#pragma once #include "common/d3d12/staging_texture.h" #include "common/d3d12/stream_buffer.h" #include "common/d3d12/texture.h" #include "common/dimensional_array.h" #include "gpu_hw.h" #include "texture_replacements.h" #include #include #include class GPU_HW_D3D12 : public GPU_HW { public: template using ComPtr = Microsoft::WRL::ComPtr; GPU_HW_D3D12(); ~GPU_HW_D3D12() override; GPURenderer GetRendererType() const override; bool Initialize() override; void Reset(bool clear_vram) override; void ResetGraphicsAPIState() override; void RestoreGraphicsAPIState() override; void UpdateSettings() override; protected: void ClearDisplay() override; void UpdateDisplay() override; void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override; void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override; void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override; void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override; void UpdateVRAMReadTexture() override; void UpdateDepthBufferFromMaskBit() override; void ClearDepthBuffer() override; void SetScissorFromDrawingArea() override; void MapBatchVertexPointer(u32 required_vertices) override; void UnmapBatchVertexPointer(u32 used_vertices) override; void UploadUniformBuffer(const void* data, u32 data_size) override; void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override; private: enum : u32 { MAX_PUSH_CONSTANTS_SIZE = 64, TEXTURE_REPLACEMENT_BUFFER_SIZE = 64 * 1024 * 1024, }; void SetCapabilities(); void DestroyResources(); bool CreateRootSignatures(); bool CreateSamplers(); bool CreateFramebuffer(); void ClearFramebuffer(); void DestroyFramebuffer(); bool CreateVertexBuffer(); bool CreateUniformBuffer(); bool CreateTextureBuffer(); bool CompilePipelines(); void DestroyPipelines(); bool CreateTextureReplacementStreamBuffer(); bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height); ComPtr m_batch_root_signature; ComPtr m_single_sampler_root_signature; D3D12::Texture m_vram_texture; D3D12::Texture m_vram_depth_texture; D3D12::Texture m_vram_read_texture; D3D12::Texture m_vram_readback_texture; D3D12::StagingTexture m_vram_readback_staging_texture; D3D12::Texture m_display_texture; D3D12::DescriptorHandle m_point_sampler; D3D12::DescriptorHandle m_linear_sampler; D3D12::StreamBuffer m_vertex_stream_buffer; D3D12::StreamBuffer m_uniform_stream_buffer; D3D12::StreamBuffer m_texture_stream_buffer; D3D12::DescriptorHandle m_texture_stream_buffer_srv; u32 m_current_uniform_buffer_offset = 0; // [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] DimensionalArray, 2, 2, 5, 9, 4, 2> m_batch_pipelines; // [wrapped][interlaced] DimensionalArray, 2, 2> m_vram_fill_pipelines; // [depth_test] std::array, 2> m_vram_write_pipelines; std::array, 2> m_vram_copy_pipelines; ComPtr m_vram_readback_pipeline; ComPtr m_vram_update_depth_pipeline; // [depth_24][interlace_mode] DimensionalArray, 3, 2> m_display_pipelines; ComPtr m_copy_pipeline; D3D12::Texture m_vram_write_replacement_texture; D3D12::StreamBuffer m_texture_replacment_stream_buffer; };