Duckstation/src/common/d3d12/context.h
Connor McLaughlin 8c7a192128 Misc: Add copyright/license statement to applicable files
Should've did this in the beginning.
2022-12-04 21:03:49 +10:00

157 lines
5.3 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
// Parts originally from Dolphin Emulator, also written by myself.
#pragma once
#include "../types.h"
#include "../windows_headers.h"
#include "descriptor_heap_manager.h"
#include "stream_buffer.h"
#include <array>
#include <d3d12.h>
#include <memory>
#include <vector>
#include <wrl/client.h>
struct IDXGIFactory;
namespace D3D12 {
class Context
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
enum : u32
{
// Number of command lists. One is being built while the other(s) are executed.
NUM_COMMAND_LISTS = 3,
// Textures that don't fit into this buffer will be uploaded with a staging buffer.
TEXTURE_UPLOAD_BUFFER_SIZE = 16 * 1024 * 1024,
/// Start/End timestamp queries.
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
};
~Context();
// Creates new device and context.
static bool Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
// Destroys active context.
static void Destroy();
ID3D12Device* GetDevice() const { return m_device.Get(); }
ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); }
// Returns the current command list, commands can be recorded directly.
ID3D12GraphicsCommandList* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_list.Get();
}
// Descriptor manager access.
DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
DescriptorHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
ID3D12DescriptorHeap* const* GetGPUDescriptorHeaps() const { return m_gpu_descriptor_heaps.data(); }
u32 GetGPUDescriptorHeapCount() const { return static_cast<u32>(m_gpu_descriptor_heaps.size()); }
const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
StreamBuffer& GetTextureStreamBuffer() { return m_texture_stream_buffer; }
// Root signature access.
ComPtr<ID3DBlob> SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
ComPtr<ID3D12RootSignature> CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
// Feature level to use when compiling shaders.
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
// Test for support for the specified texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
// Executes the current command list.
void ExecuteCommandList(bool wait_for_completion);
// Waits for a specific fence.
void WaitForFence(u64 fence);
// Waits for any in-flight command buffers to complete.
void WaitForGPUIdle();
// Defers destruction of a D3D resource (associates it with the current list).
void DeferResourceDestruction(ID3D12Resource* resource);
// Defers destruction of a descriptor handle (associates it with the current list).
void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
void DeferDescriptorDestruction(DescriptorHeapManager& manager, DescriptorHandle* handle);
float GetAndResetAccumulatedGPUTime();
void SetEnableGPUTiming(bool enabled);
private:
struct CommandListResources
{
ComPtr<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
std::vector<ID3D12Resource*> pending_resources;
std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
u64 ready_fence_value = 0;
bool has_timestamp_query = false;
};
Context();
bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateFence();
bool CreateDescriptorHeaps();
bool CreateCommandLists();
bool CreateTextureStreamBuffer();
bool CreateTimestampQuery();
void MoveToNextCommandList();
void DestroyPendingResources(CommandListResources& cmdlist);
void DestroyResources();
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<ID3D12Fence> m_fence = nullptr;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
ComPtr<ID3D12QueryHeap> m_timestamp_query_heap;
ComPtr<ID3D12Resource> m_timestamp_query_buffer;
double m_timestamp_frequency = 0.0;
float m_accumulated_gpu_time = 0.0f;
bool m_gpu_timing_enabled = false;
DescriptorHeapManager m_descriptor_heap_manager;
DescriptorHeapManager m_rtv_heap_manager;
DescriptorHeapManager m_dsv_heap_manager;
DescriptorHeapManager m_sampler_heap_manager;
std::array<ID3D12DescriptorHeap*, 2> m_gpu_descriptor_heaps = {};
DescriptorHandle m_null_srv_descriptor;
StreamBuffer m_texture_stream_buffer;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
};
} // namespace D3D12
extern std::unique_ptr<D3D12::Context> g_d3d12_context;