mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
GS/DX12: Use Enhanced Barriers API
This commit is contained in:
committed by
lightningterror
parent
4daa455524
commit
4506ff1c46
@@ -22,8 +22,8 @@ D3D12StreamBuffer::~D3D12StreamBuffer()
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bool D3D12StreamBuffer::Create(u32 size)
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{
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const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
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{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
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const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
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{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
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D3D12MA::ALLOCATION_DESC allocationDesc = {};
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allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED;
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@@ -31,8 +31,13 @@ bool D3D12StreamBuffer::Create(u32 size)
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wil::com_ptr_nothrow<ID3D12Resource> buffer;
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wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
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HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
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HRESULT hr;
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if (GSDevice12::GetInstance()->UseEnhancedBarriers())
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hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocationDesc, &resource_desc.desc1,
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D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
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else
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hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc.desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
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pxAssertMsg(SUCCEEDED(hr), "Allocate buffer");
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if (FAILED(hr))
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return false;
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@@ -19,6 +19,8 @@
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#include "common/ScopedGuard.h"
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#include "common/SmallString.h"
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#include "common/StringUtil.h"
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#include "common/FileSystem.h"
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#include "common/Path.h"
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#include "D3D12MemAlloc.h"
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#include "imgui.h"
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@@ -158,6 +160,83 @@ u32 GSDevice12::GetAdapterVendorID() const
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return desc.VendorId;
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}
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uint SDKVersion(const std::string& path)
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{
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// The Agility SDK version is embeded as the minor file version.
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// This is only true for the redist files, not the OS files.
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// Alternativly, D3D12Core also exports its D3D12SDKVersion.
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std::wstring wpath = FileSystem::GetWin32Path(path);
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const DWORD size = GetFileVersionInfoSizeW(wpath.c_str(), nullptr);
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if (size == 0)
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return 0;
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BOOL ret;
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std::vector<char> info_data(size);
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ret = GetFileVersionInfoW(wpath.c_str(), 0, size, info_data.data());
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if (!ret)
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return 0;
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uint len;
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VS_FIXEDFILEINFO* file_ver;
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ret = VerQueryValueW(info_data.data(), L"\\", reinterpret_cast<void**>(&file_ver), &len);
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if (!ret)
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return 0;
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return file_ver->dwFileVersionMS & 0xFFFF;
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}
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void GSDevice12::LoadAgilitySDK()
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{
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static bool agility_loaded = false;
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if (agility_loaded)
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return;
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HRESULT hr;
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// See https://microsoft.github.io/DirectX-Specs/d3d/IndependentDevices.html
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ComPtr<ID3D12SDKConfiguration1> sdk_configuration;
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hr = D3D12GetInterface(CLSID_D3D12SDKConfiguration, IID_PPV_ARGS(sdk_configuration.put()));
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if (FAILED(hr))
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{
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Console.Error("D3D12: Agility SDK configuration is not available");
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return;
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}
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std::string sdk_path = Path::Combine(Path::GetDirectory(FileSystem::GetProgramPath()), "\\D3D12\\");
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std::string core_path = Path::Combine(sdk_path, "D3D12Core.dll");
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if (!FileSystem::FileExists(core_path.c_str()))
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return;
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const uint agility_version = SDKVersion(core_path);
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if (agility_version == 0)
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return;
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ComPtr<ID3D12DeviceFactory> device_factory;
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// CreateDeviceFactory seems to use a utf8 string for the path.
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// If the system has a newer SDK, then the system SDK seems to be returned instead.
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hr = sdk_configuration->CreateDeviceFactory(agility_version,
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StringUtil::WideStringToUTF8String(FileSystem::GetWin32Path(sdk_path)).c_str(), IID_PPV_ARGS(device_factory.put()));
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if (FAILED(hr))
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{
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Console.ErrorFmt("D3D12: Unable to load provided Agility SDK {:08X}", hr);
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return;
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}
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// Windows 10 (and older drivers on 11) will apply to the global state in ID3D12DeviceFactory::CreateDevice().
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// To get consistant behaviour across all systems, always apply the global state.
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// This also allows us to use the normal D3D12*() methods with the loaded agility SDK.
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hr = device_factory->ApplyToGlobalState();
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if (FAILED(hr))
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{
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Console.ErrorFmt("D3D12: Unable to apply provided Agility SDK {:08X}", hr);
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return;
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}
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agility_loaded = true;
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}
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bool GSDevice12::CreateDevice(u32& vendor_id)
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{
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bool enable_debug_layer = GSConfig.UseDebugDevice;
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@@ -171,6 +250,9 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
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HRESULT hr;
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// Load the Agility SDK
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LoadAgilitySDK();
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// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
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if (enable_debug_layer)
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{
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@@ -191,6 +273,7 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
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// Intel Haswell doesn't actually support DX12 even tho the device is created which results in a crash,
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// to get around this check if device can be created using feature level 12 (skylake+).
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const bool isIntel = (vendor_id == 0x163C || vendor_id == 0x8086 || vendor_id == 0x8087);
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// Create the actual device.
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hr = D3D12CreateDevice(m_adapter.get(), isIntel ? D3D_FEATURE_LEVEL_12_0 : D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
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if (FAILED(hr))
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@@ -206,6 +289,14 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
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Console.Error("D3D12: Failed to get lookup adapter by device LUID");
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}
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ComPtr<ID3D12DeviceConfiguration> config = m_device.try_query<ID3D12DeviceConfiguration>();
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int sdkVersion = 0;
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if (config)
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{
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sdkVersion = config->GetDesc().SDKVersion;
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Console.WriteLnFmt("D3D12: Agility version: {}", sdkVersion);
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}
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if (enable_debug_layer)
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{
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ComPtr<ID3D12InfoQueue> info_queue = m_device.try_query<ID3D12InfoQueue>();
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@@ -218,14 +309,18 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
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}
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D3D12_INFO_QUEUE_FILTER filter = {};
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std::array<D3D12_MESSAGE_ID, 5> id_list{
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std::array<D3D12_MESSAGE_ID, 6> id_list{
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D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
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D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
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D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
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D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
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// The current OS version of D3D12 (616) has a validation bug
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// This is fixed with Agility 1.618.4.
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// For now, disable this warning untill the OS updates.
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D3D12_MESSAGE_ID_INCOMPATIBLE_BARRIER_LAYOUT,
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};
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filter.DenyList.NumIDs = static_cast<UINT>(id_list.size());
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filter.DenyList.NumIDs = static_cast<UINT>(sdkVersion < 618 ? id_list.size() : id_list.size() - 1);
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filter.DenyList.pIDList = id_list.data();
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info_queue->PushStorageFilter(&filter);
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}
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@@ -318,8 +413,17 @@ bool GSDevice12::CreateCommandLists()
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if (FAILED(hr))
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return false;
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hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
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nullptr, IID_PPV_ARGS(res.command_lists[i].put()));
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if (m_enhanced_barriers)
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{
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hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
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nullptr, IID_PPV_ARGS(res.command_lists[i].list7.put()));
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res.command_lists[i].list4 = res.command_lists[i].list7;
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}
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else
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{
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hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
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nullptr, IID_PPV_ARGS(res.command_lists[i].list4.put()));
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}
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if (FAILED(hr))
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{
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Console.Error("D3D12: Failed to create command list: %08X", hr);
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@@ -327,7 +431,7 @@ bool GSDevice12::CreateCommandLists()
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}
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// Close the command lists, since the first thing we do is reset them.
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hr = res.command_lists[i]->Close();
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hr = res.command_lists[i].list4->Close();
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pxAssertRel(SUCCEEDED(hr), "Closing new command list failed");
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if (FAILED(hr))
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return false;
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@@ -365,7 +469,7 @@ void GSDevice12::MoveToNextCommandList()
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// Begin command list.
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res.command_allocators[1]->Reset();
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res.command_lists[1]->Reset(res.command_allocators[1].get(), nullptr);
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res.command_lists[1].list4->Reset(res.command_allocators[1].get(), nullptr);
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res.descriptor_allocator.Reset();
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if (res.sampler_allocator.ShouldReset())
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res.sampler_allocator.Reset();
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@@ -397,18 +501,18 @@ void GSDevice12::MoveToNextCommandList()
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res.has_timestamp_query = m_gpu_timing_enabled;
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if (m_gpu_timing_enabled)
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{
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res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST);
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}
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ID3D12DescriptorHeap* heaps[2] = {
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res.descriptor_allocator.GetDescriptorHeap(), res.sampler_allocator.GetDescriptorHeap()};
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res.command_lists[1]->SetDescriptorHeaps(std::size(heaps), heaps);
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res.command_lists[1].list4->SetDescriptorHeaps(std::size(heaps), heaps);
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m_allocator->SetCurrentFrameIndex(static_cast<UINT>(m_current_fence_value));
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}
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ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
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const D3D12CommandList& GSDevice12::GetInitCommandList()
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{
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CommandListResources& res = m_command_lists[m_current_command_list];
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if (!res.init_command_list_used)
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@@ -416,12 +520,12 @@ ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
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[[maybe_unused]] HRESULT hr = res.command_allocators[0]->Reset();
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pxAssertMsg(SUCCEEDED(hr), "Reset init command allocator failed");
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res.command_lists[0]->Reset(res.command_allocators[0].get(), nullptr);
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res.command_lists[0].list4->Reset(res.command_allocators[0].get(), nullptr);
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pxAssertMsg(SUCCEEDED(hr), "Reset init command list failed");
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res.init_command_list_used = true;
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}
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return res.command_lists[0].get();
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return res.command_lists[0];
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}
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bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
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@@ -432,16 +536,16 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
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if (res.has_timestamp_query)
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{
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// write the timestamp back at the end of the cmdlist
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res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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(m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST) + 1);
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res.command_lists[1]->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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res.command_lists[1].list4->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
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m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST, NUM_TIMESTAMP_QUERIES_PER_CMDLIST,
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m_timestamp_query_buffer.get(), m_current_command_list * (sizeof(u64) * NUM_TIMESTAMP_QUERIES_PER_CMDLIST));
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}
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if (res.init_command_list_used)
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{
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hr = res.command_lists[0]->Close();
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hr = res.command_lists[0].list4->Close();
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if (FAILED(hr))
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{
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Console.Error("D3D12: Closing init command list failed with HRESULT %08X", hr);
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@@ -450,7 +554,7 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
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}
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// Close and queue command list.
