1, 1, 1, texture_format, texture_format, texture_format,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, 1, texture_format, texture_format, texture_format,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ||
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!m_vram_readback_staging_texture.Create(VRAM_WIDTH / 2, VRAM_HEIGHT, texture_format, false))
{
return false;
}
D3D12::SetObjectName(m_vram_texture, "VRAM Texture");
D3D12::SetObjectName(m_vram_depth_texture, "VRAM Depth Texture");
D3D12::SetObjectName(m_vram_read_texture, "VRAM Read/Sample Texture");
D3D12::SetObjectName(m_display_texture, "VRAM Display Texture");
D3D12::SetObjectName(m_vram_read_texture, "VRAM Readback Texture");
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
m_vram_depth_texture.TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ClearDisplay();
SetFullVRAMDirtyRectangle();
return true;
}
void GPU_HW_D3D12::ClearFramebuffer()
{
static constexpr float clear_color[4] = {};
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
cmdlist->ClearRenderTargetView(m_vram_texture.GetRTVOrDSVDescriptor(), clear_color, 0, nullptr);
cmdlist->ClearDepthStencilView(m_vram_depth_texture.GetRTVOrDSVDescriptor(), D3D12_CLEAR_FLAG_DEPTH,
m_pgxp_depth_buffer ? 1.0f : 0.0f, 0, 0, nullptr);
SetFullVRAMDirtyRectangle();
}
void GPU_HW_D3D12::DestroyFramebuffer()
{
m_vram_read_texture.Destroy(false);
m_vram_depth_texture.Destroy(false);
m_vram_texture.Destroy(false);
m_vram_readback_texture.Destroy(false);
m_display_texture.Destroy(false);
m_vram_readback_staging_texture.Destroy(false);
}
bool GPU_HW_D3D12::CreateVertexBuffer()
{
if (!m_vertex_stream_buffer.Create(VERTEX_BUFFER_SIZE))
return false;
D3D12::SetObjectName(m_vertex_stream_buffer.GetBuffer(), "Vertex Stream Buffer");
return true;
}
bool GPU_HW_D3D12::CreateUniformBuffer()
{
if (!m_uniform_stream_buffer.Create(UNIFORM_BUFFER_SIZE))
return false;
D3D12::SetObjectName(m_vertex_stream_buffer.GetBuffer(), "Uniform Stream Buffer");
return true;
}
bool GPU_HW_D3D12::CreateTextureBuffer()
{
if (!m_texture_stream_buffer.Create(VRAM_UPDATE_TEXTURE_BUFFER_SIZE))
return false;
if (!g_d3d12_context->GetDescriptorHeapManager().Allocate(&m_texture_stream_buffer_srv))
return false;
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
desc.Format = DXGI_FORMAT_R16_UINT;
desc.Buffer.NumElements = VRAM_UPDATE_TEXTURE_BUFFER_SIZE / sizeof(u16);
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_d3d12_context->GetDevice()->CreateShaderResourceView(m_texture_stream_buffer.GetBuffer(), &desc,
m_texture_stream_buffer_srv);
D3D12::SetObjectName(m_texture_stream_buffer.GetBuffer(), "Texture Stream Buffer");
return true;
}
bool GPU_HW_D3D12::CompilePipelines()
{
D3D12::ShaderCache shader_cache;
shader_cache.Open(EmuFolders::Cache, g_d3d12_context->GetFeatureLevel(), g_settings.gpu_use_debug_device);
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GPU_HW_ShaderGen shadergen(g_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend);
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 +
(2 * 2) + 2 + 2 + 1 + 1 + (2 * 3) + 1);
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// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
DimensionalArray<ComPtr<ID3DBlob>, 2> batch_vertex_shaders{};
DimensionalArray<ComPtr<ID3DBlob>, 2, 2, 9, 4> batch_fragment_shaders{};
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
batch_vertex_shaders[textured] = shader_cache.GetVertexShader(vs);
if (!batch_vertex_shaders[textured])
return false;
progress.Increment();
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}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
{
for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
{
for (u8 dithering = 0; dithering < 2; dithering++)
{
for (u8 interlacing = 0; interlacing < 2; interlacing++)
{
const std::string fs = shadergen.GenerateBatchFragmentShader(
static_cast<BatchRenderMode>(render_mode), static_cast<GPUTextureMode>(texture_mode),
ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing] = shader_cache.GetPixelShader(fs);
if (!batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing])
return false;
progress.Increment();
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}
}
}
}
D3D12::GraphicsPipelineBuilder gpbuilder;
