Compare commits

...

33 Commits

Author SHA1 Message Date
refractionpcsx2
3ae707464c GS/HW: Ignore point draws for a single black pixel in the top left 2026-01-26 03:19:49 +01:00
refractionpcsx2
00ef419023 GS/TC: Enhance depth clear behaviour to improve heuristics 2026-01-26 03:19:49 +01:00
refractionpcsx2
448a279cd4 GS/HW: Further improve clear behaviour 2026-01-26 03:19:49 +01:00
refractionpcsx2
70e13adfde GS/TC: Improve wrapping behaviour for inside target lookups 2026-01-26 03:19:49 +01:00
refractionpcsx2
25bc280818 GS/HW: Clear GS memory if not zero or target overwrite 2026-01-26 03:19:49 +01:00
TheLastRar
32e073002a [ci skip] CI/Linux: Fix contribute link 2026-01-25 19:55:48 +01:00
PCSX2 Bot
911314e948 [ci skip] Qt: Update Base Translation. 2026-01-25 02:38:54 +01:00
lightningterror
a73fcb343c GS: Default to DX12 on NV/AMD.
DX12 trades blows with Vulkan on AMD depending on cpu usage and will be stable on RDNA 3 so let's default to it.

NVIDIA: 590 drivers on Nvidia are bad causing performance regressions so let's switch to DX12 as the default.
2026-01-24 20:28:04 +01:00
TheLastRar
251b2960f8 Revert "GS/VK: Use the compute queues for present" 2026-01-24 20:27:30 +01:00
refractionpcsx2
5bb99105c3 GS/HW: Clear downscale source on draw to avoid cross game corruption 2026-01-24 18:32:43 +01:00
lightningterror
fa6e1b0949 GS/DX12: Don't end render passes on enhanced barriers. 2026-01-23 11:19:11 +01:00
oltolm
4297918ce2 cmake: remove Qt6::GuiPrivate dependency on WIN32 and APPLE 2026-01-21 18:56:00 -05:00
PCSX2 Bot
629a58469b [ci skip] Qt: Update Base Translation. 2026-01-21 09:06:57 +01:00
TheLastRar
5ff1eed28c Deps: Add DX12 Agility SDK 2026-01-21 09:06:44 +01:00
TheLastRar
4506ff1c46 GS/DX12: Use Enhanced Barriers API 2026-01-21 09:06:44 +01:00
TheLastRar
4daa455524 GS/VK: Fix the Nvidia present fix 2026-01-20 21:54:14 +01:00
TheLastRar
433e99baec GS/VK: Hackfix impatient present on Nvidia 2026-01-20 08:03:00 +01:00
Ty
a1ac6662d3 QT: Focus the main window when the DisplayWidget is focused to get its toolbar 2026-01-19 09:31:55 -05:00
JordanTheToaster
87366cda9d 3rdparty: Update rcheevos to 12.2.1 2026-01-18 10:35:14 -05:00
refractionpcsx2
edb2b37a92 GS/HW: Use old hazard copy method when there's no multidraw or barriers 2026-01-17 19:48:01 +01:00
refractionpcsx2
4462b3f91d GS/HW: Add detection for continuous possible vertical shuffles 2026-01-17 19:48:01 +01:00
refractionpcsx2
57ded8a022 GS/HW: Support offsetting for channel shuffle instead of copying 2026-01-17 19:48:01 +01:00
refractionpcsx2
304a7f9d30 GameDB: Add necessary fixes for MotoGP 2026-01-17 18:18:00 +01:00
refractionpcsx2
73a09ffe6c GS/HW: Improve channel shuffle detection and use on 24bit sources 2026-01-17 18:18:00 +01:00
refractionpcsx2
4e5d7bd407 GS/TC: Delete empty target after height adjust 2026-01-17 16:58:37 +01:00
refractionpcsx2
2a3452a489 GameDB: Remove Preload Frame from PachiPara as it just causes problems 2026-01-17 16:52:27 +01:00
refractionpcsx2
2e7f951399 GS/HW: Fix up iRem CRC hack to be more accurate 2026-01-17 16:52:27 +01:00
refractionpcsx2
efb66c1d37 GS/TC: Small optimization to local memory invalidation 2026-01-17 16:32:10 +01:00
refractionpcsx2
6fc88a4499 GS/HW: Improve fog modulation accuracy in HW renderers 2026-01-17 16:32:10 +01:00
refractionpcsx2
238b29836e GS/TC: Only bilinearly scale render target if preserve_scale is not set 2026-01-17 15:53:08 +01:00
refractionpcsx2
58cbb61aac GS/TC: Only bilinear filter depth scales 2026-01-17 15:53:08 +01:00
refractionpcsx2
2c7a168029 GS/HW: Properly scale depth up if required when native scaling is in use 2026-01-17 15:53:08 +01:00
JordanTheToaster
bb4ee5f0fb GS/HW: Optimize source sizes when using CLAMP_CLAMP 2026-01-16 14:37:22 -05:00
36 changed files with 1484 additions and 582 deletions

View File

@@ -20,7 +20,7 @@
<url type="donation">https://github.com/sponsors/PCSX2</url>
<url type="faq">https://pcsx2.net/docs/</url>
<url type="help">https://pcsx2.net/discord</url>
<url type="contribute">https://github.com/PCSX2/pcsx2/blob/master/.github/CONTRIBUTING.md</url>
<url type="contribute">https://pcsx2.net/docs/category/contributing</url>
<url type="translate">https://crowdin.com/project/pcsx2-emulator</url>
<url type="contact">https://mastodon.social/@PCSX2</url>
<screenshots>

View File

@@ -65,6 +65,8 @@ set SHADERC_GLSLANG=7a47e2531cb334982b2a2dd8513dca0a3de4373d
set SHADERC_SPIRVHEADERS=b824a462d4256d720bebb40e78b9eb8f78bbb305
set SHADERC_SPIRVTOOLS=971a7b6e8d7740035bbff089bbbf9f42951ecfd5
set AGILITYSDK=1.618.5
call :downloadfile "freetype-%FREETYPE%.tar.gz" https://sourceforge.net/projects/freetype/files/freetype2/%FREETYPE%/freetype-%FREETYPE%.tar.gz/download 174d9e53402e1bf9ec7277e22ec199ba3e55a6be2c0740cb18c0ee9850fc8c34 || goto error
call :downloadfile "harfbuzz-%HARFBUZZ%.zip" https://github.com/harfbuzz/harfbuzz/archive/refs/tags/%HARFBUZZ%.zip 31490c781bacd2ce56862555b11c51c964977c39f14f51b817dfaecf0be089fe || goto error
call :downloadfile "lpng%LIBPNG%.zip" https://download.sourceforge.net/libpng/lpng1653.zip 140566abc64bb2320cb35f1d154d1cb3eb7174a12234d33bfdffb446bdc0a1d2 || goto error
@@ -84,6 +86,7 @@ call :downloadfile "zstd-%ZSTD%.zip" "https://github.com/facebook/zstd/archive/r
call :downloadfile "KDDockWidgets-%KDDOCKWIDGETS%.zip" "https://github.com/KDAB/KDDockWidgets/archive/v%KDDOCKWIDGETS%.zip" 47ddb48197872055f0adf8e90a7235f8a3b795ca1ee3a28ac2c504c673ae3806 || goto error
call :downloadfile "plutovg-%PLUTOVG%.zip" "https://github.com/sammycage/plutovg/archive/v%PLUTOVG%.zip" 4fe4e48f28aa80171b2166d45c0976ab0f21eecedb52cd4c3ef73b5afb48fac9 || goto error
call :downloadfile "plutosvg-%PLUTOSVG%.zip" "https://github.com/sammycage/plutosvg/archive/v%PLUTOSVG%.zip" 82dee2c57ad712bdd6d6d81d3e76249d89caa4b5a4214353660fd5adff12201a || goto error
call :downloadfile: "agility-sdk-%AGILITYSDK%.nupkg" "https://www.nuget.org/api/v2/package/Microsoft.Direct3D.D3D12/%AGILITYSDK%" 0027fc24f947c48dbded13ada7d280be221eb651644e23a8a476f0f1f0a079dd || goto error
call :downloadfile "shaderc-%SHADERC%.zip" "https://github.com/google/shaderc/archive/refs/tags/v%SHADERC%.zip" fab72d1a38eacea52710d18edb95dfd75db894ad869675d07a1eb26827da9b15 || goto error
call :downloadfile "shaderc-glslang-%SHADERC_GLSLANG%.zip" "https://github.com/KhronosGroup/glslang/archive/%SHADERC_GLSLANG%.zip" 4a118247386ffba9160113f146f2189ba5abe3995db357114d7112ede6bd3cd1 || goto error
@@ -305,6 +308,20 @@ cmake --build build --parallel || goto error
ninja -C build install || goto error
cd .. || goto error
echo Unpacking Agility SDK
rmdir /S /Q "agility-sdk-%AGILITYSDK%"
%SEVENZIP% x -o"agility-sdk-%AGILITYSDK%" "agility-sdk-%AGILITYSDK%.nupkg" || goto error
cd "agility-sdk-%AGILITYSDK%" || goto error
if not exist "%INSTALLDIR%\bin\D3D12" (
mkdir "%INSTALLDIR%\bin\D3D12" || goto error
)
rem the pdbs aren't in the list of distributable files, so only copy the dlls.
copy "build\native\bin\arm64\D3D12Core.dll" "%INSTALLDIR%\bin\D3D12\D3D12Core.dll" || goto error
if %DEBUG%==1 (
copy "build\native\bin\arm64\d3d12SDKLayers.dll" "%INSTALLDIR%\bin\D3D12\d3d12SDKLayers.dll" || goto error
)
cd .. || goto error
echo Building shaderc...
rmdir /S /Q "shaderc-%SHADERC%"
%SEVENZIP% x "shaderc-%SHADERC%.zip" || goto error