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hr = res.command_lists[1]->Close();
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hr = res.command_lists[1].list4->Close();
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if (FAILED(hr))
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{
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Console.Error("D3D12: Closing main command list failed with HRESULT %08X", hr);
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@@ -459,12 +563,12 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
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if (res.init_command_list_used)
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{
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const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
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const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].list4.get(), res.command_lists[1].list4.get()};
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m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
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}
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else
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{
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const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].get()};
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const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].list4.get()};
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m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
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}
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@@ -598,10 +702,14 @@ bool GSDevice12::CreateTimestampQuery()
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}
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const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_READBACK};
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const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1,
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DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
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hr = m_allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
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m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
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const D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1,
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DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
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if (m_enhanced_barriers)
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hr = m_allocator->CreateResource3(&allocation_desc, &resource_desc.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr,
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0, nullptr, m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
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else
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hr = m_allocator->CreateResource(&allocation_desc, &resource_desc.desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
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m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
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if (FAILED(hr))
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{
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Console.Error("D3D12: CreateResource() for timestamp failed with %08X", hr);
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@@ -638,15 +746,20 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
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{
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// Try to place the fixed index buffer in GPU local memory.
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// Use the staging buffer to copy into it.
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const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
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const D3D12_RESOURCE_DESCU rd = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
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const D3D12MA::ALLOCATION_DESC cpu_ad = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
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ComPtr<ID3D12Resource> cpu_buffer;
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ComPtr<D3D12MA::Allocation> cpu_allocation;
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HRESULT hr = m_allocator->CreateResource(
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&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
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HRESULT hr;
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if (m_enhanced_barriers)
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hr = m_allocator->CreateResource3(
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&cpu_ad, &rd.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
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else
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hr = m_allocator->CreateResource(
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&cpu_ad, &rd.desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
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pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
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if (FAILED(hr))
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return false;
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@@ -662,21 +775,34 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
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cpu_buffer->Unmap(0, &write_range);
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const D3D12MA::ALLOCATION_DESC gpu_ad = {D3D12MA::ALLOCATION_FLAG_COMMITTED, D3D12_HEAP_TYPE_DEFAULT};
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hr = m_allocator->CreateResource(
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&gpu_ad, &rd, D3D12_RESOURCE_STATE_COMMON, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
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||||
if (m_enhanced_barriers)
|
||||
hr = m_allocator->CreateResource3(
|
||||
&gpu_ad, &rd.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
else
|
||||
hr = m_allocator->CreateResource(
|
||||
&gpu_ad, &rd.desc, D3D12_RESOURCE_STATE_COMMON, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate GPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
GetInitCommandList()->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
|
||||
GetInitCommandList().list4->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
|
||||
|
||||
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
rb.Transition.pResource = *gpu_buffer;
|
||||
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; // COMMON -> COPY_DEST at first use.
|
||||
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
GetInitCommandList()->ResourceBarrier(1, &rb);
|
||||
if (m_enhanced_barriers)
|
||||
{
|
||||
const D3D12_BUFFER_BARRIER barrier = {D3D12_BARRIER_SYNC_COPY, D3D12_BARRIER_SYNC_INDEX_INPUT,
|
||||
D3D12_BARRIER_ACCESS_COPY_DEST, D3D12_BARRIER_ACCESS_INDEX_BUFFER, *gpu_buffer, 0, size};
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_BUFFER, .NumBarriers = 1, .pBufferBarriers = &barrier};
|
||||
GetInitCommandList().list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
rb.Transition.pResource = *gpu_buffer;
|
||||
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; // COMMON -> COPY_DEST at first use.
|
||||
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
GetInitCommandList().list4->ResourceBarrier(1, &rb);
|
||||
}
|
||||
|
||||
DeferResourceDestruction(cpu_allocation.get(), cpu_buffer.get());
|
||||
return true;
|
||||
@@ -768,7 +894,7 @@ void GSDevice12::Destroy()
|
||||
{
|
||||
GSDevice::Destroy();
|
||||
|
||||
if (GetCommandList())
|
||||
if (GetCommandList().list4)
|
||||
{
|
||||
EndRenderPass();
|
||||
ExecuteCommandList(true);
|
||||
@@ -919,11 +1045,11 @@ bool GSDevice12::CreateSwapChain()
|
||||
// Render a frame as soon as possible to clear out whatever was previously being displayed.
|
||||
EndRenderPass();
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
ID3D12GraphicsCommandList4* cmdlist = GetCommandList();
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_PRESENT);
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::Present);
|
||||
ExecuteCommandList(false);
|
||||
m_swap_chain->Present(0, m_using_allow_tearing ? DXGI_PRESENT_ALLOW_TEARING : 0);
|
||||
return true;
|
||||
@@ -950,7 +1076,7 @@ bool GSDevice12::CreateSwapChainRTV()
|
||||
std::unique_ptr<GSTexture12> tex = GSTexture12::Adopt(std::move(backbuffer), GSTexture::Type::RenderTarget,
|
||||
GSTexture::Format::Color, swap_chain_desc.BufferDesc.Width, swap_chain_desc.BufferDesc.Height, 1,
|
||||
swap_chain_desc.BufferDesc.Format, DXGI_FORMAT_UNKNOWN, swap_chain_desc.BufferDesc.Format,
|
||||
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_STATE_COMMON);
|
||||
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, GSTexture12::ResourceState::Present);
|
||||
if (!tex)
|
||||
{
|
||||
m_swap_chain_buffers.clear();
|
||||
@@ -1122,18 +1248,18 @@ GSDevice::PresentResult GSDevice12::BeginPresent(bool frame_skip)
|
||||
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
cmdlist->OMSetRenderTargets(1, &swap_chain_buf->GetWriteDescriptor().cpu_handle, FALSE, nullptr);
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
cmdlist.list4->OMSetRenderTargets(1, &swap_chain_buf->GetWriteDescriptor().cpu_handle, FALSE, nullptr);
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, 1);
|
||||
|
||||
const D3D12_VIEWPORT vp{0.0f, 0.0f, static_cast<float>(m_window_info.surface_width),
|
||||
static_cast<float>(m_window_info.surface_height), 0.0f, 1.0f};
|
||||
const D3D12_RECT scissor{
|
||||
0, 0, static_cast<LONG>(m_window_info.surface_width), static_cast<LONG>(m_window_info.surface_height)};
|
||||
cmdlist->RSSetViewports(1, &vp);
|
||||
cmdlist->RSSetScissorRects(1, &scissor);
|
||||
cmdlist.list4->RSSetViewports(1, &vp);
|
||||
cmdlist.list4->RSSetScissorRects(1, &scissor);
|
||||
return PresentResult::OK;
|
||||
}
|
||||
|
||||
@@ -1144,7 +1270,7 @@ void GSDevice12::EndPresent()
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
|
||||
|
||||
swap_chain_buf->TransitionToState(GetCommandList(), D3D12_RESOURCE_STATE_PRESENT);
|
||||
swap_chain_buf->TransitionToState(GSTexture12::ResourceState::Present);
|
||||
if (!ExecuteCommandList(WaitType::None))
|
||||
{
|
||||
m_device_lost = true;
|
||||
@@ -1187,7 +1313,7 @@ void GSDevice12::PushDebugGroup(const char* fmt, ...)