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
for (u8 render_mode = 0; render_mode < 4; render_mode++)
{
for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
{
for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
{
for (u8 dithering = 0; dithering < 2; dithering++)
{
for (u8 interlacing = 0; interlacing < 2; interlacing++)
{
const bool textured = (static_cast<GPUTextureMode>(texture_mode) != GPUTextureMode::Disabled);
gpbuilder.SetRootSignature(m_batch_root_signature.Get());
gpbuilder.SetRenderTarget(0, m_vram_texture.GetDXGIFormat());
gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetDXGIFormat());
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gpbuilder.AddVertexAttribute("ATTR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(BatchVertex, x));
gpbuilder.AddVertexAttribute("ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color));
if (textured)
{
gpbuilder.AddVertexAttribute("ATTR", 2, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, u));
gpbuilder.AddVertexAttribute("ATTR", 3, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, texpage));
if (m_using_uv_limits)
gpbuilder.AddVertexAttribute("ATTR", 4, DXGI_FORMAT_R8G8B8A8_UNORM, 0,
offsetof(BatchVertex, uv_limits));
}
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetVertexShader(batch_vertex_shaders[BoolToUInt8(textured)].Get());
gpbuilder.SetPixelShader(batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing].Get());
gpbuilder.SetRasterizationState(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false);
gpbuilder.SetDepthState(true, true,
(depth_test != 0) ? (m_pgxp_depth_buffer ? D3D12_COMPARISON_FUNC_LESS_EQUAL :
D3D12_COMPARISON_FUNC_GREATER_EQUAL) :
D3D12_COMPARISON_FUNC_ALWAYS);
gpbuilder.SetNoBlendingState();
gpbuilder.SetMultisamples(m_multisamples);
if ((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque)) ||
m_texture_filtering != GPUTextureFilter::Nearest)
{
gpbuilder.SetBlendState(
0, true, D3D12_BLEND_ONE,
m_supports_dual_source_blend ? D3D12_BLEND_SRC1_ALPHA : D3D12_BLEND_SRC_ALPHA,
(static_cast<GPUTransparencyMode>(transparency_mode) ==
GPUTransparencyMode::BackgroundMinusForeground &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
D3D12_BLEND_OP_REV_SUBTRACT :
D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD);
}
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] =
gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache);
if (!m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing])
return false;
D3D12::SetObjectNameFormatted(
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
.Get(),
"Batch Pipeline %u,%u,%u,%u,%u,%u", depth_test, render_mode, texture_mode, transparency_mode, dithering,
interlacing);
progress.Increment();
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}
}
}
}
}
}
ComPtr<ID3DBlob> fullscreen_quad_vertex_shader =
shader_cache.GetVertexShader(shadergen.GenerateScreenQuadVertexShader());
if (!fullscreen_quad_vertex_shader)
return false;
progress.Increment();
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// common state
gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
gpbuilder.SetRenderTarget(0, m_vram_texture.GetDXGIFormat());
gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetDXGIFormat());
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gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader.Get());
gpbuilder.SetMultisamples(m_multisamples);
gpbuilder.SetRenderTarget(0, m_vram_texture.GetDXGIFormat());
gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetDXGIFormat());
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// VRAM fill
for (u8 wrapped = 0; wrapped < 2; wrapped++)
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{
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(
shadergen.GenerateVRAMFillFragmentShader(ConvertToBoolUnchecked(wrapped), ConvertToBoolUnchecked(interlaced)));
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if (!fs)
return false;
gpbuilder.SetPixelShader(fs.Get());
gpbuilder.SetDepthState(true, true, D3D12_COMPARISON_FUNC_ALWAYS);
m_vram_fill_pipelines[wrapped][interlaced] = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_vram_fill_pipelines[wrapped][interlaced])
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return false;