View File

@@ -63,6 +63,8 @@ set SHADERC_GLSLANG=7a47e2531cb334982b2a2dd8513dca0a3de4373d
set SHADERC_SPIRVHEADERS=b824a462d4256d720bebb40e78b9eb8f78bbb305
set SHADERC_SPIRVTOOLS=971a7b6e8d7740035bbff089bbbf9f42951ecfd5
set AGILITYSDK=1.618.5
call :downloadfile "freetype-%FREETYPE%.tar.gz" https://sourceforge.net/projects/freetype/files/freetype2/%FREETYPE%/freetype-%FREETYPE%.tar.gz/download 174d9e53402e1bf9ec7277e22ec199ba3e55a6be2c0740cb18c0ee9850fc8c34 || goto error
call :downloadfile "harfbuzz-%HARFBUZZ%.zip" https://github.com/harfbuzz/harfbuzz/archive/refs/tags/%HARFBUZZ%.zip 31490c781bacd2ce56862555b11c51c964977c39f14f51b817dfaecf0be089fe || goto error
call :downloadfile "lpng%LIBPNG%.zip" https://download.sourceforge.net/libpng/lpng1653.zip 140566abc64bb2320cb35f1d154d1cb3eb7174a12234d33bfdffb446bdc0a1d2 || goto error
@@ -82,6 +84,7 @@ call :downloadfile "zstd-%ZSTD%.zip" "https://github.com/facebook/zstd/archive/r
call :downloadfile "KDDockWidgets-%KDDOCKWIDGETS%.zip" "https://github.com/KDAB/KDDockWidgets/archive/v%KDDOCKWIDGETS%.zip" 47ddb48197872055f0adf8e90a7235f8a3b795ca1ee3a28ac2c504c673ae3806 || goto error
call :downloadfile "plutovg-%PLUTOVG%.zip" "https://github.com/sammycage/plutovg/archive/v%PLUTOVG%.zip" 4fe4e48f28aa80171b2166d45c0976ab0f21eecedb52cd4c3ef73b5afb48fac9 || goto error
call :downloadfile "plutosvg-%PLUTOSVG%.zip" "https://github.com/sammycage/plutosvg/archive/v%PLUTOSVG%.zip" 82dee2c57ad712bdd6d6d81d3e76249d89caa4b5a4214353660fd5adff12201a || goto error
call :downloadfile: "agility-sdk-%AGILITYSDK%.nupkg" "https://www.nuget.org/api/v2/package/Microsoft.Direct3D.D3D12/%AGILITYSDK%" 0027fc24f947c48dbded13ada7d280be221eb651644e23a8a476f0f1f0a079dd || goto error
call :downloadfile "shaderc-%SHADERC%.zip" "https://github.com/google/shaderc/archive/refs/tags/v%SHADERC%.zip" fab72d1a38eacea52710d18edb95dfd75db894ad869675d07a1eb26827da9b15 || goto error
call :downloadfile "shaderc-glslang-%SHADERC_GLSLANG%.zip" "https://github.com/KhronosGroup/glslang/archive/%SHADERC_GLSLANG%.zip" 4a118247386ffba9160113f146f2189ba5abe3995db357114d7112ede6bd3cd1 || goto error
@@ -302,6 +305,20 @@ cmake --build build --parallel || goto error
ninja -C build install || goto error
cd .. || goto error
echo Unpacking Agility SDK
rmdir /S /Q "agility-sdk-%AGILITYSDK%"
%SEVENZIP% x -o"agility-sdk-%AGILITYSDK%" "agility-sdk-%AGILITYSDK%.nupkg" || goto error
cd "agility-sdk-%AGILITYSDK%" || goto error
if not exist "%INSTALLDIR%\bin\D3D12" (
mkdir "%INSTALLDIR%\bin\D3D12" || goto error
)
rem the pdbs aren't in the list of distributable files, so only copy the dlls.
copy "build\native\bin\x64\D3D12Core.dll" "%INSTALLDIR%\bin\D3D12\D3D12Core.dll" || goto error
if %DEBUG%==1 (
copy "build\native\bin\x64\d3d12SDKLayers.dll" "%INSTALLDIR%\bin\D3D12\d3d12SDKLayers.dll" || goto error
)
cd .. || goto error
echo Building shaderc...
rmdir /S /Q "shaderc-%SHADERC%"
%SEVENZIP% x "shaderc-%SHADERC%.zip" || goto error

View File

@@ -1,3 +1,7 @@
# v12.2.1
* fix parsing of leaderboards with comparisons in legacy-formatted values
* fix validation warning on long AddSource chains
# v12.2.0
* add rc_client_create_subset_list
* add rc_client_begin_fetch_game_titles

View File

@@ -9,7 +9,7 @@ RC_BEGIN_C_DECLS
#define RCHEEVOS_VERSION_MAJOR 12
#define RCHEEVOS_VERSION_MINOR 2
#define RCHEEVOS_VERSION_PATCH 0
#define RCHEEVOS_VERSION_PATCH 1
#define RCHEEVOS_MAKE_VERSION(major, minor, patch) (major * 1000000 + minor * 1000 + patch)
#define RCHEEVOS_VERSION RCHEEVOS_MAKE_VERSION(RCHEEVOS_VERSION_MAJOR, RCHEEVOS_VERSION_MINOR, RCHEEVOS_VERSION_PATCH)

View File

@@ -510,6 +510,7 @@ static void rc_combine_ranges(uint32_t* min_val, uint32_t* max_val, uint8_t oper
break;
case RC_OPERATOR_ADD:
case RC_OPERATOR_ADD_ACCUMULATOR:
if (*min_val > *max_val) { /* underflow occurred */
*max_val += oper_max_val;
}
@@ -522,6 +523,7 @@ static void rc_combine_ranges(uint32_t* min_val, uint32_t* max_val, uint8_t oper
break;
case RC_OPERATOR_SUB:
case RC_OPERATOR_SUB_ACCUMULATOR:
*min_val -= oper_max_val;
*max_val -= oper_min_val;
break;

View File

@@ -180,9 +180,11 @@ static void rc_parse_legacy_value(rc_value_t* self, const char** memaddr, rc_par
return;
}
if (!rc_operator_is_modifying(cond->oper)) {
parse->offset = RC_INVALID_OPERATOR;
return;
if (cond->type == RC_CONDITION_MEASURED && !rc_operator_is_modifying(cond->oper)) {
/* ignore non-modifying operator on measured clause. if it were parsed as an AddSource
* or SubSource, that would have already happened in rc_parse_condition_internal, and
* legacy formatted values are essentially a series of AddSources. */
cond->oper = RC_OPERATOR_NONE;
}
rc_condition_update_parse_state(cond, parse);