|
||||
const UINT color = Palette(
|
||||
++s_debug_scope_depth, {0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 0.5f}, {0.8f, 0.90f, 0.30f});
|
||||
|
||||
PIXBeginEvent(GetCommandList(), color, "%s", buf.c_str());
|
||||
PIXBeginEvent(GetCommandList().list4.get(), color, "%s", buf.c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1199,7 +1325,7 @@ void GSDevice12::PopDebugGroup()
|
||||
|
||||
s_debug_scope_depth = (s_debug_scope_depth == 0) ? 0 : (s_debug_scope_depth - 1u);
|
||||
|
||||
PIXEndEvent(GetCommandList());
|
||||
PIXEndEvent(GetCommandList().list4.get());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1230,7 +1356,7 @@ void GSDevice12::InsertDebugMessage(DebugMessageCategory category, const char* f
|
||||
static_cast<BYTE>(fcolor[1] * 255.0f),
|
||||
static_cast<BYTE>(fcolor[2] * 255.0f));
|
||||
|
||||
PIXSetMarker(GetCommandList(), color, "%s", buf.c_str());
|
||||
PIXSetMarker(GetCommandList().list4.get(), color, "%s", buf.c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1263,30 +1389,43 @@ bool GSDevice12::CheckFeatures(const u32& vendor_id)
|
||||
Console.WriteLnFmt("D3D12: Programmable Sample Position: {}", m_programmable_sample_positions ? "Supported" : "Not Supported");
|
||||
|
||||
BOOL allow_tearing_supported = false;
|
||||
const HRESULT hr = m_dxgi_factory->CheckFeatureSupport(
|
||||
HRESULT hr = m_dxgi_factory->CheckFeatureSupport(
|
||||
DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported, sizeof(allow_tearing_supported));
|
||||
m_allow_tearing_supported = (SUCCEEDED(hr) && allow_tearing_supported == TRUE);
|
||||
|
||||
D3D12_FEATURE_DATA_D3D12_OPTIONS12 device_options12 = {};
|
||||
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &device_options12, sizeof(device_options12));
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
Console.WriteLnFmt("D3D12: Enhanced Barriers: {}", device_options12.EnhancedBarriersSupported ? "Supported" : "Not Supported");
|
||||
m_enhanced_barriers = device_options12.EnhancedBarriersSupported;
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLnFmt("D3D12: Failed to check for Enhanced Barriers: 0x{:08x}", static_cast<unsigned long>(hr));
|
||||
m_enhanced_barriers = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GSDevice12::DrawPrimitive()
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawInstanced(m_vertex.count, 1, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawInstanced(m_vertex.count, 1, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::DrawIndexedPrimitive()
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawIndexedInstanced(m_index.count, 1, m_index.start, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawIndexedInstanced(m_index.count, 1, m_index.start, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::DrawIndexedPrimitive(int offset, int count)
|
||||
{
|
||||
pxAssert(offset + count <= (int)m_index.count);
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawIndexedInstanced(count, 1, m_index.start + offset, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawIndexedInstanced(count, 1, m_index.start + offset, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::LookupNativeFormat(GSTexture::Format format, DXGI_FORMAT* d3d_format, DXGI_FORMAT* srv_format,
|
||||
@@ -1391,14 +1530,14 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
|
||||
if (dTex12->GetType() != GSTexture::Type::DepthStencil)
|
||||
{
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
GetCommandList()->ClearRenderTargetView(
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
GetCommandList().list4->ClearRenderTargetView(
|
||||
dTex12->GetWriteDescriptor(), sTex12->GetUNormClearColor().v, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
GetCommandList()->ClearDepthStencilView(
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::DepthWriteStencil);
|
||||
GetCommandList().list4->ClearDepthStencilView(
|
||||
dTex12->GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, sTex12->GetClearDepth(), 0, 0, nullptr);
|
||||
}
|
||||
|
||||
@@ -1418,12 +1557,12 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
|
||||
EndRenderPass();
|
||||
|
||||
sTex12->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
sTex12->TransitionToState(GSTexture12::ResourceState::CopySrc);
|
||||
sTex12->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
if (m_tfx_textures[0] && sTex12->GetSRVDescriptor() == m_tfx_textures[0])
|
||||
PSSetShaderResource(0, nullptr, false);
|
||||
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::CopyDst);
|
||||
dTex12->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcloc;
|
||||
@@ -1440,13 +1579,13 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
const bool full_rt_copy = src_dst_rect_match && ((sTex12->IsDepthStencil() && !m_programmable_sample_positions) || (destX == 0 && destY == 0 && r.eq(src_rect)));
|
||||
if (full_rt_copy)
|
||||
{
|
||||
GetCommandList()->CopyResource(dTex12->GetResource(), sTex12->GetResource());
|
||||
GetCommandList().list4->CopyResource(dTex12->GetResource(), sTex12->GetResource());
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12_BOX srcbox{static_cast<UINT>(r.left), static_cast<UINT>(r.top), 0u, static_cast<UINT>(r.right),
|
||||
static_cast<UINT>(r.bottom), 1u};
|
||||
GetCommandList()->CopyTextureRegion(&dstloc, destX, destY, 0, &srcloc, &srcbox);
|
||||
GetCommandList().list4->CopyTextureRegion(&dstloc, destX, destY, 0, &srcloc, &srcbox);
|
||||
}
|
||||
|
||||
dTex12->SetState(GSTexture::State::Dirty);
|
||||
@@ -1560,10 +1699,10 @@ void GSDevice12::DrawMultiStretchRects(
|
||||
{
|
||||
GSTexture12* const stex = static_cast<GSTexture12*>(rects[i].src);
|
||||
stex->CommitClear();
|
||||
if (stex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (stex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
{
|
||||
EndRenderPass();
|
||||
stex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
stex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1689,11 +1828,11 @@ void GSDevice12::BeginRenderPassForStretchRect(
|
||||
void GSDevice12::DoStretchRect(GSTexture12* sTex, const GSVector4& sRect, GSTexture12* dTex, const GSVector4& dRect,
|
||||
const ID3D12PipelineState* pipeline, bool linear, bool allow_discard)
|
||||
{
|
||||
if (sTex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (sTex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
{
|
||||
// can't transition in a render pass
|
||||
EndRenderPass();
|
||||
sTex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
sTex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
SetUtilityRootSignature();
|
||||
@@ -1770,14 +1909,14 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
if (has_input_0)
|
||||
{
|
||||
static_cast<GSTexture12*>(sTex[0])->CommitClear();
|
||||
static_cast<GSTexture12*>(sTex[0])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[0])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
if (has_input_1)
|
||||
{
|
||||
static_cast<GSTexture12*>(sTex[1])->CommitClear();
|
||||
static_cast<GSTexture12*>(sTex[1])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[1])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
// Upload constant to select YUV algo, but skip constant buffer update if we don't need it
|
||||
if (feedback_write_2 || feedback_write_1 || sTex[0])
|
||||
@@ -1830,7 +1969,7 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
if (sTex[0] == sTex[2])
|
||||
{
|
||||
// need a barrier here because of the render pass
|
||||
static_cast<GSTexture12*>(sTex[2])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[2])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1877,13 +2016,13 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
|
||||
// this texture is going to get used as an input, so make sure we don't read undefined data
|
||||
static_cast<GSTexture12*>(dTex)->CommitClear();
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoInterlace(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect,
|
||||
ShaderInterlace shader, bool linear, const InterlaceConstantBuffer& cb)
|
||||
{
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
const GSVector4i rc = GSVector4i(dRect);
|
||||
const GSVector4i dtex_rc = dTex->GetRect();
|
||||
@@ -1899,7 +2038,7 @@ void GSDevice12::DoInterlace(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
EndRenderPass();
|
||||
|
||||
// this texture is going to get used as an input, so make sure we don't read undefined data
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float params[4])
|
||||
@@ -1918,7 +2057,7 @@ void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
|
||||
DrawStretchRect(sRect, GSVector4(dRect), dTex->GetSize());
|
||||
EndRenderPass();
|
||||
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
|
||||
@@ -1936,7 +2075,7 @@ void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
|
||||
DrawStretchRect(sRect, GSVector4(dRect), dTex->GetSize());
|
||||
EndRenderPass();
|
||||
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
bool GSDevice12::CompileCASPipelines()
|
||||
@@ -2100,7 +2239,7 @@ void GSDevice12::RenderImGui()
|
||||
D3D12DescriptorHandle handle = m_null_texture->GetSRVDescriptor();
|
||||
if (tex)
|
||||
{
|
||||
tex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
tex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
handle = tex->GetSRVDescriptor();
|
||||
}
|
||||
|
||||
@@ -2118,7 +2257,7 @@ void GSDevice12::RenderImGui()
|
||||
|
||||
if (ApplyUtilityState())
|
||||
{
|
||||
GetCommandList()->DrawIndexedInstanced(
|
||||
GetCommandList().list4->DrawIndexedInstanced(
|
||||
pcmd->ElemCount, 1, m_index.start + pcmd->IdxOffset, vertex_offset + pcmd->VtxOffset, 0);
|
||||
}
|
||||
}
|
||||
@@ -2147,23 +2286,23 @@ bool GSDevice12::DoCAS(
|
||||
}
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* const cmdlist = GetCommandList();
|
||||
const D3D12_RESOURCE_STATES old_state = sTex12->GetResourceState();
|
||||
sTex12->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
|
||||
dTex12->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
const GSTexture12::ResourceState old_state = sTex12->GetResourceState();
|
||||
sTex12->TransitionToState(cmdlist, GSTexture12::ResourceState::ComputeShaderResource);
|
||||
dTex12->TransitionToState(cmdlist, GSTexture12::ResourceState::CASShaderUAV);
|
||||
|
||||
cmdlist->SetComputeRootSignature(m_cas_root_signature.get());
|
||||
cmdlist->SetComputeRoot32BitConstants(
|
||||
cmdlist.list4->SetComputeRootSignature(m_cas_root_signature.get());
|
||||
cmdlist.list4->SetComputeRoot32BitConstants(
|
||||
CAS_ROOT_SIGNATURE_PARAM_PUSH_CONSTANTS, NUM_CAS_CONSTANTS, constants.data(), 0);
|
||||
cmdlist->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_SRC_TEXTURE, sTexDH);
|
||||
cmdlist->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_DST_TEXTURE, dTexDH);
|
||||
cmdlist->SetPipelineState(sharpen_only ? m_cas_sharpen_pipeline.get() : m_cas_upscale_pipeline.get());
|
||||
cmdlist.list4->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_SRC_TEXTURE, sTexDH);
|
||||
cmdlist.list4->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_DST_TEXTURE, dTexDH);
|
||||
cmdlist.list4->SetPipelineState(sharpen_only ? m_cas_sharpen_pipeline.get() : m_cas_upscale_pipeline.get());
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
|
||||
static const int threadGroupWorkRegionDim = 16;
|
||||
const int dispatchX = (dTex->GetWidth() + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
const int dispatchY = (dTex->GetHeight() + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
cmdlist->Dispatch(dispatchX, dispatchY, 1);
|
||||
cmdlist.list4->Dispatch(dispatchX, dispatchY, 1);
|
||||
|
||||
sTex12->TransitionToState(cmdlist, old_state);
|
||||
return true;
|
||||
@@ -2243,9 +2382,9 @@ void GSDevice12::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
|
||||
if (!InRenderPass())
|
||||
{
|
||||
if (vkRt)
|
||||
vkRt->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
vkRt->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
if (vkDs)
|
||||
vkDs->TransitionToState(depth_read ? (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) : D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
vkDs->TransitionToState(depth_read ? GSTexture12::ResourceState::DepthReadStencil : GSTexture12::ResourceState::DepthWriteStencil);
|
||||
}
|
||||
|
||||
// This is used to set/initialize the framebuffer for tfx rendering.