D3D12::SetObjectNameFormatted(m_vram_fill_pipelines[wrapped][interlaced].Get(),
"VRAM Fill Pipeline Wrapped=%u,Interlacing=%u", wrapped, interlaced);
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progress.Increment();
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}
}
// VRAM copy
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateVRAMCopyFragmentShader());
if (!fs)
return false;
gpbuilder.SetPixelShader(fs.Get());
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
gpbuilder.SetDepthState((depth_test != 0), true,
(depth_test != 0) ? D3D12_COMPARISON_FUNC_GREATER_EQUAL : D3D12_COMPARISON_FUNC_ALWAYS);
m_vram_copy_pipelines[depth_test] = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_vram_copy_pipelines[depth_test])
return false;
D3D12::SetObjectNameFormatted(m_vram_copy_pipelines[depth_test].Get(), "VRAM Copy Pipeline Depth=%u", depth_test);
progress.Increment();
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}
}
// VRAM write
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateVRAMWriteFragmentShader(false));
if (!fs)
return false;
gpbuilder.SetPixelShader(fs.Get());
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
gpbuilder.SetDepthState(true, true,
(depth_test != 0) ? D3D12_COMPARISON_FUNC_GREATER_EQUAL : D3D12_COMPARISON_FUNC_ALWAYS);
m_vram_write_pipelines[depth_test] = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_vram_write_pipelines[depth_test])
return false;
D3D12::SetObjectNameFormatted(m_vram_write_pipelines[depth_test].Get(), "VRAM Write Pipeline Depth=%u",
depth_test);
progress.Increment();
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}
}
// VRAM update depth
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!fs)
return false;
gpbuilder.SetRootSignature(m_batch_root_signature.Get());
gpbuilder.SetPixelShader(fs.Get());
gpbuilder.SetDepthState(true, true, D3D12_COMPARISON_FUNC_ALWAYS);
gpbuilder.SetBlendState(0, false, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_BLEND_ONE,
D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, 0);
gpbuilder.ClearRenderTargets();
m_vram_update_depth_pipeline = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_vram_update_depth_pipeline)
return false;
D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Update Depth Pipeline");
progress.Increment();
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}
gpbuilder.Clear();
// VRAM read
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateVRAMReadFragmentShader());
if (!fs)
return false;
gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader.Get());
gpbuilder.SetPixelShader(fs.Get());
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetRenderTarget(0, m_vram_readback_texture.GetDXGIFormat());
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gpbuilder.ClearDepthStencilFormat();
m_vram_readback_pipeline = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_vram_readback_pipeline)
return false;
D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Readback Pipeline");
progress.Increment();
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}
gpbuilder.Clear();
// Display
{
gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader.Get());
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetRenderTarget(0, m_display_texture.GetDXGIFormat());
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for (u8 depth_24 = 0; depth_24 < 2; depth_24++)
{
for (u8 interlace_mode = 0; interlace_mode < 3; interlace_mode++)
{
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateDisplayFragmentShader(
ConvertToBoolUnchecked(depth_24), static_cast<InterlacedRenderMode>(interlace_mode), m_chroma_smoothing));
if (!fs)
return false;
gpbuilder.SetPixelShader(fs.Get());
m_display_pipelines[depth_24][interlace_mode] =
gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false);
if (!m_display_pipelines[depth_24][interlace_mode])
return false;
D3D12::SetObjectNameFormatted(m_display_pipelines[depth_24][interlace_mode].Get(),
"Display Pipeline Depth=%u Interlace=%u", depth_24, interlace_mode);
progress.Increment();
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}
}
}
// copy/blit
{
gpbuilder.Clear();
gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
gpbuilder.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader.Get());