View File

@@ -4764,6 +4764,9 @@ SCES-50034:
name: "MotoGP"
region: "PAL-M5"
compat: 5
gsHWFixes:
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
textureInsideRT: 1 # Fixes rendering artifacts on racers.
SCES-50105:
name: "Sky Odyssey"
region: "PAL-M5"
@@ -54743,6 +54746,9 @@ SLPS-20040:
name-sort: "もとGP"
name-en: "MotoGP"
region: "NTSC-J"
gsHWFixes:
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
textureInsideRT: 1 # Fixes rendering artifacts on racers.
SLPS-20041:
name: "麻雀悟空 大聖"
name-sort: "まーじゃんごくう たいせい"
@@ -60491,7 +60497,6 @@ SLPS-25574:
halfPixelOffset: 2 # Aligns effects.
nativeScaling: 1 # Helps align effects.
textureInsideRT: 1 # Fixes channel shuffles.
preloadFrameData: 1 # Fixes menu graphics.
autoFlush: 1 # Fixes motion blur.
minimumBlendingLevel: 2 # Improves post effects.
SLPS-25575:
@@ -61216,7 +61221,6 @@ SLPS-25682:
halfPixelOffset: 2 # Aligns effects.
nativeScaling: 1 # Helps align effects.
textureInsideRT: 1 # Fixes channel shuffles.
preloadFrameData: 1 # Fixes menu graphics.
autoFlush: 1 # Fixes motion blur.
minimumBlendingLevel: 2 # Improves post effects.
SLPS-25683:
@@ -61846,7 +61850,6 @@ SLPS-25787:
halfPixelOffset: 2 # Aligns effects.
nativeScaling: 1 # Helps align effects.
textureInsideRT: 1 # Fixes channel shuffles.
preloadFrameData: 1 # Fixes menu graphics.
autoFlush: 1 # Fixes motion blur.
minimumBlendingLevel: 2 # Improves post effects.
SLPS-25788:
@@ -62258,7 +62261,6 @@ SLPS-25852:
halfPixelOffset: 2 # Aligns effects.
nativeScaling: 1 # Helps align effects.
textureInsideRT: 1 # Fixes channel shuffles.
preloadFrameData: 1 # Fixes menu graphics.
autoFlush: 1 # Fixes motion blur.
minimumBlendingLevel: 2 # Improves post effects.
SLPS-25853:
@@ -64233,6 +64235,9 @@ SLUS-20058:
name: "MotoGP"
region: "NTSC-U"
compat: 5
gsHWFixes:
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
textureInsideRT: 1 # Fixes rendering artifacts on racers.
SLUS-20062:
name: "Grand Theft Auto III"
region: "NTSC-U"

View File

@@ -168,6 +168,7 @@ cbuffer cb1
float4 LODParams;
float4 STRange;
int4 ChannelShuffle;
float2 ChannelShuffleOffset;
float2 TC_OffsetHack;
float2 STScale;
float4x4 DitherMatrix;
@@ -740,7 +741,7 @@ float4 fog(float4 c, float f)
{
if(PS_FOG)
{
c.rgb = trunc(lerp(FogColor, c.rgb, f));
c.rgb = trunc(lerp(FogColor, c.rgb, (f * 255.0f) / 256.0f));
}
return c;
@@ -757,17 +758,17 @@ float4 ps_color(PS_INPUT input)
#endif
#if PS_CHANNEL_FETCH == 1
float4 T = fetch_red(int2(input.p.xy));
float4 T = fetch_red(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 2
float4 T = fetch_green(int2(input.p.xy));
float4 T = fetch_green(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 3
float4 T = fetch_blue(int2(input.p.xy));
float4 T = fetch_blue(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 4
float4 T = fetch_alpha(int2(input.p.xy));
float4 T = fetch_alpha(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 5
float4 T = fetch_rgb(int2(input.p.xy));
float4 T = fetch_rgb(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 6
float4 T = fetch_gXbY(int2(input.p.xy));
float4 T = fetch_gXbY(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_DEPTH_FMT > 0
float4 T = sample_depth(st_int, input.p.xy);
#else

View File

@@ -49,6 +49,7 @@ layout(std140, binding = 0) uniform cb21
vec4 STRange;
ivec4 ChannelShuffle;
vec2 ChannelShuffleOffset;
vec2 TC_OffsetHack;
vec2 STScale;
@@ -315,7 +316,7 @@ int fetch_raw_depth()
#if PS_TEX_IS_FB == 1
return int(sample_from_rt().r * multiplier);
#else
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * multiplier);
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0).r * multiplier);
#endif
}
@@ -324,7 +325,7 @@ vec4 fetch_raw_color()
#if PS_TEX_IS_FB == 1
return sample_from_rt();
#else
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0);
#endif
}
@@ -646,7 +647,7 @@ bool atst(vec4 C)
void fog(inout vec4 C, float f)
{
#if PS_FOG != 0
C.rgb = trunc(mix(FogColor, C.rgb, f));
C.rgb = trunc(mix(FogColor, C.rgb, (f * 255.0f) / 256.0f));
#endif
}

View File

@@ -316,6 +316,7 @@ layout(std140, set = 0, binding = 1) uniform cb1
vec4 LODParams;
vec4 STRange;
ivec4 ChannelShuffle;
vec2 ChannelShuffleOffset;
vec2 TC_OffsetHack;
vec2 STScale;
mat4 DitherMatrix;
@@ -907,7 +908,7 @@ bool atst(vec4 C)
vec4 fog(vec4 c, float f)
{
#if PS_FOG
c.rgb = trunc(mix(FogColor, c.rgb, f));
c.rgb = trunc(mix(FogColor, c.rgb, (f * 255.0f) / 256.0f));
#endif
return c;
@@ -926,17 +927,17 @@ vec4 ps_color()
#if !NEEDS_TEX
vec4 T = vec4(0.0f);
#elif PS_CHANNEL_FETCH == 1
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
vec4 T = fetch_red(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 2
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
vec4 T = fetch_green(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 3
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy));
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 4
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy));
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 5
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy));
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 6
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy));
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_DEPTH_FMT > 0
vec4 T = sample_depth(st_int, ivec2(gl_FragCoord.xy));
#else

View File

@@ -110,8 +110,10 @@ disable_compiler_warnings_for_target(speex)
if(ENABLE_QT_UI)
find_package(Qt6 6.10.0 COMPONENTS CoreTools Core GuiTools Gui WidgetsTools Widgets LinguistTools REQUIRED)
if (Qt6_VERSION VERSION_GREATER_EQUAL 6.10.0)
find_package(Qt6 COMPONENTS CorePrivate GuiPrivate WidgetsPrivate REQUIRED)
if(NOT WIN32 AND NOT APPLE)
if (Qt6_VERSION VERSION_GREATER_EQUAL 6.10.0)
find_package(Qt6 COMPONENTS CorePrivate GuiPrivate WidgetsPrivate REQUIRED)
endif()
endif()
# The docking system for the debugger.