|
||||
@@ -2374,7 +2513,7 @@ bool GSDevice12::CreateNullTexture()
|
||||
if (!m_null_texture)
|
||||
return false;
|
||||
|
||||
m_null_texture->TransitionToState(GetCommandList(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
m_null_texture->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
D3D12::SetObjectName(m_null_texture->GetResource(), "Null texture");
|
||||
return true;
|
||||
}
|
||||
@@ -3153,7 +3292,7 @@ void GSDevice12::ExecuteCommandListAndRestartRenderPass(bool wait_for_completion
|
||||
if (was_in_render_pass)
|
||||
{
|
||||
// rebind everything except RT, because the RP does that for us
|
||||
ApplyBaseState(m_dirty_flags & ~DIRTY_FLAG_RENDER_TARGET, GetCommandList());
|
||||
ApplyBaseState(m_dirty_flags & ~DIRTY_FLAG_RENDER_TARGET, GetCommandList().list4.get());
|
||||
m_dirty_flags &= ~DIRTY_BASE_STATE;
|
||||
|
||||
// restart render pass
|
||||
@@ -3244,17 +3383,17 @@ void GSDevice12::PSSetShaderResource(int i, GSTexture* sr, bool check_state, boo
|
||||
GSTexture12* dtex = static_cast<GSTexture12*>(sr);
|
||||
if (check_state)
|
||||
{
|
||||
if (dtex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE && InRenderPass())
|
||||
if (dtex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource && InRenderPass())
|
||||
{
|
||||
GL_INS("Ending render pass due to resource transition");
|
||||
EndRenderPass();
|
||||
}
|
||||
|
||||
dtex->CommitClear();
|
||||
dtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
dtex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
dtex->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
handle = feedback ? dtex->GetFBLDescriptor() : dtex->GetSRVDescriptor();
|
||||
handle = (feedback && !m_enhanced_barriers) ? dtex->GetFBLDescriptor() : dtex->GetSRVDescriptor();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -3285,7 +3424,7 @@ void GSDevice12::SetUtilityRootSignature()
|
||||
|
||||
m_current_root_signature = RootSignature::Utility;
|
||||
m_dirty_flags |= DIRTY_FLAG_TEXTURES_DESCRIPTOR_TABLE | DIRTY_FLAG_SAMPLERS_DESCRIPTOR_TABLE | DIRTY_FLAG_PIPELINE;
|
||||
GetCommandList()->SetGraphicsRootSignature(m_utility_root_signature.get());
|
||||
GetCommandList().list4->SetGraphicsRootSignature(m_utility_root_signature.get());
|
||||
}
|
||||
|
||||
void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle& sampler)
|
||||
@@ -3295,7 +3434,7 @@ void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle&
|
||||
{
|
||||
GSTexture12* d12tex = static_cast<GSTexture12*>(dtex);
|
||||
d12tex->CommitClear();
|
||||
d12tex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
d12tex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
d12tex->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
handle = d12tex->GetSRVDescriptor();
|
||||
}
|
||||
@@ -3333,7 +3472,7 @@ void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle&
|
||||
|
||||
void GSDevice12::SetUtilityPushConstants(const void* data, u32 size)
|
||||
{
|
||||
GetCommandList()->SetGraphicsRoot32BitConstants(
|
||||
GetCommandList().list4->SetGraphicsRoot32BitConstants(
|
||||
UTILITY_ROOT_SIGNATURE_PARAM_PUSH_CONSTANTS, (size + 3) / sizeof(u32), data, 0);
|
||||
}
|
||||
|
||||
@@ -3396,13 +3535,13 @@ void GSDevice12::RenderTextureMipmap(
|
||||
}
|
||||
|
||||
// *now* we don't have to worry about running out of anything.
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, src_level, texture->GetResourceState(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_RENDER_TARGET)
|
||||
cmdlist, src_level, texture->GetResourceState(), GSTexture12::ResourceState::PixelShaderResource);
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::RenderTarget)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, dst_level, texture->GetResourceState(), D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist, dst_level, texture->GetResourceState(), GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
// We set the state directly here.
|
||||
constexpr u32 MODIFIED_STATE = DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR | DIRTY_FLAG_RENDER_TARGET;
|
||||
@@ -3410,14 +3549,14 @@ void GSDevice12::RenderTextureMipmap(
|
||||
|
||||
// Using a render pass is probably a bit overkill.
|
||||
const D3D12_DISCARD_REGION discard_region = {0u, nullptr, dst_level, 1u};
|
||||
cmdlist->DiscardResource(texture->GetResource(), &discard_region);
|
||||
cmdlist->OMSetRenderTargets(1, &rtv_handle.cpu_handle, FALSE, nullptr);
|
||||
cmdlist.list4->DiscardResource(texture->GetResource(), &discard_region);
|
||||
cmdlist.list4->OMSetRenderTargets(1, &rtv_handle.cpu_handle, FALSE, nullptr);
|
||||
|
||||
const D3D12_VIEWPORT vp = {0.0f, 0.0f, static_cast<float>(dst_width), static_cast<float>(dst_height), 0.0f, 1.0f};
|
||||
cmdlist->RSSetViewports(1, &vp);
|
||||
cmdlist.list4->RSSetViewports(1, &vp);
|
||||
|
||||
const D3D12_RECT scissor = {0, 0, static_cast<LONG>(dst_width), static_cast<LONG>(dst_height)};
|
||||
cmdlist->RSSetScissorRects(1, &scissor);
|
||||
cmdlist.list4->RSSetScissorRects(1, &scissor);
|
||||
|
||||
SetUtilityRootSignature();
|
||||
SetPipeline(m_convert[static_cast<int>(ShaderConvert::COPY)].get());
|
||||
@@ -3425,12 +3564,12 @@ void GSDevice12::RenderTextureMipmap(
|
||||
GSVector4(0.0f, 0.0f, static_cast<float>(dst_width), static_cast<float>(dst_height)),
|
||||
GSVector2i(dst_width, dst_height));
|
||||
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, src_level, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, texture->GetResourceState());
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_RENDER_TARGET)
|
||||
cmdlist, src_level, GSTexture12::ResourceState::PixelShaderResource, texture->GetResourceState());
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::RenderTarget)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, dst_level, D3D12_RESOURCE_STATE_RENDER_TARGET, texture->GetResourceState());
|
||||
cmdlist, dst_level, GSTexture12::ResourceState::RenderTarget, texture->GetResourceState());
|
||||
|
||||
// Must destroy after current cmdlist.
|
||||
DeferDescriptorDestruction(m_descriptor_heap_manager, &srv_handle);
|
||||
@@ -3496,7 +3635,7 @@ void GSDevice12::BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE color_b
|
||||
}
|
||||
}
|
||||
|
||||
GetCommandList()->BeginRenderPass(m_current_render_target ? 1 : 0,
|
||||
GetCommandList().list4->BeginRenderPass(m_current_render_target ? 1 : 0,
|
||||
m_current_render_target ? &rt : nullptr, m_current_depth_target ? &ds : nullptr,
|
||||
(m_current_depth_target && m_current_depth_read_only) ? (D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH) : D3D12_RENDER_PASS_FLAG_NONE);
|
||||
}
|
||||
@@ -3513,7 +3652,7 @@ void GSDevice12::EndRenderPass()
|
||||
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, 1);
|
||||
|
||||
GetCommandList()->EndRenderPass();
|
||||
GetCommandList().list4->EndRenderPass();
|
||||
}
|
||||
|
||||
void GSDevice12::SetViewport(const D3D12_VIEWPORT& viewport)
|
||||
@@ -3675,7 +3814,7 @@ bool GSDevice12::ApplyTFXState(bool already_execed)
|
||||
flags |= DIRTY_FLAG_TEXTURES_DESCRIPTOR_TABLE_2;
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList().list4.get();
|
||||
|
||||
if (m_current_root_signature != RootSignature::TFX)
|
||||
{
|
||||
@@ -3714,7 +3853,7 @@ bool GSDevice12::ApplyUtilityState(bool already_execed)
|
||||
u32 flags = m_dirty_flags;
|
||||
m_dirty_flags &= ~DIRTY_UTILITY_STATE;
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList().list4.get();
|
||||
|
||||
if (m_current_root_signature != RootSignature::Utility)
|
||||
{
|
||||
@@ -3846,11 +3985,37 @@ GSTexture12* GSDevice12::SetupPrimitiveTrackingDATE(GSHWDrawConfig& config, Pipe
|
||||
config.alpha_second_pass.ps.date = 3;
|
||||
|
||||
// and bind the image to the primitive sampler
|
||||
image->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
image->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
PSSetShaderResource(3, image, false);
|
||||
return image;
|
||||
}
|
||||
|
||||
void GSDevice12::FeedbackBarrier(const GSTexture12* texture)
|
||||
{
|
||||
// The DX12 spec notes "You may not read from, or consume, a write that occurred within the same render pass".
|
||||
// The only exception being the implicit reads for render target blending or depth testing.
|
||||
// Thus, in addition to a barrier, we need to end the render pass.
|
||||
EndRenderPass();
|
||||
if (m_enhanced_barriers)
|
||||
{
|
||||
// Enhanced barriers allows for single resource feedback.