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetRenderTarget(0, DXGI_FORMAT_R8G8B8A8_UNORM);
ComPtr<ID3DBlob> fs = shader_cache.GetPixelShader(shadergen.GenerateCopyFragmentShader());
if (!fs)
return false;
gpbuilder.SetPixelShader(fs.Get());
m_copy_pipeline = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache);
if (!m_copy_pipeline)
return false;
progress.Increment();
}
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#undef UPDATE_PROGRESS
return true;
}
void GPU_HW_D3D12::DestroyPipelines()
{
m_batch_pipelines = {};
m_vram_fill_pipelines = {};
m_vram_write_pipelines = {};
m_vram_copy_pipelines = {};
m_vram_readback_pipeline.Reset();
m_vram_update_depth_pipeline.Reset();
m_display_pipelines = {};
}
bool GPU_HW_D3D12::CreateTextureReplacementStreamBuffer()
{
if (m_texture_replacment_stream_buffer.IsValid())
return true;
if (!m_texture_replacment_stream_buffer.Create(TEXTURE_REPLACEMENT_BUFFER_SIZE))
{
Log_ErrorPrint("Failed to allocate texture replacement streaming buffer");
return false;
}
return true;
}
bool GPU_HW_D3D12::BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width,
u32 height)
{
if (!CreateTextureReplacementStreamBuffer())
return false;
if (m_vram_write_replacement_texture.GetWidth() < tex->GetWidth() ||
m_vram_write_replacement_texture.GetHeight() < tex->GetHeight())
{
if (!m_vram_write_replacement_texture.Create(tex->GetWidth(), tex->GetHeight(), 1, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
D3D12_RESOURCE_FLAG_NONE))
{
Log_ErrorPrint("Failed to create VRAM write replacement texture");
return false;
}
}
const u32 copy_pitch = Common::AlignUpPow2<u32>(tex->GetWidth() * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const u32 required_size = copy_pitch * tex->GetHeight();
if (!m_texture_replacment_stream_buffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
Log_PerfPrint("Executing command buffer while waiting for texture replacement buffer space");
g_d3d12_context->ExecuteCommandList(false);
RestoreGraphicsAPIState();
if (!m_texture_replacment_stream_buffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
{
Log_ErrorPrintf("Failed to allocate %u bytes from texture replacement streaming buffer", required_size);
return false;
}
}
// buffer -> texture
const u32 sb_offset = m_texture_replacment_stream_buffer.GetCurrentOffset();
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D3D12::Texture::CopyToUploadBuffer(tex->GetPixels(), tex->GetPitch(), tex->GetHeight(),
m_texture_replacment_stream_buffer.GetCurrentHostPointer(), copy_pitch);
m_texture_replacment_stream_buffer.CommitMemory(required_size);
m_vram_write_replacement_texture.CopyFromBuffer(0, 0, tex->GetWidth(), tex->GetHeight(), copy_pitch,
m_texture_replacment_stream_buffer.GetBuffer(), sb_offset);
m_vram_write_replacement_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
// texture -> vram
const float uniforms[] = {
0.0f, 0.0f, static_cast<float>(tex->GetWidth()) / static_cast<float>(m_vram_write_replacement_texture.GetWidth()),
static_cast<float>(tex->GetHeight()) / static_cast<float>(m_vram_write_replacement_texture.GetHeight())};
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_write_replacement_texture.GetSRVDescriptor());
cmdlist->SetGraphicsRootDescriptorTable(2, m_linear_sampler.gpu_handle);
cmdlist->SetPipelineState(m_copy_pipeline.Get());
D3D12::SetViewportAndScissor(cmdlist, dst_x, dst_y, width, height);
cmdlist->DrawInstanced(3, 1, 0, 0);
RestoreGraphicsAPIState();
return true;
}
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void GPU_HW_D3D12::DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices)
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
// [primitive][depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
ID3D12PipelineState* pipeline =
m_batch_pipelines[BoolToUInt8(m_batch.check_mask_before_draw || m_batch.use_depth_buffer)][static_cast<u8>(
render_mode)][static_cast<u8>(m_batch.texture_mode)][static_cast<u8>(m_batch.transparency_mode)]
[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)]
.Get();
cmdlist->SetPipelineState(pipeline);
cmdlist->DrawInstanced(num_vertices, 1, base_vertex, 0);
}
void GPU_HW_D3D12::SetScissorFromDrawingArea()
{
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