View File

@@ -28,6 +28,10 @@
<DepsDLLs Include="$(DepsBinDir)plutovg.dll" />
<DepsDLLs Include="$(DepsBinDir)plutosvg.dll" />
</ItemGroup>
<ItemGroup>
<AgilityDLLs Condition="Exists('$(DepsBinDir)D3D12\D3D12Core.dll')" Include="$(DepsBinDir)D3D12\D3D12Core.dll" />
<AgilityDLLs Condition="Exists('$(DepsBinDir)D3D12\d3d12SDKLayers.dll')" Include="$(DepsBinDir)D3D12\d3d12SDKLayers.dll" />
</ItemGroup>
<Target Name="DepsListPDBs"
AfterTargets="Build">
<ItemGroup>
@@ -56,4 +60,15 @@
SkipUnchangedFiles="true"
/>
</Target>
<Target Name="DepsCopyAgilityDLLs"
AfterTargets="Build"
Inputs="@(AgilityDLLs)"
Outputs="@(AgilityDLLs -> '$(OutDir)D3D12\%(RecursiveDir)%(Filename)%(Extension)')">
<Message Text="Copying Agility SDK DLLs" Importance="High" />
<Copy
SourceFiles="@(AgilityDLLs)"
DestinationFolder="$(OutDir)D3D12"
SkipUnchangedFiles="true"
/>
</Target>
</Project>

View File

@@ -289,11 +289,14 @@ target_link_libraries(pcsx2-qt PRIVATE
PCSX2
Qt6::Core
Qt6::Gui
Qt6::GuiPrivate
Qt6::Widgets
KDAB::kddockwidgets
)
if(NOT WIN32 AND NOT APPLE)
target_link_libraries(pcsx2-qt PRIVATE Qt6::GuiPrivate)
endif()
# Our Qt builds may have exceptions on, so force them off.
target_compile_definitions(pcsx2-qt PRIVATE QT_NO_EXCEPTIONS)

View File

@@ -26,8 +26,6 @@
#if defined(_WIN32)
#include "common/RedtapeWindows.h"
#elif !defined(APPLE)
#include <qpa/qplatformnativeinterface.h>
#endif
DisplaySurface::DisplaySurface()
@@ -477,6 +475,13 @@ bool DisplaySurface::eventFilter(QObject* object, QEvent* event)
}
return false;
case QEvent::FocusIn:
// macOS: When we (the display window) get focus from another window with a toolbar we update to the MainWindow toolbar.
// This is because we are a different native window from our MainWindow. So, whenever we get focus, focus our MainWindow.
// That way macOS will show the MainWindow toolbar when you click from the debugger / log window to the game.
if (auto* w = qobject_cast<QWidget*>(object))
w->window()->activateWindow();
return false;
default:
return false;
}

View File

@@ -11888,12 +11888,12 @@ This action cannot be undone.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2772"/>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2713"/>
<source>Stencil buffers and texture barriers are both unavailable, this will break some graphical effects.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5114"/>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5055"/>
<source>Spin GPU During Readbacks is enabled, but calibrated timestamps are unavailable. This might be really slow.</source>
<translation type="unfinished"></translation>
</message>
@@ -11995,7 +11995,7 @@ Please see our official documentation for more information.</source>
<context>
<name>GSDeviceVK</name>
<message>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2137"/>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2078"/>
<source>Your GPU does not support the required Vulkan features.</source>
<translation type="unfinished"></translation>
</message>

View File

@@ -1308,6 +1308,12 @@ function(setup_main_executable target)
install(FILES "${DEPS_BINDIR}/${SYMBOL_TO_COPY}" DESTINATION "${CMAKE_SOURCE_DIR}/bin" OPTIONAL)
endforeach()
set(AGILITY_DIR "${CMAKE_SOURCE_DIR}/deps/bin/D3D12")
set(AGILITY_DEPS_TO_COPY D3D12Core.dll d3d12SDKLayers.dll)
foreach(AGILITY_DEP_TO_COPY ${AGILITY_DEPS_TO_COPY})
install(FILES "${DEPS_BINDIR}/D3D12/${AGILITY_DEP_TO_COPY}" DESTINATION "${CMAKE_SOURCE_DIR}/bin/D3D12" OPTIONAL)
endforeach()
get_target_property(WINDEPLOYQT_EXE Qt6::windeployqt IMPORTED_LOCATION)
install(CODE "execute_process(COMMAND \"${WINDEPLOYQT_EXE}\" \"${CMAKE_SOURCE_DIR}/bin/$<TARGET_FILE_NAME:${target}>\" --plugindir \"${CMAKE_SOURCE_DIR}/bin/QtPlugins\" --pdb --no-compiler-runtime --no-system-d3d-compiler --no-system-dxc-compiler --no-translations COMMAND_ERROR_IS_FATAL ANY)")
install(CODE "file(WRITE \"${CMAKE_SOURCE_DIR}/bin/qt.conf\" \"[Paths]\\nPlugins = ./QtPlugins\")")

View File

@@ -1202,7 +1202,7 @@ void GSState::ApplyTEX0(GIFRegTEX0& TEX0)
// Urban Chaos writes to the memory backing the CLUT in the middle of a shuffle, and
// it's unclear whether the CLUT would actually get reloaded in that case.
if (TEX0.CBP != m_mem.m_clut.GetCLUTCBP())
m_channel_shuffle_abort = true;
m_channel_shuffle_finish = true;
}
TEX0.CPSM &= 0xa; // 1010b
@@ -5496,6 +5496,11 @@ bool GSState::IsOpaque()
return true;
const GSDrawingContext* context = m_context;
const u32 fmsk = GSLocalMemory::m_psm[context->FRAME.PSM].fmsk;
// If we aren't drawing color, it's equivilant to opaque.
if ((context->FRAME.FBMSK & fmsk) == (fmsk & 0x00FFFFFF))
return true;
int amin = 0;
int amax = 0xff;

View File

@@ -258,7 +258,7 @@ public:
bool m_using_temp_z = false;
bool m_temp_z_full_copy = false;
bool m_in_target_draw = false;
bool m_channel_shuffle_abort = false;
bool m_channel_shuffle_finish = false;
u32 m_target_offset = 0;
u8 m_scanmask_used = 0;

View File

@@ -622,6 +622,7 @@ struct alignas(16) GSHWDrawConfig
GSVector4 LODParams;
GSVector4 STRange;
GSVector4i ChannelShuffle;
GSVector2 ChannelShuffleOffset;
GSVector2 TCOffsetHack;
GSVector2 STScale;

View File

@@ -426,7 +426,8 @@ GSRendererType D3D::GetPreferredRenderer()
if (!feature_level.has_value())
return GSRendererType::DX11;
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::OGL;
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::OGL;
return GSRendererType::DX12;
else if (feature_level == D3D_FEATURE_LEVEL_11_0)
return GSRendererType::OGL;
else
@@ -439,7 +440,8 @@ GSRendererType D3D::GetPreferredRenderer()
if (!feature_level.has_value())
return GSRendererType::DX11;
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::DX12;
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::DX12;
return GSRendererType::DX12;
else if (feature_level == D3D_FEATURE_LEVEL_11_1)
return GSRendererType::DX12;
else

View File

@@ -22,8 +22,8 @@ D3D12StreamBuffer::~D3D12StreamBuffer()
bool D3D12StreamBuffer::Create(u32 size)
{
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, 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, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED;
@@ -31,8 +31,13 @@ bool D3D12StreamBuffer::Create(u32 size)
wil::com_ptr_nothrow<ID3D12Resource> buffer;
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
HRESULT hr;
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocationDesc, &resource_desc.desc1,
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
else
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc.desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
pxAssertMsg(SUCCEEDED(hr), "Allocate buffer");
if (FAILED(hr))
return false;