|
||||
const D3D12_BARRIER_SYNC sync = D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
const D3D12_BARRIER_ACCESS access = D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
const D3D12_TEXTURE_BARRIER barrier = {sync, sync, access, access, D3D12_BARRIER_LAYOUT_COMMON, D3D12_BARRIER_LAYOUT_COMMON,
|
||||
texture->GetResource(), {D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, 0, 0, 0, 0, 0}, D3D12_TEXTURE_BARRIER_FLAG_NONE};
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_TEXTURE, .NumBarriers = 1, .pTextureBarriers = &barrier};
|
||||
GetCommandList().list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
// While this may also be true before the barrier, we only write using the main resource.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {texture->GetResource(), nullptr};
|
||||
GetCommandList().list4->ResourceBarrier(1, &barrier);
|
||||
}
|
||||
}
|
||||
|
||||
void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
|
||||
@@ -3871,12 +4036,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
if (m_features.texture_barrier && config.tex && (config.tex == config.rt) && !(config.require_one_barrier || config.require_full_barrier))
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::Barriers, 1);
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
}
|
||||
|
||||
// now blit the colclip texture back to the original target
|
||||
@@ -3887,7 +4047,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
GL_PUSH("Blit ColorClip back to RT");
|
||||
|
||||
EndRenderPass();
|
||||
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
colclip_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
|
||||
draw_rt = static_cast<GSTexture12*>(config.rt);
|
||||
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
|
||||
@@ -4001,7 +4161,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
else if (draw_rt->GetState() == GSTexture::State::Dirty)
|
||||
{
|
||||
GL_PUSH_("ColorClip Render Target Setup");
|
||||
draw_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
draw_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
// we're not drawing to the RT, so we can use it as a source
|
||||
@@ -4064,10 +4224,10 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
EndRenderPass();
|
||||
// Make sure the DSV is in writeable state
|
||||
draw_ds->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
draw_ds->TransitionToState(GSTexture12::ResourceState::DepthWriteStencil);
|
||||
|
||||
D3D12_RECT rect = {config.drawarea.left, config.drawarea.top, config.drawarea.left + config.drawarea.width(), config.drawarea.top + config.drawarea.height()};
|
||||
GetCommandList()->ClearDepthStencilView(draw_ds->GetWriteDescriptor(), D3D12_CLEAR_FLAG_STENCIL, 0.0f, 1, 1, &rect);
|
||||
GetCommandList().list4->ClearDepthStencilView(draw_ds->GetWriteDescriptor(), D3D12_CLEAR_FLAG_STENCIL, 0.0f, 1, 1, &rect);
|
||||
}
|
||||
|
||||
// Begin render pass if new target or out of the area.
|
||||
@@ -4167,7 +4327,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
GL_PUSH("Blit ColorClip back to RT");
|
||||
|
||||
EndRenderPass();
|
||||
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
colclip_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
|
||||
draw_rt = static_cast<GSTexture12*>(config.rt);
|
||||
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
|
||||
@@ -4223,12 +4383,7 @@ void GSDevice12::SendHWDraw(const PipelineSelector& pipe, const GSHWDrawConfig&
|
||||
{
|
||||
const u32 count = (*config.drawlist)[n] * indices_per_prim;
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
// While this may also be true before the barrier, we only write using the main resource.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
|
||||
if (BindDrawPipeline(pipe))
|
||||
DrawIndexedPrimitive(p, count);
|
||||
@@ -4242,11 +4397,7 @@ void GSDevice12::SendHWDraw(const PipelineSelector& pipe, const GSHWDrawConfig&
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::Barriers, 1);
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -21,6 +21,14 @@ namespace D3D12MA
|
||||
class Allocator;
|
||||
}
|
||||
|
||||
struct D3D12CommandList
|
||||
{
|
||||
// Main command list
|
||||
wil::com_ptr_nothrow<ID3D12GraphicsCommandList4> list4;
|
||||
// Enhanced barriers command list
|
||||
wil::com_ptr_nothrow<ID3D12GraphicsCommandList7> list7;
|
||||
};
|
||||
|
||||
class GSDevice12 final : public GSDevice
|
||||
{
|
||||
public:
|
||||
@@ -42,6 +50,12 @@ public:
|
||||
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
|
||||
};
|
||||
|
||||
union D3D12_RESOURCE_DESCU
|
||||
{
|
||||
D3D12_RESOURCE_DESC1 desc1;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
};
|
||||
|
||||
__fi IDXGIAdapter1* GetAdapter() const { return m_adapter.get(); }
|
||||
__fi ID3D12Device* GetDevice() const { return m_device.get(); }
|
||||
__fi ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.get(); }
|
||||
@@ -50,14 +64,16 @@ public:
|
||||
/// Returns the PCI vendor ID of the device, if known.
|
||||
u32 GetAdapterVendorID() const;
|
||||
|
||||
bool UseEnhancedBarriers() const { return m_enhanced_barriers; }
|
||||
|
||||
/// Returns the current command list, commands can be recorded directly.
|
||||
ID3D12GraphicsCommandList4* GetCommandList() const
|
||||
const D3D12CommandList& GetCommandList() const
|
||||
{
|
||||
return m_command_lists[m_current_command_list].command_lists[1].get();
|
||||
return m_command_lists[m_current_command_list].command_lists[1];
|
||||
}
|
||||
|
||||
/// Returns the init command list for uploading.
|
||||
ID3D12GraphicsCommandList4* GetInitCommandList();
|
||||
const D3D12CommandList& GetInitCommandList();
|
||||
|
||||
/// Returns the per-frame SRV/CBV/UAV allocator.
|
||||
D3D12DescriptorAllocator& GetDescriptorAllocator()
|
||||
@@ -137,7 +153,7 @@ private:
|
||||
struct CommandListResources
|
||||
{
|
||||
std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
|
||||
std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
|
||||
std::array<D3D12CommandList, 2> command_lists;
|
||||
D3D12DescriptorAllocator descriptor_allocator;
|
||||
D3D12GroupedSamplerAllocator<SAMPLER_GROUP_SIZE> sampler_allocator;
|
||||
std::vector<std::pair<D3D12MA::Allocation*, ID3D12DeviceChild*>> pending_resources;
|
||||
@@ -147,6 +163,8 @@ private:
|
||||
bool has_timestamp_query = false;
|
||||
};
|
||||
|
||||
void LoadAgilitySDK();
|
||||
|
||||
bool CreateDevice(u32& vendor_id);
|
||||
bool CreateDescriptorHeaps();
|
||||
bool CreateCommandLists();
|
||||
@@ -296,6 +314,7 @@ private:
|
||||
bool m_allow_tearing_supported = false;
|
||||
bool m_using_allow_tearing = false;
|
||||
bool m_is_exclusive_fullscreen = false;
|
||||
bool m_enhanced_barriers = true;
|
||||
bool m_device_lost = false;
|
||||
|
||||
ComPtr<ID3D12RootSignature> m_tfx_root_signature;
|
||||
@@ -377,6 +396,8 @@ private:
|
||||
ComPtr<ID3DBlob> GetUtilityVertexShader(const std::string& source, const char* entry_point);
|
||||
ComPtr<ID3DBlob> GetUtilityPixelShader(const std::string& source, const char* entry_point);
|
||||
|
||||
void FeedbackBarrier(const GSTexture12* texture);
|
||||
|
||||
bool CheckFeatures(const u32& vendor_id);
|
||||
bool CreateNullTexture();
|
||||
bool CreateBuffers();
|
||||
|
||||
@@ -19,7 +19,7 @@ GSTexture12::GSTexture12(Type type, Format format, int width, int height, int le
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation, const D3D12DescriptorHandle& srv_descriptor,
|
||||
const D3D12DescriptorHandle& write_descriptor, const D3D12DescriptorHandle& ro_dsv_descriptor,
|
||||
const D3D12DescriptorHandle& uav_descriptor, const D3D12DescriptorHandle& fbl_descriptor,
|
||||
WriteDescriptorType wdtype, D3D12_RESOURCE_STATES resource_state)
|
||||
WriteDescriptorType wdtype, bool simultaneous_texture, ResourceState resource_state)
|
||||
: m_resource(std::move(resource))
|
||||
, m_resource_fbl(std::move(resource_fbl))
|
||||
, m_allocation(std::move(allocation))
|
||||
@@ -31,6 +31,7 @@ GSTexture12::GSTexture12(Type type, Format format, int width, int height, int le
|
||||
, m_write_descriptor_type(wdtype)
|
||||
, m_dxgi_format(dxgi_format)
|
||||
, m_resource_state(resource_state)
|
||||
, m_simultaneous_tex(simultaneous_texture)
|
||||
{
|
||||
m_type = type;
|
||||
m_format = format;
|
||||
@@ -111,28 +112,87 @@ void GSTexture12::Destroy(bool defer)
|
||||
m_write_descriptor_type = WriteDescriptorType::None;
|
||||
}
|
||||
|
||||
// For use with non-simultaneous textures only.
|
||||
// Simultaneous testures are always D3D12_BARRIER_LAYOUT_COMMON.
