#include "gpu_hw_d3d12.h" #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" #include "common/scope_guard.h" #include "common/timer.h" #include "gpu_hw_shadergen.h" #include "host_display.h" #include "host_interface.h" #include "system.h" Log_SetChannel(GPU_HW_D3D12); GPU_HW_D3D12::GPU_HW_D3D12() = default; GPU_HW_D3D12::~GPU_HW_D3D12() { if (m_host_display) { m_host_display->ClearDisplayTexture(); ResetGraphicsAPIState(); } DestroyResources(); } GPURenderer GPU_HW_D3D12::GetRendererType() const { return GPURenderer::HardwareD3D12; } bool GPU_HW_D3D12::Initialize(HostDisplay* host_display) { if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::D3D12) { Log_ErrorPrintf("Host render API is incompatible"); return false; } SetCapabilities(); if (!GPU_HW::Initialize(host_display)) 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. m_host_display->ClearDisplayTexture(); 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(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(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; 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, m_multisamples, texture_format, texture_format, texture_format, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) || !m_vram_depth_texture.Create( texture_width, texture_height, m_multisamples, depth_format, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, depth_format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) || !m_vram_read_texture.Create(texture_width, texture_height, 1, texture_format, texture_format, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_NONE) || !m_display_texture.Create(texture_width, texture_height, 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, texture_format, texture_format, texture_format, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) || !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(g_host_interface->GetShaderCacheBasePath(), g_d3d12_context->GetFeatureLevel(), g_settings.gpu_use_debug_device); GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading, m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits, m_pgxp_depth_buffer, m_supports_dual_source_blend); ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 1 + 1 + (2 * 3)); // vertex shaders - [textured] // fragment shaders - [render_mode][texture_mode][dithering][interlacing] DimensionalArray, 2> batch_vertex_shaders{}; DimensionalArray, 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(); } 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(render_mode), static_cast(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(); } } } } 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(texture_mode) != GPUTextureMode::Disabled); gpbuilder.SetRootSignature(m_batch_root_signature.Get()); gpbuilder.SetRenderTarget(0, m_vram_texture.GetFormat()); gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetFormat()); 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(transparency_mode) != GPUTransparencyMode::Disabled && (static_cast(render_mode) != BatchRenderMode::TransparencyDisabled && static_cast(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(transparency_mode) == GPUTransparencyMode::BackgroundMinusForeground && static_cast(render_mode) != BatchRenderMode::TransparencyDisabled && static_cast(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(); } } } } } } ComPtr fullscreen_quad_vertex_shader = shader_cache.GetVertexShader(shadergen.GenerateScreenQuadVertexShader()); if (!fullscreen_quad_vertex_shader) return false; progress.Increment(); // common state gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get()); gpbuilder.SetRenderTarget(0, m_vram_texture.GetFormat()); gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetFormat()); 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.GetFormat()); gpbuilder.SetDepthStencilFormat(m_vram_depth_texture.GetFormat()); // VRAM fill { for (u8 interlaced = 0; interlaced < 2; interlaced++) { ComPtr fs = shader_cache.GetPixelShader( (interlaced == 0) ? shadergen.GenerateFillFragmentShader() : shadergen.GenerateInterlacedFillFragmentShader()); if (!fs) return false; gpbuilder.SetPixelShader(fs.Get()); gpbuilder.SetDepthState(true, true, D3D12_COMPARISON_FUNC_ALWAYS); m_vram_fill_pipelines[interlaced] = gpbuilder.Create(g_d3d12_context->GetDevice(), shader_cache, false); if (!m_vram_fill_pipelines[interlaced]) return false; D3D12::SetObjectNameFormatted(m_vram_fill_pipelines[interlaced].Get(), "VRAM Fill Pipeline Interlacing=%u", interlaced); progress.Increment(); } } // VRAM copy { ComPtr 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(); } } // VRAM write { ComPtr 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(); } } // VRAM update depth { ComPtr 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(); } gpbuilder.Clear(); // VRAM read { ComPtr 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.GetFormat()); 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(); } 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.GetFormat()); for (u8 depth_24 = 0; depth_24 < 2; depth_24++) { for (u8 interlace_mode = 0; interlace_mode < 3; interlace_mode++) { ComPtr fs = shader_cache.GetPixelShader(shadergen.GenerateDisplayFragmentShader( ConvertToBoolUnchecked(depth_24), static_cast(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(); } } } #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 = {}; } 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( render_mode)][static_cast(m_batch.texture_mode)][static_cast(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(); static constexpr float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; g_d3d12_context->GetCommandList()->ClearRenderTargetView(m_vram_texture.GetRTVOrDSVDescriptor(), clear_color, 0, nullptr); } void GPU_HW_D3D12::UpdateDisplay() { GPU_HW::UpdateDisplay(); if (g_settings.debugging.show_vram) { if (IsUsingMultisampling()) { UpdateVRAMReadTexture(); m_host_display->SetDisplayTexture(&m_vram_read_texture, HostDisplayPixelFormat::RGBA8, m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight()); } else { m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); m_host_display->SetDisplayTexture(&m_vram_texture, HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight()); } m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, static_cast(VRAM_WIDTH) / static_cast(VRAM_HEIGHT)); } else { 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()) { m_host_display->ClearDisplayTexture(); } 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); m_host_display->SetDisplayTexture(&m_vram_texture, HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), scaled_vram_offset_x, scaled_vram_offset_y, 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(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); m_host_display->SetDisplayTexture(&m_display_texture, HostDisplayPixelFormat::RGBA8, m_display_texture.GetWidth(), m_display_texture.GetHeight(), 0, 0, scaled_display_width, scaled_display_height); RestoreGraphicsAPIState(); } m_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()); } } 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 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 if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT) { // CPU round trip if oversized for now. Log_WarningPrintf("Oversized VRAM fill (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); GPU::FillVRAM(x, y, width, height, color); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data(), false, false); return; } GPU_HW::FillVRAM(x, y, width, height, color); x *= m_resolution_scale; y *= m_resolution_scale; width *= m_resolution_scale; height *= m_resolution_scale; const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color); 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, g_d3d12_context->GetNullSRVDescriptor()); cmdlist->SetPipelineState(m_vram_fill_pipelines[BoolToUInt8(IsInterlacedRenderingEnabled())].Get()); D3D12::SetViewportAndScissor(cmdlist, x, y, width, height); 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 bounds = GetVRAMTransferBounds(x, y, width, height); GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data, set_mask, check_mask); 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 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 src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height); const Common::Rectangle 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 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()); 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::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()) { 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.GetFormat()); } 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}; m_vram_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE); m_vram_read_texture.TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); 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::CreateHardwareD3D12Renderer() { return std::make_unique(); }