View File

@@ -19,6 +19,8 @@
#include "common/ScopedGuard.h"
#include "common/SmallString.h"
#include "common/StringUtil.h"
#include "common/FileSystem.h"
#include "common/Path.h"
#include "D3D12MemAlloc.h"
#include "imgui.h"
@@ -158,6 +160,83 @@ u32 GSDevice12::GetAdapterVendorID() const
return desc.VendorId;
}
uint SDKVersion(const std::string& path)
{
// The Agility SDK version is embeded as the minor file version.
// This is only true for the redist files, not the OS files.
// Alternativly, D3D12Core also exports its D3D12SDKVersion.
std::wstring wpath = FileSystem::GetWin32Path(path);
const DWORD size = GetFileVersionInfoSizeW(wpath.c_str(), nullptr);
if (size == 0)
return 0;
BOOL ret;
std::vector<char> info_data(size);
ret = GetFileVersionInfoW(wpath.c_str(), 0, size, info_data.data());
if (!ret)
return 0;
uint len;
VS_FIXEDFILEINFO* file_ver;
ret = VerQueryValueW(info_data.data(), L"\\", reinterpret_cast<void**>(&file_ver), &len);
if (!ret)
return 0;
return file_ver->dwFileVersionMS & 0xFFFF;
}
void GSDevice12::LoadAgilitySDK()
{
static bool agility_loaded = false;
if (agility_loaded)
return;
HRESULT hr;
// See https://microsoft.github.io/DirectX-Specs/d3d/IndependentDevices.html
ComPtr<ID3D12SDKConfiguration1> sdk_configuration;
hr = D3D12GetInterface(CLSID_D3D12SDKConfiguration, IID_PPV_ARGS(sdk_configuration.put()));
if (FAILED(hr))
{
Console.Error("D3D12: Agility SDK configuration is not available");
return;
}
std::string sdk_path = Path::Combine(Path::GetDirectory(FileSystem::GetProgramPath()), "\\D3D12\\");
std::string core_path = Path::Combine(sdk_path, "D3D12Core.dll");
if (!FileSystem::FileExists(core_path.c_str()))
return;
const uint agility_version = SDKVersion(core_path);
if (agility_version == 0)
return;
ComPtr<ID3D12DeviceFactory> device_factory;
// CreateDeviceFactory seems to use a utf8 string for the path.
// If the system has a newer SDK, then the system SDK seems to be returned instead.
hr = sdk_configuration->CreateDeviceFactory(agility_version,
StringUtil::WideStringToUTF8String(FileSystem::GetWin32Path(sdk_path)).c_str(), IID_PPV_ARGS(device_factory.put()));
if (FAILED(hr))
{
Console.ErrorFmt("D3D12: Unable to load provided Agility SDK {:08X}", hr);
return;
}
// Windows 10 (and older drivers on 11) will apply to the global state in ID3D12DeviceFactory::CreateDevice().
// To get consistant behaviour across all systems, always apply the global state.
// This also allows us to use the normal D3D12*() methods with the loaded agility SDK.
hr = device_factory->ApplyToGlobalState();
if (FAILED(hr))
{
Console.ErrorFmt("D3D12: Unable to apply provided Agility SDK {:08X}", hr);
return;
}
agility_loaded = true;
}
bool GSDevice12::CreateDevice(u32& vendor_id)
{
bool enable_debug_layer = GSConfig.UseDebugDevice;
@@ -171,6 +250,9 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
HRESULT hr;
// Load the Agility SDK
LoadAgilitySDK();
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
if (enable_debug_layer)
{
@@ -191,6 +273,7 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
// Intel Haswell doesn't actually support DX12 even tho the device is created which results in a crash,
// to get around this check if device can be created using feature level 12 (skylake+).
const bool isIntel = (vendor_id == 0x163C || vendor_id == 0x8086 || vendor_id == 0x8087);
// Create the actual device.
hr = D3D12CreateDevice(m_adapter.get(), isIntel ? D3D_FEATURE_LEVEL_12_0 : D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
if (FAILED(hr))
@@ -206,6 +289,14 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
Console.Error("D3D12: Failed to get lookup adapter by device LUID");
}
ComPtr<ID3D12DeviceConfiguration> config = m_device.try_query<ID3D12DeviceConfiguration>();
int sdkVersion = 0;
if (config)
{
sdkVersion = config->GetDesc().SDKVersion;
Console.WriteLnFmt("D3D12: Agility version: {}", sdkVersion);
}
if (enable_debug_layer)
{
ComPtr<ID3D12InfoQueue> info_queue = m_device.try_query<ID3D12InfoQueue>();
@@ -218,14 +309,18 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
}
D3D12_INFO_QUEUE_FILTER filter = {};
std::array<D3D12_MESSAGE_ID, 5> id_list{
std::array<D3D12_MESSAGE_ID, 6> id_list{
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
// The current OS version of D3D12 (616) has a validation bug
// This is fixed with Agility 1.618.4.
// For now, disable this warning untill the OS updates.
D3D12_MESSAGE_ID_INCOMPATIBLE_BARRIER_LAYOUT,
};
filter.DenyList.NumIDs = static_cast<UINT>(id_list.size());
filter.DenyList.NumIDs = static_cast<UINT>(sdkVersion < 618 ? id_list.size() : id_list.size() - 1);
filter.DenyList.pIDList = id_list.data();
info_queue->PushStorageFilter(&filter);
}
@@ -318,8 +413,17 @@ bool GSDevice12::CreateCommandLists()
if (FAILED(hr))
return false;
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
nullptr, IID_PPV_ARGS(res.command_lists[i].put()));
if (m_enhanced_barriers)
{
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
nullptr, IID_PPV_ARGS(res.command_lists[i].list7.put()));
res.command_lists[i].list4 = res.command_lists[i].list7;
}
else
{
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
nullptr, IID_PPV_ARGS(res.command_lists[i].list4.put()));
}
if (FAILED(hr))
{
Console.Error("D3D12: Failed to create command list: %08X", hr);
@@ -327,7 +431,7 @@ bool GSDevice12::CreateCommandLists()
}
// Close the command lists, since the first thing we do is reset them.
hr = res.command_lists[i]->Close();
hr = res.command_lists[i].list4->Close();
pxAssertRel(SUCCEEDED(hr), "Closing new command list failed");
if (FAILED(hr))
return false;
@@ -365,7 +469,7 @@ void GSDevice12::MoveToNextCommandList()
// Begin command list.
res.command_allocators[1]->Reset();
res.command_lists[1]->Reset(res.command_allocators[1].get(), nullptr);
res.command_lists[1].list4->Reset(res.command_allocators[1].get(), nullptr);
res.descriptor_allocator.Reset();
if (res.sampler_allocator.ShouldReset())
res.sampler_allocator.Reset();
@@ -397,18 +501,18 @@ void GSDevice12::MoveToNextCommandList()
res.has_timestamp_query = m_gpu_timing_enabled;
if (m_gpu_timing_enabled)
{
res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST);
}
ID3D12DescriptorHeap* heaps[2] = {
res.descriptor_allocator.GetDescriptorHeap(), res.sampler_allocator.GetDescriptorHeap()};
res.command_lists[1]->SetDescriptorHeaps(std::size(heaps), heaps);
res.command_lists[1].list4->SetDescriptorHeaps(std::size(heaps), heaps);
m_allocator->SetCurrentFrameIndex(static_cast<UINT>(m_current_fence_value));
}
ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
const D3D12CommandList& GSDevice12::GetInitCommandList()
{
CommandListResources& res = m_command_lists[m_current_command_list];
if (!res.init_command_list_used)
@@ -416,12 +520,12 @@ ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
[[maybe_unused]] HRESULT hr = res.command_allocators[0]->Reset();
pxAssertMsg(SUCCEEDED(hr), "Reset init command allocator failed");
res.command_lists[0]->Reset(res.command_allocators[0].get(), nullptr);
res.command_lists[0].list4->Reset(res.command_allocators[0].get(), nullptr);
pxAssertMsg(SUCCEEDED(hr), "Reset init command list failed");
res.init_command_list_used = true;
}
return res.command_lists[0].get();
return res.command_lists[0];
}
bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
@@ -432,16 +536,16 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
if (res.has_timestamp_query)
{
// write the timestamp back at the end of the cmdlist
res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
(m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST) + 1);
res.command_lists[1]->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
res.command_lists[1].list4->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST, NUM_TIMESTAMP_QUERIES_PER_CMDLIST,
m_timestamp_query_buffer.get(), m_current_command_list * (sizeof(u64) * NUM_TIMESTAMP_QUERIES_PER_CMDLIST));
}
if (res.init_command_list_used)
{
hr = res.command_lists[0]->Close();
hr = res.command_lists[0].list4->Close();
if (FAILED(hr))
{
Console.Error("D3D12: Closing init command list failed with HRESULT %08X", hr);
@@ -450,7 +554,7 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
}
// Close and queue command list.
hr = res.command_lists[1]->Close();
hr = res.command_lists[1].list4->Close();
if (FAILED(hr))
{
Console.Error("D3D12: Closing main command list failed with HRESULT %08X", hr);
@@ -459,12 +563,12 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
if (res.init_command_list_used)
{
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].list4.get(), res.command_lists[1].list4.get()};
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
}
else
{
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].get()};
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].list4.get()};
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
}
@@ -598,10 +702,14 @@ bool GSDevice12::CreateTimestampQuery()
}
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, 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};
hr = m_allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
const 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}};
if (m_enhanced_barriers)
hr = m_allocator->CreateResource3(&allocation_desc, &resource_desc.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr,
0, nullptr, m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
else
hr = m_allocator->CreateResource(&allocation_desc, &resource_desc.desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
if (FAILED(hr))
{
Console.Error("D3D12: CreateResource() for timestamp failed with %08X", hr);
@@ -638,15 +746,20 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
{
// Try to place the fixed index buffer in GPU local memory.
// Use the staging buffer to copy into it.
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
const D3D12_RESOURCE_DESCU rd = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
const D3D12MA::ALLOCATION_DESC cpu_ad = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
ComPtr<ID3D12Resource> cpu_buffer;
ComPtr<D3D12MA::Allocation> cpu_allocation;
HRESULT hr = m_allocator->CreateResource(
&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
HRESULT hr;
if (m_enhanced_barriers)
hr = m_allocator->CreateResource3(
&cpu_ad, &rd.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
else
hr = m_allocator->CreateResource(
&cpu_ad, &rd.desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
if (FAILED(hr))
return false;
@@ -662,21 +775,34 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
cpu_buffer->Unmap(0, &write_range);
const D3D12MA::ALLOCATION_DESC gpu_ad = {D3D12MA::ALLOCATION_FLAG_COMMITTED, D3D12_HEAP_TYPE_DEFAULT};
hr = m_allocator->CreateResource(
&gpu_ad, &rd, D3D12_RESOURCE_STATE_COMMON, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
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)
{
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
{
// 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();
// 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);
}
}

View File

@@ -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();

View File

@@ -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;

View File

@@ -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.