|
||||
static D3D12_BARRIER_LAYOUT GetD3D12BarrierLayout(GSTexture12::ResourceState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GSTexture12::ResourceState::Undefined:
|
||||
return D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
case GSTexture12::ResourceState::Present:
|
||||
return D3D12_BARRIER_LAYOUT_COMMON;
|
||||
case GSTexture12::ResourceState::RenderTarget:
|
||||
return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
case GSTexture12::ResourceState::DepthWriteStencil:
|
||||
return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
case GSTexture12::ResourceState::PixelShaderResource:
|
||||
case GSTexture12::ResourceState::ComputeShaderResource:
|
||||
return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::CopySrc:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
case GSTexture12::ResourceState::CopyDst:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
case GSTexture12::ResourceState::CASShaderUAV:
|
||||
case GSTexture12::ResourceState::PixelShaderUAV:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
default:
|
||||
pxAssert(false);
|
||||
return D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
}
|
||||
}
|
||||
|
||||
static D3D12_RESOURCE_STATES GetD3D12ResourceState(GSTexture12::ResourceState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GSTexture12::ResourceState::Undefined:
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
case GSTexture12::ResourceState::Present:
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
case GSTexture12::ResourceState::RenderTarget:
|
||||
return D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
case GSTexture12::ResourceState::DepthWriteStencil:
|
||||
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
case GSTexture12::ResourceState::PixelShaderResource:
|
||||
return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::ComputeShaderResource:
|
||||
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::CopySrc:
|
||||
return D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
case GSTexture12::ResourceState::CopyDst:
|
||||
return D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
case GSTexture12::ResourceState::CASShaderUAV:
|
||||
case GSTexture12::ResourceState::PixelShaderUAV:
|
||||
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
default:
|
||||
pxAssert(false);
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int width, int height, int levels,
|
||||
DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
|
||||
DXGI_FORMAT uav_format)
|
||||
{
|
||||
GSDevice12* const dev = GSDevice12::GetInstance();
|
||||
|
||||
D3D12_RESOURCE_DESC desc = {};
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = levels;
|
||||
desc.Format = dxgi_format;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
GSDevice12::D3D12_RESOURCE_DESCU desc = {};
|
||||
desc.desc1.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.desc1.Width = width;
|
||||
desc.desc1.Height = height;
|
||||
desc.desc1.DepthOrArraySize = 1;
|
||||
desc.desc1.MipLevels = levels;
|
||||
desc.desc1.Format = dxgi_format;
|
||||
desc.desc1.SampleDesc.Count = 1;
|
||||
desc.desc1.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
|
||||
D3D12MA::ALLOCATION_DESC allocationDesc = {};
|
||||
allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_WITHIN_BUDGET;
|
||||
allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
|
||||
|
||||
D3D12_CLEAR_VALUE optimized_clear_value = {};
|
||||
D3D12_RESOURCE_STATES state;
|
||||
ResourceState state;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
@@ -140,9 +200,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
// This is a little annoying. basically, to do mipmap generation, we need to be a render target.
|
||||
// If it's a compressed texture, we won't be generating mips anyway, so this should be fine.
|
||||
desc.Flags = (levels > 1 && !IsCompressedFormat(format)) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET :
|
||||
D3D12_RESOURCE_FLAG_NONE;
|
||||
state = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
desc.desc1.Flags = (levels > 1 && !IsCompressedFormat(format)) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET :
|
||||
D3D12_RESOURCE_FLAG_NONE;
|
||||
state = ResourceState::CopyDst;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -152,10 +212,11 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
allocationDesc.ExtraHeapFlags = D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
|
||||
desc.desc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS;
|
||||
if (!dev->UseEnhancedBarriers())
|
||||
desc.desc1.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
|
||||
optimized_clear_value.Format = rtv_format;
|
||||
state = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
state = ResourceState::RenderTarget;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -163,9 +224,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||
desc.desc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||
optimized_clear_value.Format = dsv_format;
|
||||
state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
state = ResourceState::DepthWriteStencil;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -173,7 +234,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
state = ResourceState::PixelShaderResource;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -182,15 +243,16 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
}
|
||||
|
||||
if (uav_format != DXGI_FORMAT_UNKNOWN)
|
||||
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
desc.desc1.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
|
||||
wil::com_ptr_nothrow<ID3D12Resource> resource;
|
||||
wil::com_ptr_nothrow<ID3D12Resource> resource_fbl;
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
|
||||
if (type == Type::RenderTarget)
|
||||
if (type == Type::RenderTarget && !dev->UseEnhancedBarriers())
|
||||
{
|
||||
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo = dev->GetDevice()->GetResourceAllocationInfo(0, 1, &desc);
|
||||
// We need to use an aliased resource for feedback with legacy barriers.
|
||||
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo = dev->GetDevice()->GetResourceAllocationInfo(0, 1, &desc.desc);
|
||||
|
||||
HRESULT hr = dev->GetAllocator()->AllocateMemory(&allocationDesc, &allocInfo, allocation.put());
|
||||
if (FAILED(hr))
|
||||
@@ -202,7 +264,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc, state,
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc.desc, GetD3D12ResourceState(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
if (FAILED(hr))
|
||||
@@ -214,7 +276,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc.desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
IID_PPV_ARGS(resource_fbl.put()));
|
||||
if (FAILED(hr))
|
||||
@@ -228,9 +290,20 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
}
|
||||
else
|
||||
{
|
||||
HRESULT hr = dev->GetAllocator()->CreateResource(&allocationDesc, &desc, state,
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr, allocation.put(),
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
HRESULT hr;
|
||||
if (dev->UseEnhancedBarriers())
|
||||
{
|
||||
hr = dev->GetAllocator()->CreateResource3(&allocationDesc, &desc.desc1,
|
||||
type == Type::RenderTarget ? D3D12_BARRIER_LAYOUT_COMMON : GetD3D12BarrierLayout(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
0, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = dev->GetAllocator()->CreateResource(&allocationDesc, &desc.desc, GetD3D12ResourceState(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr, allocation.put(),
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
// OOM isn't fatal.
|
||||
@@ -301,8 +374,10 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
// Feedback descriptor used with legacy barriers
|
||||
if (resource_fbl)
|
||||
{
|
||||
pxAssert(!dev->UseEnhancedBarriers());
|
||||
if (!CreateSRVDescriptor(resource_fbl.get(), levels, srv_format, &fbl_descriptor))
|
||||
{
|
||||
dev->GetDescriptorHeapManager().Free(&uav_descriptor);
|
||||
@@ -325,12 +400,12 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
|
||||
return std::unique_ptr<GSTexture12>(
|
||||
new GSTexture12(type, format, width, height, levels, dxgi_format, std::move(resource), std::move(resource_fbl), std::move(allocation),
|
||||
srv_descriptor, write_descriptor, ro_dsv_descriptor, uav_descriptor, fbl_descriptor, write_descriptor_type, state));
|
||||
srv_descriptor, write_descriptor, ro_dsv_descriptor, uav_descriptor, fbl_descriptor, write_descriptor_type, type == Type::RenderTarget, state));
|
||||
}
|
||||
|
||||
std::unique_ptr<GSTexture12> GSTexture12::Adopt(wil::com_ptr_nothrow<ID3D12Resource> resource, Type type, Format format,
|
||||
int width, int height, int levels, DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, D3D12_RESOURCE_STATES resource_state)
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, ResourceState resource_state)
|
||||
{
|
||||
const D3D12_RESOURCE_DESC desc = resource->GetDesc();
|
||||
|
||||
@@ -391,7 +466,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Adopt(wil::com_ptr_nothrow<ID3D12Resou
|
||||
|
||||
return std::unique_ptr<GSTexture12>(new GSTexture12(type, format, static_cast<u32>(desc.Width), desc.Height,
|
||||
desc.MipLevels, desc.Format, std::move(resource), {}, {}, srv_descriptor, write_descriptor, {}, uav_descriptor,
|
||||
{}, write_descriptor_type, resource_state));
|
||||
{}, write_descriptor_type, false, resource_state));
|
||||
}
|
||||
|
||||
bool GSTexture12::CreateSRVDescriptor(
|
||||
@@ -432,7 +507,7 @@ bool GSTexture12::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT form
|
||||
return false;
|
||||
}
|
||||
|
||||
const D3D12_DEPTH_STENCIL_VIEW_DESC desc = {format, D3D12_DSV_DIMENSION_TEXTURE2D, read_only ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE };
|
||||
const D3D12_DEPTH_STENCIL_VIEW_DESC desc = {format, D3D12_DSV_DIMENSION_TEXTURE2D, read_only ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE};
|
||||
GSDevice12::GetInstance()->GetDevice()->CreateDepthStencilView(resource, &desc, dh->cpu_handle);
|
||||
return true;
|
||||
}
|
||||
@@ -455,7 +530,7 @@ void* GSTexture12::GetNativeHandle() const
|
||||
return const_cast<GSTexture12*>(this);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* GSTexture12::GetCommandBufferForUpdate()
|
||||
const D3D12CommandList& GSTexture12::GetCommandBufferForUpdate()
|
||||
{
|
||||
GSDevice12* const dev = GSDevice12::GetInstance();
|
||||
if (m_type != Type::Texture || m_use_fence_counter == dev->GetCurrentFenceValue())
|
||||
@@ -476,10 +551,20 @@ ID3D12Resource* GSTexture12::AllocateUploadStagingBuffer(
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
|
||||
const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
HRESULT hr;
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocation_desc, &resource_desc.desc1,
|
||||
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc.desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.WriteLn("(AllocateUploadStagingBuffer) CreateCommittedResource() failed with %08X", hr);
|
||||
@@ -564,14 +649,14 @@ bool GSTexture12::Update(const GSVector4i& r, const void* data, int pitch, int l
|
||||
sbuffer.CommitMemory(required_size);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& cmdlist = GetCommandBufferForUpdate();
|
||||
GL_PUSH("GSTexture12::Update({%d,%d} %dx%d Lvl:%u", r.x, r.y, r.width(), r.height(), layer);
|
||||
|
||||
// first time the texture is used? don't leave it undefined
|
||||