D3D12::SetScissor(g_d3d12_context->GetCommandList(), left, top, right - left, bottom - top);
}
void GPU_HW_D3D12::ClearDisplay()
{
GPU_HW::ClearDisplay();
g_host_display->ClearDisplayTexture();
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static constexpr float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
m_display_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
g_d3d12_context->GetCommandList()->ClearRenderTargetView(m_display_texture.GetRTVOrDSVDescriptor(), clear_color, 0,
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nullptr);
}
void GPU_HW_D3D12::UpdateDisplay()
{
GPU_HW::UpdateDisplay();
if (g_settings.debugging.show_vram)
{
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
g_host_display->SetDisplayTexture(&m_vram_read_texture, 0, 0, m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight());
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}
else
{
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
g_host_display->SetDisplayTexture(&m_vram_texture, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
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}
g_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
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static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
else
{
g_host_display->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height,
m_crtc_state.display_origin_left, m_crtc_state.display_origin_top,
m_crtc_state.display_vram_width, m_crtc_state.display_vram_height,
GetDisplayAspectRatio());
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const u32 resolution_scale = m_GPUSTAT.display_area_color_depth_24 ? 1 : m_resolution_scale;
const u32 vram_offset_x = m_crtc_state.display_vram_left;
const u32 vram_offset_y = m_crtc_state.display_vram_top;
const u32 scaled_vram_offset_x = vram_offset_x * resolution_scale;
const u32 scaled_vram_offset_y = vram_offset_y * resolution_scale;
const u32 display_width = m_crtc_state.display_vram_width;
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * resolution_scale;
const u32 scaled_display_height = display_height * resolution_scale;
const InterlacedRenderMode interlaced = GetInterlacedRenderMode();
if (IsDisplayDisabled())
{
g_host_display->ClearDisplayTexture();
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}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
g_host_display->SetDisplayTexture(&m_vram_texture, scaled_vram_offset_x, scaled_vram_offset_y,
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scaled_display_width, scaled_display_height);
}
else
{
const u32 reinterpret_field_offset = (interlaced != InterlacedRenderMode::None) ? GetInterlacedDisplayField() : 0;
const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale;
const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale;
const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y + reinterpret_field_offset,
reinterpret_crop_left, reinterpret_field_offset};
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
m_display_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
cmdlist->OMSetRenderTargets(1, &m_display_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_texture.GetSRVDescriptor());
cmdlist->SetPipelineState(
m_display_pipelines[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)].Get());
D3D12::SetViewportAndScissor(cmdlist, 0, 0, scaled_display_width, scaled_display_height);
cmdlist->DrawInstanced(3, 1, 0, 0);
m_display_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
g_host_display->SetDisplayTexture(&m_display_texture, 0, 0, scaled_display_width, scaled_display_height);
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RestoreGraphicsAPIState();
}
}
}
void GPU_HW_D3D12::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
{
if (IsUsingSoftwareRendererForReadbacks())
{
ReadSoftwareRendererVRAM(x, y, width, height);
return;
}
// Get bounds with wrap-around handled.
const Common::Rectangle<u32> copy_rect = GetVRAMTransferBounds(x, y, width, height);
const u32 encoded_width = (copy_rect.GetWidth() + 1) / 2;
const u32 encoded_height = copy_rect.GetHeight();
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_vram_readback_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
// Encode the 24-bit texture as 16-bit.