View File

@@ -39,15 +39,77 @@ static bool s_nativeres;
bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
{
static bool first_shuffle = false;
if (skip > 0)
{
if (skip == 1 && first_shuffle)
{
first_shuffle = false;
GIFRegTEX0 RTLookup = GIFRegTEX0::Create(RTBP0, RFBW, RFPSM);
GSTextureCache::Source* src = g_texture_cache->LookupSource(true, RTLookup, r.m_cached_ctx.TEXA, r.m_cached_ctx.CLAMP, GSVector4i(0, 0, 1, 1), nullptr, true, false, r.m_cached_ctx.FRAME, true, true);
GSTextureCache::Target* rt = g_texture_cache->LookupTarget(GIFRegTEX0::Create(RTBP0, RFBW, RFPSM),
GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget, true, 0, false, false, true, true, GSVector4i(0, 0, 1, 1), true, false, true, src);
if (!rt)
return false;
GSLocalMemory::psm_t rt_psm = GSLocalMemory::m_psm[RFPSM];
int page_offset = (RTBP0 - rt->m_TEX0.TBP0) >> 5;
int vertical_offset = page_offset / std::max(rt->m_TEX0.TBW, 1U) * rt_psm.pgs.y;
int horizontal_offset = page_offset % std::max(rt->m_TEX0.TBW, 1U) * rt_psm.pgs.x;
GSVector4i draw_size = GSVector4i(0, 0, 64, 32) + GSVector4i(horizontal_offset, vertical_offset, horizontal_offset, vertical_offset);
rt->UnscaleRTAlpha();
// We need the original red back now for the next channel shuffle.
GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), draw_size);
config.ps.shuffle = 1;
config.ps.dst_fmt = GSLocalMemory::PSM_FMT_32;
config.ps.write_rg = 0;
config.ps.shuffle_same = 0;
config.ps.real16src = 0;
config.ps.shuffle_across = 1;
config.ps.process_rg = r.SHUFFLE_READWRITE;
config.ps.process_ba = r.SHUFFLE_READWRITE;
config.colormask.wrgba = 0;
config.colormask.wr = 1;
config.colormask.wb = 1;
config.ps.rta_correction = 0;
config.ps.rta_source_correction = 0;
config.ps.tfx = TFX_DECAL;
config.ps.tcc = true;
r.EndHLEHardwareDraw(true);
rt->m_alpha_min = 0;
rt->m_alpha_max = 255;
rt = nullptr;
src = nullptr;
}
else
{
skip--;
return !first_shuffle;
}
}
if (skip == 0)
{
const int get_next_ctx = r.m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = r.m_env.CTXT[get_next_ctx];
// Uses these to do some shuffle tricks, it breaks things for us
r.m_env.SCANMSK.MSK = 0;
r.m_prev_env.SCANMSK.MSK = 0;
// Game does alternate line channel shuffles with blending, we can't handle this and the first one does it, so skip the second.
if (RTME && RTPSM == PSMT8 && (RTBP0 + 0x20) == next_ctx.TEX0.TBP0 && RFBP == next_ctx.FRAME.Block())
{
skip = 1;
skip = 2;
return false;
}
// Detect the deswizzling shuffle from depth, copying the RG and BA separately on each half of the page (ignore the split).
@@ -90,7 +152,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
draw_size = draw_size + GSVector4i(horizontal_offset, vertical_offset, horizontal_offset, vertical_offset);
rt->UnscaleRTAlpha();
// Shuffle the blue channel in to red, leave green as-is.
// Shuffle the blue channel in to red, but swap them, we'll need the original red later.
GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), draw_size);
config.ps.shuffle = 1;
@@ -99,10 +161,11 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
config.ps.shuffle_same = 0;
config.ps.real16src = 0;
config.ps.shuffle_across = 1;
config.ps.process_rg = r.SHUFFLE_WRITE;
config.ps.process_ba = r.SHUFFLE_READ;
config.ps.process_rg = r.SHUFFLE_READWRITE;
config.ps.process_ba = r.SHUFFLE_READWRITE;
config.colormask.wrgba = 0;
config.colormask.wr = 1;
config.colormask.wb = 1;
config.ps.rta_correction = 0;
config.ps.rta_source_correction = 0;
config.ps.tfx = TFX_DECAL;
@@ -114,6 +177,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
rt = nullptr;
src = nullptr;
first_shuffle = true;
}
}
}