if (m_resource_state == D3D12_RESOURCE_STATE_COMMON)
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
else if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, layer, m_resource_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
if (m_resource_state == GSTexture12::ResourceState::Undefined)
|
||||
TransitionToState(cmdlist, GSTexture12::ResourceState::CopyDst);
|
||||
else if (m_resource_state != GSTexture12::ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, layer, m_resource_state, GSTexture12::ResourceState::CopyDst);
|
||||
|
||||
// if we're an rt and have been cleared, and the full rect isn't being uploaded, do the clear
|
||||
if (m_type == Type::RenderTarget)
|
||||
@@ -588,11 +673,11 @@ bool GSTexture12::Update(const GSVector4i& r, const void* data, int pitch, int l
|
||||
dstloc.SubresourceIndex = layer;
|
||||
|
||||
const D3D12_BOX srcbox{0u, 0u, 0u, width, height, 1u};
|
||||
cmdlist->CopyTextureRegion(&dstloc, Common::AlignDownPow2((u32)r.x, block_size),
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, Common::AlignDownPow2((u32)r.x, block_size),
|
||||
Common::AlignDownPow2((u32)r.y, block_size), 0, &srcloc, &srcbox);
|
||||
|
||||
if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, layer, D3D12_RESOURCE_STATE_COPY_DEST, m_resource_state);
|
||||
if (m_resource_state != GSTexture12::ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, layer, GSTexture12::ResourceState::CopyDst, m_resource_state);
|
||||
|
||||
if (m_type == Type::Texture)
|
||||
m_needs_mipmaps_generated |= (layer == 0);
|
||||
@@ -642,15 +727,15 @@ void GSTexture12::Unmap()
|
||||
const u32 buffer_offset = buffer.GetCurrentOffset();
|
||||
buffer.CommitMemory(required_size);
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& cmdlist = GetCommandBufferForUpdate();
|
||||
GL_PUSH("GSTexture12::Update({%d,%d} %dx%d Lvl:%u", m_map_area.x, m_map_area.y, m_map_area.width(),
|
||||
m_map_area.height(), m_map_level);
|
||||
|
||||
// first time the texture is used? don't leave it undefined
|
||||
if (m_resource_state == D3D12_RESOURCE_STATE_COMMON)
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
else if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, m_resource_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
if (m_resource_state == ResourceState::Undefined)
|
||||
TransitionToState(cmdlist, ResourceState::CopyDst);
|
||||
else if (m_resource_state != ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, m_resource_state, ResourceState::CopyDst);
|
||||
|
||||
// if we're an rt and have been cleared, and the full rect isn't being uploaded, do the clear
|
||||
if (m_type == Type::RenderTarget)
|
||||
@@ -677,10 +762,10 @@ void GSTexture12::Unmap()
|
||||
dstloc.SubresourceIndex = m_map_level;
|
||||
|
||||
const D3D12_BOX srcbox{0u, 0u, 0u, width, height, 1};
|
||||
cmdlist->CopyTextureRegion(&dstloc, m_map_area.x, m_map_area.y, 0, &srcloc, &srcbox);
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, m_map_area.x, m_map_area.y, 0, &srcloc, &srcbox);
|
||||
|
||||
if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, D3D12_RESOURCE_STATE_COPY_DEST, m_resource_state);
|
||||
if (m_resource_state != ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, ResourceState::CopyDst, m_resource_state);
|
||||
|
||||
if (m_type == Type::Texture)
|
||||
m_needs_mipmaps_generated |= (m_map_level == 0);
|
||||
@@ -717,55 +802,343 @@ void GSTexture12::SetDebugName(std::string_view name)
|
||||
|
||||
#endif
|
||||
|
||||
void GSTexture12::TransitionToState(D3D12_RESOURCE_STATES state)
|
||||
void GSTexture12::TransitionToState(ResourceState state)
|
||||
{
|
||||
TransitionToState(GSDevice12::GetInstance()->GetCommandList(), state);
|
||||
}
|
||||
|
||||
void GSTexture12::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state)
|
||||
void GSTexture12::TransitionToState(const D3D12CommandList& cmdlist, ResourceState state)
|
||||
{
|
||||
if (m_resource_state == state)
|
||||
return;
|
||||
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// Also batch the transition barriers as per recommendation from docs.
|
||||
if (state == (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
// Transition to read depth/write stencil
|
||||
const D3D12_RESOURCE_BARRIER barriers[2] = {
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 0, m_resource_state, (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)}}},
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 1, m_resource_state, D3D12_RESOURCE_STATE_DEPTH_WRITE}}},
|
||||
};
|
||||
cmdlist->ResourceBarrier(m_resource_state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
|
||||
}
|
||||
else if (m_resource_state == (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
// Transition from read depth/write stencil
|
||||
const D3D12_RESOURCE_BARRIER barriers[2] = {
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 0, (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE), state}}},
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 1, D3D12_RESOURCE_STATE_DEPTH_WRITE, state}}},
|
||||
};
|
||||
cmdlist->ResourceBarrier(state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal transition
|
||||
TransitionSubresourceToState(cmdlist, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, m_resource_state, state);
|
||||
}
|
||||
TransitionSubresourceToState(cmdlist, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, m_resource_state, state);
|
||||
|
||||
m_resource_state = state;
|
||||
}
|
||||
|
||||
void GSTexture12::TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, int level,
|
||||
D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const
|
||||
void GSTexture12::TransitionSubresourceToState(const D3D12CommandList& cmdlist, int level,
|
||||
ResourceState before_state, ResourceState after_state) const
|
||||
{
|
||||
const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), static_cast<u32>(level), before_state, after_state}}};
|
||||
cmdlist->ResourceBarrier(1, &barrier);
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// We need to transition subresources separately, requiring 2 barriers
|
||||
// Handling it here allows us to batch those barriers.
|
||||
// Other transitions only need the one barrier.
|
||||
D3D12_TEXTURE_BARRIER barriers[2] = {{D3D12_BARRIER_SYNC_NONE, D3D12_BARRIER_SYNC_NONE,
|
||||
D3D12_BARRIER_ACCESS_COMMON, D3D12_BARRIER_ACCESS_COMMON,
|
||||
D3D12_BARRIER_LAYOUT_COMMON, D3D12_BARRIER_LAYOUT_COMMON,
|
||||
m_resource.get(), {static_cast<u32>(level), 0, 0, 0, 0, 0}, D3D12_TEXTURE_BARRIER_FLAG_NONE}};
|
||||
|
||||
uint num_barriers = 1;
|
||||
D3D12_TEXTURE_BARRIER& barrier = barriers[0];
|
||||
switch (before_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_COMMON;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
barrier.AccessBefore = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE :
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET;
|
||||
barrier.SyncBefore = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING :
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 0, 1};
|
||||
barriers[0].LayoutBefore = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_GENERIC_READ;
|
||||
barriers[0].AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[0].SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
if (after_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 1, 1};
|
||||
barriers[1].LayoutBefore = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barriers[1].AccessBefore = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[1].SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_COPY_SOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_COPY_DEST;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::PixelShaderUAV:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (after_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_COMMON;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
barrier.AccessAfter = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE :
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET;
|
||||
barrier.SyncAfter = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING :
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 0, 1};
|
||||
barriers[0].LayoutAfter = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_GENERIC_READ;
|
||||
barriers[0].AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[0].SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
if (before_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 1, 1};
|
||||
barriers[1].LayoutAfter = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barriers[1].AccessAfter = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[1].SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_COPY_SOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_COPY_DEST;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::PixelShaderUAV:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
}
|
||||
|
||||
if (num_barriers == 2)
|
||||
{
|
||||
barriers[1].pResource = m_resource.get();
|
||||
barriers[1].Flags = barriers[0].Flags;
|
||||
if (before_state == ResourceState::DepthReadStencil)
|
||||
{
|
||||
barriers[1].LayoutAfter = barriers[0].LayoutAfter;
|
||||
barriers[1].AccessAfter = barriers[0].AccessAfter;
|
||||
barriers[1].SyncAfter = barriers[0].SyncAfter;
|
||||
}
|
||||
else // after_state == ResourceState::DepthReadStencil
|
||||
{
|
||||
barriers[1].LayoutBefore = barriers[0].LayoutBefore;
|
||||
barriers[1].AccessBefore = barriers[0].AccessBefore;
|
||||
barriers[1].SyncBefore = barriers[0].SyncBefore;
|
||||
}
|
||||
}
|
||||
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_TEXTURE, .NumBarriers = num_barriers, .pTextureBarriers = barriers};
|
||||
cmdlist.list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// We need to transition subresources separately, requiring 2 barriers.
|
||||
// Handling it here allows us to batch those barriers.
|
||||
// Other transitions only need the one barrier.
|
||||
D3D12_RESOURCE_BARRIER barriers[2] = {{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), static_cast<u32>(level), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COMMON}}}};
|
||||
|
||||
int num_barriers = 1;
|
||||
D3D12_RESOURCE_BARRIER& barrier = barriers[0];
|
||||
switch (before_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(m_mipmap_levels == 1);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Transition.Subresource = 0;
|
||||
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_DEPTH_READ;
|
||||
if (after_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Transition.Subresource = 1;
|
||||
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
case ResourceState::PixelShaderUAV:
|
||||
// Handled in after_state cases.
|
||||
if (after_state == ResourceState::CASShaderUAV || after_state == ResourceState::PixelShaderUAV)
|
||||
break;
|
||||
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (after_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(m_mipmap_levels == 1);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Transition.Subresource = 0;
|
||||
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_DEPTH_READ;
|
||||
if (before_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Transition.Subresource = 1;
|
||||
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
case ResourceState::PixelShaderUAV:
|
||||
if (before_state == ResourceState::CASShaderUAV || before_state == ResourceState::PixelShaderUAV)
|
||||
{
|
||||
// No state transition, but probably want a barrier instead.