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
cmdlist->OMSetRenderTargets(1, &m_vram_readback_texture.GetRTVOrDSVDescriptor().cpu_handle, FALSE, nullptr);
cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_texture.GetSRVDescriptor());
cmdlist->SetPipelineState(m_vram_readback_pipeline.Get());
D3D12::SetViewportAndScissor(cmdlist, 0, 0, encoded_width, encoded_height);
cmdlist->DrawInstanced(3, 1, 0, 0);
m_vram_readback_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
// Stage the readback.
m_vram_readback_staging_texture.CopyFromTexture(m_vram_readback_texture, 0, 0, 0, 0, 0, encoded_width,
encoded_height);
// And copy it into our shadow buffer (will execute command buffer and stall).
m_vram_readback_staging_texture.ReadPixels(0, 0, encoded_width, encoded_height,
&m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left],
VRAM_WIDTH * sizeof(u16));
RestoreGraphicsAPIState();
}
void GPU_HW_D3D12::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
if (IsUsingSoftwareRendererForReadbacks())
FillSoftwareRendererVRAM(x, y, width, height, color);
// TODO: Use fast clear
GPU_HW::FillVRAM(x, y, width, height, color);
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
const bool wrapped = IsVRAMFillOversized(x, y, width, height);
const bool interlaced = IsInterlacedRenderingEnabled();
if (!wrapped && !interlaced)
{
const D3D12_RECT rc = {static_cast<LONG>(x * m_resolution_scale), static_cast<LONG>(y * m_resolution_scale),
static_cast<LONG>((x + width) * m_resolution_scale),
static_cast<LONG>((y + height) * m_resolution_scale)};
cmdlist->ClearRenderTargetView(m_vram_texture.GetRTVOrDSVDescriptor(), uniforms.u_fill_color, 1, &rc);
cmdlist->ClearDepthStencilView(m_vram_depth_texture.GetRTVOrDSVDescriptor(), D3D12_CLEAR_FLAG_DEPTH,
uniforms.u_fill_color[3], 0, 1, &rc);
return;
}
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cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), &uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, g_d3d12_context->GetNullSRVDescriptor());
cmdlist->SetPipelineState(m_vram_fill_pipelines[BoolToUInt8(IsVRAMFillOversized(x, y, width, height))]
[BoolToUInt8(IsInterlacedRenderingEnabled())]
.Get());
const Common::Rectangle<u32> bounds(GetVRAMTransferBounds(x, y, width, height));
D3D12::SetViewportAndScissor(cmdlist, bounds.left * m_resolution_scale, bounds.top * m_resolution_scale,
bounds.GetWidth() * m_resolution_scale, bounds.GetHeight() * m_resolution_scale);
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cmdlist->DrawInstanced(3, 1, 0, 0);
RestoreGraphicsAPIState();
}
void GPU_HW_D3D12::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask)
{
if (IsUsingSoftwareRendererForReadbacks())
UpdateSoftwareRendererVRAM(x, y, width, height, data, set_mask, check_mask);
const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data, set_mask, check_mask);
if (!check_mask)
{
const TextureReplacementTexture* rtex = g_texture_replacements.GetVRAMWriteReplacement(width, height, data);
if (rtex && BlitVRAMReplacementTexture(rtex, x * m_resolution_scale, y * m_resolution_scale,
width * m_resolution_scale, height * m_resolution_scale))
{
return;
}
}
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const u32 data_size = width * height * sizeof(u16);
const u32 alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; // ???