View File

@@ -165,11 +165,12 @@ GSTexture* GSRendererHW::GetOutput(int i, float& scale, int& y_offset)
if (GSTextureCache::Target* rt = g_texture_cache->LookupDisplayTarget(TEX0, framebufferSize, GetTextureScaleFactor(), false))
{
const u32 bp_adj = (TEX0.TBP0 < rt->m_TEX0.TBP0 && rt->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (TEX0.TBP0 + GS_MAX_BLOCKS) : TEX0.TBP0;
rt->Update();
t = rt->m_texture;
scale = rt->m_scale;
const int delta = TEX0.TBP0 - rt->m_TEX0.TBP0;
const int delta = bp_adj - rt->m_TEX0.TBP0;
if (delta > 0 && curFramebuffer.FBW != 0)
{
const int pages = delta >> 5u;
@@ -2338,6 +2339,12 @@ void GSRendererHW::Draw()
return;
}
// Sometimes everything will get reset and it will draw a single black point in the top left corner,
// which can cause invalid targets to be created, so might as well skip it.
if (GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).eq(GSVector4i::zero()) && m_vt.m_eq.rgba == 0xffff &&
m_vt.m_max.c.rgba32() == 0 && m_draw_env->PRIM.PRIM == GS_POINTLIST && m_env.PRIM.PRIM != GS_POINTLIST)
return;
// Channel shuffles repeat lots of draws. Get out early if we can.
if (m_channel_shuffle)
{
@@ -2345,9 +2352,18 @@ void GSRendererHW::Draw()
// Fortunately, it seems to change the FBMSK along the way, so this check alone is sufficient.
// Tomb Raider: Underworld does similar, except with R, G, B in separate palettes, therefore
// we need to split on those too.
m_channel_shuffle = !m_channel_shuffle_abort && IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && m_last_channel_shuffle_end_block > m_context->FRAME.Block() &&
m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0;
const bool is_hle_skip = m_conf.ps.urban_chaos_hle || m_conf.ps.tales_of_abyss_hle;
const u32 max_skip = ((m_channel_shuffle_finish || !m_channel_shuffle_width) ? std::max(m_context->FRAME.FBW, 1U) : m_channel_shuffle_width) << 5;
const bool shuffle_detect = IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && (m_last_channel_shuffle_fbp + max_skip) >= m_context->FRAME.Block() &&
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0
&& (m_last_channel_shuffle_tbp + max_skip) >= m_context->TEX0.TBP0;
const bool shuffle_detect_loose = IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() &&
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0;
m_channel_shuffle = !m_channel_shuffle_finish && ((!is_hle_skip && shuffle_detect) || (is_hle_skip && shuffle_detect_loose));
if (m_channel_shuffle)
{
@@ -2415,12 +2431,21 @@ void GSRendererHW::Draw()
CleanupDraw(false);
}
}
if (!shuffle_detect)
{
m_last_channel_shuffle_fbp = 0xffff;
m_last_channel_shuffle_tbp = 0xffff;
m_last_channel_shuffle_end_block = 0xffff;
}
#ifdef ENABLE_OGL_DEBUG
if (num_skipped_channel_shuffle_draws > 0)
GL_CACHE("HW: Skipped %d channel shuffle draws ending at %d", num_skipped_channel_shuffle_draws, s_n);
#endif
num_skipped_channel_shuffle_draws = 0;
}
else
{
m_last_channel_shuffle_fbp = 0xffff;
m_last_channel_shuffle_tbp = 0xffff;
m_last_channel_shuffle_end_block = 0xffff;
@@ -2429,7 +2454,7 @@ void GSRendererHW::Draw()
m_last_rt = nullptr;
m_channel_shuffle_width = 0;
m_full_screen_shuffle = false;
m_channel_shuffle_abort = false;
m_channel_shuffle_finish = false;
m_channel_shuffle_src_valid = GSVector4i::zero();
GL_PUSH("HW: Draw %d (Context %u)", s_n, PRIM->CTXT);
@@ -2826,7 +2851,7 @@ void GSRendererHW::Draw()
const bool page_aligned = (m_r.w % pgs.y) == (pgs.y - 1) || (m_r.w % pgs.y) == 0;
const bool is_zero_color_clear = (GetConstantDirectWriteMemClearColor() == 0 && !preserve_rt_color && page_aligned);
const bool is_zero_depth_clear = (GetConstantDirectWriteMemClearDepth() == 0 && !preserve_depth && page_aligned);
bool gs_mem_cleared = false;
// If it's an invalid-sized draw, do the mem clear on the CPU, we don't want to create huge targets.
// If clearing to zero, don't bother creating the target. Games tend to clear more than they use, wasting VRAM/bandwidth.
if (is_zero_color_clear || is_zero_depth_clear || height_invalid)
@@ -2858,7 +2883,7 @@ void GSRendererHW::Draw()
{
g_texture_cache->InvalidateTemporaryZ();
}
gs_mem_cleared |= overwriting_whole_rt && overwriting_whole_ds && (!no_rt || !no_ds);
if (overwriting_whole_rt && overwriting_whole_ds &&
TryGSMemClear(no_rt, preserve_rt_color, is_zero_color_clear, rt_end_bp,
no_ds, preserve_depth, is_zero_depth_clear, ds_end_bp))
@@ -2888,6 +2913,27 @@ void GSRendererHW::Draw()
return;
}
}
// If not a zero clear or the RT's aren't fully overwritten, we need to see if this is clearing for a future operation.
// So if the FBP or Z being cleared isn't getting used next frame, clear the actual GS memory.
if (!gs_mem_cleared)
{
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
if ((!no_rt && next_ctx.FRAME.FBP != m_cached_ctx.FRAME.FBP) || (!no_ds && next_ctx.ZBUF.ZBP != m_cached_ctx.ZBUF.ZBP))
{
bool frame_masked = no_rt || (m_cached_ctx.FRAME.FBMSK & GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].fmsk) || !IsOpaque() || !IsRTWritten();
const bool z_masked = no_ds || m_cached_ctx.ZBUF.ZMSK;
if (frame_masked && m_cached_ctx.FRAME.PSM == PSMCT32 && m_cached_ctx.FRAME.FBMSK == 0xFF000000u)
{
frame_masked = no_rt || !IsOpaque() || !IsRTWritten();
}
// Force clear of memory but don't invalidate anything.
TryGSMemClear(frame_masked, false, false, 0, z_masked, false, false, 0);
}
}
}
GIFRegTEX0 TEX0 = {};
@@ -3085,15 +3131,16 @@ void GSRendererHW::Draw()
}
}
}
possible_shuffle = !no_rt && (((shuffle_target /*&& GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16*/) /*|| (m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && ((m_cached_ctx.TEX0.PSM & 0x6) || m_cached_ctx.FRAME.PSM != m_cached_ctx.TEX0.PSM))*/) || IsPossibleChannelShuffle());
const bool is_possible_channel_shuffle = IsPossibleChannelShuffle();
possible_shuffle = !no_rt && (((shuffle_target /*&& GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16*/) /*|| (m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && ((m_cached_ctx.TEX0.PSM & 0x6) || m_cached_ctx.FRAME.PSM != m_cached_ctx.TEX0.PSM))*/) || is_possible_channel_shuffle);
const u32 channel_shuffle_targets = is_possible_channel_shuffle ? EmulateChannelShuffle(nullptr, true) : ChannelFetch_NONE;
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_cached_ctx.TEXA.AEM;
const u32 color_mask = (m_vt.m_max.c > GSVector4i::zero()).mask();
const bool texture_function_color = m_cached_ctx.TEX0.TFX == TFX_DECAL || (color_mask & 0xFFF) || (m_cached_ctx.TEX0.TFX > TFX_DECAL && (color_mask & 0xF000));
const bool texture_function_alpha = m_cached_ctx.TEX0.TFX != TFX_MODULATE || (color_mask & 0xF000);
const bool req_color = (texture_function_color && (!PRIM->ABE || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp < 16 || (NeedsBlending() && IsUsingCsInBlend())) && (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0x00FFFFFF)) != (fm_mask & 0x00FFFFFF))) || need_aem_color;
const bool req_color = (is_possible_channel_shuffle && channel_shuffle_targets != ChannelFetch_ALPHA) || (!is_possible_channel_shuffle && ((texture_function_color && (!PRIM->ABE || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp < 16 || (NeedsBlending() && IsUsingCsInBlend())) && (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0x00FFFFFF)) != (fm_mask & 0x00FFFFFF))) || need_aem_color));
const bool alpha_used = (GSUtil::GetChannelMask(m_context->TEX0.PSM) == 0x8 || (m_context->TEX0.TCC && texture_function_alpha)) && ((NeedsBlending() && IsUsingAsInBlend()) || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST > ATST_ALWAYS) || (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0xFF000000)) != (fm_mask & 0xFF000000)));
const bool req_alpha = (GSUtil::GetChannelMask(m_context->TEX0.PSM) & 0x8) && alpha_used;
const bool req_alpha = (is_possible_channel_shuffle && channel_shuffle_targets == ChannelFetch_ALPHA) || (!is_possible_channel_shuffle && (GSUtil::GetChannelMask(m_context->TEX0.PSM) & 0x8) && alpha_used);
// TODO: Be able to send an alpha of 1.0 (blended with vertex alpha maybe?) so we can avoid sending the texture, since we don't always need it.
// Example games: Evolution Snowboarding, Final Fantasy Dirge of Cerberus, Red Dead Revolver, Stuntman, Tony Hawk's Underground 2, Ultimate Spider-Man.
@@ -3196,6 +3243,7 @@ void GSRendererHW::Draw()
float target_scale = GetTextureScaleFactor();
bool scaled_copy = false;
int scale_draw = IsScalingDraw(src, m_primitive_covers_without_gaps != NoGapsType::GapsFound);
m_downscale_source = false;
if (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Off)
{
@@ -3229,8 +3277,6 @@ void GSRendererHW::Draw()