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
||||
// pResource is a common initial member, so no need to set again.
|
||||
}
|
||||
else
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
if (num_barriers == 2)
|
||||
{
|
||||
barriers[1].Transition.pResource = m_resource.get();
|
||||
barriers[1].Type = barriers[0].Type;
|
||||
barriers[1].Flags = barriers[0].Flags;
|
||||
if (before_state == ResourceState::DepthReadStencil)
|
||||
barriers[1].Transition.StateAfter = barriers[0].Transition.StateAfter;
|
||||
else // after_state == ResourceState::DepthReadStencil
|
||||
barriers[1].Transition.StateBefore = barriers[0].Transition.StateBefore;
|
||||
}
|
||||
|
||||
cmdlist.list4->ResourceBarrier(num_barriers, barriers);
|
||||
}
|
||||
}
|
||||
|
||||
void GSTexture12::CommitClear()
|
||||
@@ -774,22 +1147,21 @@ void GSTexture12::CommitClear()
|
||||
return;
|
||||
|
||||
GSDevice12::GetInstance()->EndRenderPass();
|
||||
|
||||
CommitClear(GSDevice12::GetInstance()->GetCommandList());
|
||||
}
|
||||
|
||||
void GSTexture12::CommitClear(ID3D12GraphicsCommandList* cmdlist)
|
||||
void GSTexture12::CommitClear(const D3D12CommandList& cmdlist)
|
||||
{
|
||||
if (IsDepthStencil())
|
||||
{
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
cmdlist->ClearDepthStencilView(
|
||||
TransitionToState(cmdlist, ResourceState::DepthWriteStencil);
|
||||
cmdlist.list4->ClearDepthStencilView(
|
||||
GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, m_clear_value.depth, 0, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(GetWriteDescriptor(), GSVector4::unorm8(m_clear_value.color).v, 0, nullptr);
|
||||
TransitionToState(cmdlist, ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(GetWriteDescriptor(), GSVector4::unorm8(m_clear_value.color).v, 0, nullptr);
|
||||
}
|
||||
|
||||
SetState(GSTexture::State::Dirty);
|
||||
@@ -816,14 +1188,23 @@ std::unique_ptr<GSDownloadTexture12> GSDownloadTexture12::Create(u32 width, u32
|
||||
D3D12MA::ALLOCATION_DESC allocation_desc = {};
|
||||
allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
|
||||
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
wil::com_ptr_nothrow<ID3D12Resource> buffer;
|
||||
|
||||
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
HRESULT hr;
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocation_desc, &resource_desc.desc1,
|
||||
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc.desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("(GSDownloadTexture12::Create) CreateResource() failed with HRESULT %08X", hr);
|
||||
@@ -861,7 +1242,7 @@ void GSDownloadTexture12::CopyFromTexture(
|
||||
if (IsMapped())
|
||||
Unmap();
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GSDevice12::GetInstance()->GetCommandList();
|
||||
const D3D12CommandList& cmdlist = GSDevice12::GetInstance()->GetCommandList();
|
||||
GL_INS("ReadbackTexture: {%d,%d} %ux%u", src.left, src.top, src.width(), src.height());
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcloc;
|
||||
@@ -879,17 +1260,17 @@ void GSDownloadTexture12::CopyFromTexture(
|
||||
dstloc.PlacedFootprint.Footprint.Depth = 1;
|
||||
dstloc.PlacedFootprint.Footprint.RowPitch = m_current_pitch;
|
||||
|
||||
const D3D12_RESOURCE_STATES old_layout = tex12->GetResourceState();
|
||||
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, old_layout, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
const GSTexture12::ResourceState old_layout = tex12->GetResourceState();
|
||||
if (old_layout != GSTexture12::ResourceState::CopySrc)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, old_layout, GSTexture12::ResourceState::CopySrc);
|
||||
|
||||
// TODO: Rules for depth buffers here?
|
||||
const D3D12_BOX srcbox{static_cast<UINT>(src.left), static_cast<UINT>(src.top), 0u, static_cast<UINT>(src.right),
|
||||
static_cast<UINT>(src.bottom), 1u};
|
||||
cmdlist->CopyTextureRegion(&dstloc, 0, 0, 0, &srcloc, &srcbox);
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, 0, 0, 0, &srcloc, &srcbox);
|
||||
|
||||
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, D3D12_RESOURCE_STATE_COPY_SOURCE, old_layout);
|
||||
if (old_layout != GSTexture12::ResourceState::CopySrc)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, GSTexture12::ResourceState::CopySrc, old_layout);
|
||||
|
||||
m_copy_fence_value = GSDevice12::GetInstance()->GetCurrentFenceValue();
|
||||
m_needs_flush = true;
|
||||
|
||||
@@ -16,9 +16,27 @@ namespace D3D12MA
|
||||
class Allocation;
|
||||
}
|
||||
|
||||
struct D3D12CommandList;
|
||||
|
||||
class GSTexture12 final : public GSTexture
|
||||
{
|
||||
public:
|
||||
enum class ResourceState : u32
|
||||
{
|
||||
Undefined,
|
||||
Present,
|
||||
RenderTarget,
|
||||
DepthWriteStencil,
|
||||
DepthReadStencil,
|
||||
PixelShaderResource,
|
||||
ComputeShaderResource,
|
||||
CopySrc,
|
||||
CopyDst,
|
||||
CASShaderUAV, // No Clear UAV Sync
|
||||
PixelShaderUAV,
|
||||
Count
|
||||
};
|
||||
|
||||
~GSTexture12() override;
|
||||
|
||||
static std::unique_ptr<GSTexture12> Create(Type type, Format format, int width, int height, int levels,
|
||||
@@ -26,14 +44,14 @@ public:
|
||||
DXGI_FORMAT uav_format);
|
||||
static std::unique_ptr<GSTexture12> Adopt(wil::com_ptr_nothrow<ID3D12Resource> resource, Type type, Format format,
|
||||
int width, int height, int levels, DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, D3D12_RESOURCE_STATES resource_state);
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, ResourceState resource_state);
|
||||
|
||||
__fi const D3D12DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetWriteDescriptor() const { return m_write_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetReadDepthViewDescriptor() const { return m_read_dsv_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetFBLDescriptor() const { return m_fbl_descriptor; }
|
||||
__fi D3D12_RESOURCE_STATES GetResourceState() const { return m_resource_state; }
|
||||
__fi ResourceState GetResourceState() const { return m_resource_state; }
|
||||
__fi DXGI_FORMAT GetDXGIFormat() const { return m_dxgi_format; }
|
||||
__fi ID3D12Resource* GetResource() const { return m_resource.get(); }
|
||||
__fi ID3D12Resource* GetFBLResource() const { return m_resource_fbl.get(); }
|
||||
@@ -49,15 +67,15 @@ public:
|
||||
void SetDebugName(std::string_view name) override;
|
||||
#endif
|
||||
|
||||
void TransitionToState(D3D12_RESOURCE_STATES state);
|
||||
void TransitionToState(ResourceState state);
|
||||
void CommitClear();
|
||||
void CommitClear(ID3D12GraphicsCommandList* cmdlist);
|
||||
void CommitClear(const D3D12CommandList& cmdlist);
|
||||
|
||||
void Destroy(bool defer = true);
|
||||
|
||||
void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state);
|
||||
void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, int level, D3D12_RESOURCE_STATES before_state,
|
||||
D3D12_RESOURCE_STATES after_state) const;
|
||||
void TransitionToState(const D3D12CommandList&, ResourceState state);
|
||||
void TransitionSubresourceToState(const D3D12CommandList& cmdlist, int level, ResourceState before_state,
|
||||
ResourceState after_state) const;
|
||||
|
||||
// Call when the texture is bound to the pipeline, or read from in a copy.
|
||||
__fi void SetUseFenceCounter(u64 val) { m_use_fence_counter = val; }
|
||||
@@ -75,7 +93,7 @@ private:
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation, const D3D12DescriptorHandle& srv_descriptor,
|
||||
const D3D12DescriptorHandle& write_descriptor, const D3D12DescriptorHandle& ro_dsv_descriptor,
|
||||
const D3D12DescriptorHandle& uav_descriptor, const D3D12DescriptorHandle& fbl_descriptor,
|
||||
WriteDescriptorType wdtype, D3D12_RESOURCE_STATES resource_state);
|
||||
WriteDescriptorType wdtype, bool simultaneous_texture, ResourceState resource_state);
|
||||
|
||||
static bool CreateSRVDescriptor(
|
||||
ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
|
||||
@@ -83,7 +101,7 @@ private:
|
||||
static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh, bool read_only);
|
||||
static bool CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
|
||||
|
||||
ID3D12GraphicsCommandList* GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& GetCommandBufferForUpdate();
|
||||
ID3D12Resource* AllocateUploadStagingBuffer(const void* data, u32 pitch, u32 upload_pitch, u32 height) const;
|
||||
void CopyTextureDataForUpload(void* dst, const void* src, u32 pitch, u32 upload_pitch, u32 height) const;
|
||||
|
||||
@@ -99,7 +117,11 @@ private:
|
||||
WriteDescriptorType m_write_descriptor_type = WriteDescriptorType::None;
|
||||
|
||||
DXGI_FORMAT m_dxgi_format = DXGI_FORMAT_UNKNOWN;
|
||||
D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON;
|
||||
ResourceState m_resource_state = ResourceState::Undefined;
|
||||
|
||||
// With legacy barriers, an aliased resource is used as the feedback shader resource.
|
||||
// With enhanced barriers, the layout is always COMMON, but can use the main resource for feedback.
|
||||
bool m_simultaneous_tex;
|
||||
|
||||
// Contains the fence counter when the texture was last used.
|
||||
// When this matches the current fence counter, the texture was used this command buffer.
|
||||
|
||||
Reference in New Issue
Block a user