if (!m_texture_stream_buffer.ReserveMemory(data_size, alignment))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in stream buffer", data_size);
g_d3d12_context->ExecuteCommandList(false);
RestoreGraphicsAPIState();
if (!m_texture_stream_buffer.ReserveMemory(data_size, alignment))
{
Panic("Failed to allocate space in stream buffer for VRAM write");
return;
}
}
const u32 start_index = m_texture_stream_buffer.GetCurrentOffset() / sizeof(u16);
std::memcpy(m_texture_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_texture_stream_buffer.CommitMemory(data_size);
const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, start_index, set_mask, check_mask);
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), &uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, m_texture_stream_buffer_srv);
cmdlist->SetPipelineState(m_vram_write_pipelines[BoolToUInt8(check_mask)].Get());
// the viewport should already be set to the full vram, so just adjust the scissor
const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
D3D12::SetScissor(cmdlist, scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(),
scaled_bounds.GetHeight());
cmdlist->DrawInstanced(3, 1, 0, 0);
RestoreGraphicsAPIState();
}
void GPU_HW_D3D12::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
if (IsUsingSoftwareRendererForReadbacks())
CopySoftwareRendererVRAM(src_x, src_y, dst_x, dst_y, width, height);
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
{
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
if (m_vram_dirty_rect.Intersects(src_bounds))
UpdateVRAMReadTexture();
IncludeVRAMDirtyRectangle(dst_bounds);
const VRAMCopyUBOData uniforms(GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height));
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
cmdlist->SetGraphicsRootSignature(m_single_sampler_root_signature.Get());
cmdlist->SetGraphicsRoot32BitConstants(0, sizeof(uniforms) / sizeof(u32), &uniforms, 0);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_read_texture.GetSRVDescriptor());
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cmdlist->SetPipelineState(m_vram_copy_pipelines[BoolToUInt8(m_GPUSTAT.check_mask_before_draw)].Get());
D3D12::SetViewportAndScissor(cmdlist, dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
dst_bounds_scaled.GetHeight());
cmdlist->DrawInstanced(3, 1, 0, 0);
RestoreGraphicsAPIState();
if (m_GPUSTAT.check_mask_before_draw)
m_current_depth++;
return;
}
if (m_vram_dirty_rect.Intersects(Common::Rectangle<u32>::FromExtents(src_x, src_y, width, height)))
UpdateVRAMReadTexture();
GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
src_x *= m_resolution_scale;
src_y *= m_resolution_scale;
dst_x *= m_resolution_scale;
dst_y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
const D3D12_TEXTURE_COPY_LOCATION src = {m_vram_read_texture.GetResource(),
D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
const D3D12_TEXTURE_COPY_LOCATION dst = {m_vram_texture.GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
const D3D12_BOX src_box = {src_x, src_y, 0u, src_x + width, src_y + height, 1u};
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
g_d3d12_context->GetCommandList()->CopyTextureRegion(&dst, dst_x, dst_y, 0, &src, &src_box);
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
}
void GPU_HW_D3D12::UpdateVRAMReadTexture()
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
if (m_vram_texture.IsMultisampled())
{
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m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_DEST);
cmdlist->ResolveSubresource(m_vram_read_texture, 0, m_vram_texture, 0, m_vram_texture.GetDXGIFormat());
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}
else
{
const D3D12_TEXTURE_COPY_LOCATION src = {m_vram_texture.GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
const D3D12_TEXTURE_COPY_LOCATION dst = {m_vram_read_texture.GetResource(),
D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
const D3D12_BOX src_box = {scaled_rect.left, scaled_rect.top, 0u, scaled_rect.right, scaled_rect.bottom, 1u};
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m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
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cmdlist->CopyTextureRegion(&dst, scaled_rect.left, scaled_rect.top, 0, &src, &src_box);
}
m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
GPU_HW::UpdateVRAMReadTexture();
}
void GPU_HW_D3D12::UpdateDepthBufferFromMaskBit()
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
cmdlist->OMSetRenderTargets(0, nullptr, FALSE, &m_vram_depth_texture.GetRTVOrDSVDescriptor().cpu_handle);
cmdlist->SetGraphicsRootDescriptorTable(1, m_vram_texture.GetSRVDescriptor());
cmdlist->SetPipelineState(m_vram_update_depth_pipeline.Get());
D3D12::SetViewportAndScissor(cmdlist, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
cmdlist->DrawInstanced(3, 1, 0, 0);
m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
RestoreGraphicsAPIState();
}
void GPU_HW_D3D12::ClearDepthBuffer()
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
cmdlist->ClearDepthStencilView(m_vram_depth_texture.GetRTVOrDSVDescriptor(), D3D12_CLEAR_FLAG_DEPTH,
m_pgxp_depth_buffer ? 1.0f : 0.0f, 0, 0, nullptr);
}
std::unique_ptr<GPU> GPU::CreateHardwareD3D12Renderer()
{
return std::make_unique<GPU_HW_D3D12>();
}