scale_draw = 1;
scaled_copy = true;
}
m_downscale_source = false;
}
}
@@ -3277,7 +3323,7 @@ void GSRendererHW::Draw()
ZBUF_TEX0.PSM = m_cached_ctx.ZBUF.PSM;
ds = g_texture_cache->LookupTarget(ZBUF_TEX0, t_size, target_scale, GSTextureCache::DepthStencil,
m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), false,
m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), !no_rt,
src, nullptr, -1);
ZBUF_TEX0.TBW = m_channel_shuffle ? src->m_from_target_TEX0.TBW : m_cached_ctx.FRAME.FBW;
@@ -3892,7 +3938,7 @@ void GSRendererHW::Draw()
{
const GSVector2i unscaled_size(ds->m_unscaled_size.x, ds->m_unscaled_size.y);
ds->m_scale = 1;
ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true);
ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true, true, GSVector4i::loadh(ds->m_unscaled_size * target_scale));
// Slightly abusing the texture resize.
ds->m_scale = target_scale;
ds->m_unscaled_size = unscaled_size;
@@ -3904,7 +3950,6 @@ void GSRendererHW::Draw()
if (m_channel_shuffle)
{
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
m_last_channel_shuffle_tbp = src->m_TEX0.TBP0;
// If it's a new target, we don't know where the end is as it's starting on a shuffle, so just do every shuffle following.
@@ -4041,7 +4086,6 @@ void GSRendererHW::Draw()
m_last_channel_shuffle_fbmsk = m_context->FRAME.FBMSK;
if (rt)
{
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
m_last_channel_shuffle_tbp = src->m_TEX0.TBP0;
// Urban Chaos goes from Z16 to C32, so let's just use the rt's original end block.
if (!src->m_from_target || GSLocalMemory::m_psm[src->m_from_target_TEX0.PSM].bpp != GSLocalMemory::m_psm[rt->m_TEX0.PSM].bpp)
@@ -4268,7 +4312,7 @@ void GSRendererHW::Draw()
if (rt)
{
const bool update_fbw = (FRAME_TEX0.TBW != rt->m_TEX0.TBW || rt->m_TEX0.TBW == 1) && !m_in_target_draw && (m_channel_shuffle && src->m_target) && (!NeedsBlending() || IsOpaque() || m_context->ALPHA.IsBlack());
rt->m_TEX0.TBW = update_fbw ? ((src && src->m_from_target && src->m_32_bits_fmt) ? src->m_from_target->m_TEX0.TBW : FRAME_TEX0.TBW) : std::max(rt->m_TEX0.TBW, FRAME_TEX0.TBW);
rt->m_TEX0.TBW = update_fbw ? ((src && src->m_from_target && src->m_from_target->m_32_bits_fmt) ? src->m_from_target->m_TEX0.TBW : FRAME_TEX0.TBW) : std::max(rt->m_TEX0.TBW, FRAME_TEX0.TBW);
rt->m_TEX0.PSM = FRAME_TEX0.PSM;
}
if (ds)
@@ -4740,6 +4784,10 @@ void GSRendererHW::Draw()
// Limit to 2x the vertical height of the resolution (for double buffering)
rt->UpdateValidity(real_rect, !frame_masked && (can_update_size || (real_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
if (m_channel_shuffle)
{
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
}
}
if (ds)
@@ -5341,13 +5389,13 @@ bool GSRendererHW::TestChannelShuffle(GSTextureCache::Target* src)
const bool shuffle = m_channel_shuffle || IsPossibleChannelShuffle();
// This is a little redundant since it'll get called twice, but the only way to stop us wasting time on copies.
m_channel_shuffle = (shuffle && EmulateChannelShuffle(src, true));
m_channel_shuffle = (shuffle && EmulateChannelShuffle(src, true)) != 0;
return m_channel_shuffle;
}
__ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt)
__ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt)
{
if ((src->m_texture->GetType() == GSTexture::Type::DepthStencil) && !src->m_32_bits_fmt)
if (src && (src->m_texture->GetType() == GSTexture::Type::DepthStencil) && !src->m_32_bits_fmt)
{
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
// UC: will copy depth to green channel
@@ -5357,7 +5405,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
// Green channel is masked
GL_INS("HW: HLE Shuffle Tales Of Abyss");
if (test_only)
return true;
return ChannelFetch_RGB;
m_conf.ps.tales_of_abyss_hle = 1;
}
@@ -5365,7 +5413,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
{
GL_INS("HW: HLE Shuffle Urban Chaos");
if (test_only)
return true;
return ChannelFetch_RGB;
m_conf.ps.urban_chaos_hle = 1;
}
@@ -5380,18 +5428,18 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
// handled above.
GL_INS("HW: Might not be channel shuffle");
if (test_only)
return false;
return ChannelFetch_NONE;
m_channel_shuffle = false;
return false;
}
else if (m_cached_ctx.CLAMP.WMS == 3 && ((m_cached_ctx.CLAMP.MAXU & 0x8) == 8))
{
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex.buff[m_index.buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
// MGS3/Kill Zone
if (test_only)
return true;
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex.buff[m_index.buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
return channel_select;
GL_INS("HW: %s channel", (channel_select == ChannelFetch_BLUE) ? "blue" : "alpha");
@@ -5401,7 +5449,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
{
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
const bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
const bool green = (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 2)) || (PRIM->FST && (m_vertex.buff[0].V & 32));
if (green && (m_cached_ctx.FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
{
// Typically used in Terminator 3
@@ -5429,7 +5477,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
GL_INS("HW: Green/Blue channel (%d, %d)", blue_shift, green_shift);
if (test_only)
return true;
return ChannelFetch_GXBY;
m_conf.cb_ps.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
m_conf.ps.channel = ChannelFetch_GXBY;
@@ -5439,7 +5487,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
{
GL_INS("HW: Green channel (wrong mask) (fbmask %x)", blue_mask);
if (test_only)
return true;
return ChannelFetch_GREEN;
m_conf.ps.channel = ChannelFetch_GREEN;
}
@@ -5448,7 +5496,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
{
GL_INS("HW: Green channel");
if (test_only)
return true;
return ChannelFetch_GREEN;
m_conf.ps.channel = ChannelFetch_GREEN;
}
@@ -5457,7 +5505,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
// Pop
GL_INS("HW: Red channel");
if (test_only)
return true;
return ChannelFetch_RED;
m_conf.ps.channel = ChannelFetch_RED;
}
@@ -5502,7 +5550,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
#endif
if (test_only)
return true;
return channel;
m_conf.ps.channel = channel;
}
@@ -5512,7 +5560,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
m_r.x, m_r.y, m_r.z, m_r.w, min_uv.x, min_uv.y);
if (test_only)
return false;
return ChannelFetch_NONE;
m_channel_shuffle = false;
return false;
@@ -5546,7 +5594,6 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
s[1].V = 16384;
m_r = GSVector4i(0, 0, 1024, 1024);
// We need to count the pages that get shuffled to, some games (like Hitman Blood Money dialogue blur effects) only do half the screen.
if (!m_full_screen_shuffle && !m_conf.ps.urban_chaos_hle && !m_conf.ps.tales_of_abyss_hle && src)
{
@@ -5556,21 +5603,14 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
m_channel_shuffle_width = src->m_TEX0.TBW;
}
m_channel_shuffle_finish = false;
}
else
{
const u32 frame_page_offset = std::max(static_cast<int>(((m_r.x / frame_psm.pgs.x) + (m_r.y / frame_psm.pgs.y) * rt->m_TEX0.TBW)), 0);
m_r = GSVector4i(m_r.x & ~(frame_psm.pgs.x - 1), m_r.y & ~(frame_psm.pgs.y - 1), (m_r.z + (frame_psm.pgs.x - 1)) & ~(frame_psm.pgs.x - 1), (m_r.w + (frame_psm.pgs.y - 1)) & ~(frame_psm.pgs.y - 1));
// Hitman suffers from this, not sure on the exact scenario at the moment, but we need the barrier.
if (NeedsBlending() && m_context->ALPHA.IsCdInBlend())
{
// Needed to enable IsFeedbackLoop.
m_conf.ps.channel_fb = 1;
// Assume no overlap when it's a channel shuffle, no need for full barriers.
m_conf.require_one_barrier = true;
}
// This is for offsetting the texture, however if the texture has a region clamp, we don't want to move it.
// A good two test games for this is Ghost in the Shell (no region clamp) and Tekken 5 (offset clamp on shadows)
if (rt && rt->m_TEX0.TBP0 == m_cached_ctx.FRAME.Block())
@@ -5594,7 +5634,6 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
s[1].U = m_r.z << 4;
s[0].V = m_r.y << 4;
s[1].V = m_r.w << 4;
m_last_channel_shuffle_fbmsk = 0xFFFFFFFF;
// If we're doing per page copying, then set the valid 1 frame ahead if we're continuing, as this will save the target lookup making a new target for the new row.
const u32 frame_offset = m_cached_ctx.FRAME.Block() + (IsPageCopy() ? 0x20 : 0);
@@ -5613,13 +5652,15 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
new_valid.w = std::max(new_valid.w, offset_height);
rt->UpdateValidity(new_valid, true);
m_channel_shuffle_finish = true;
}
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
m_index.tail = 2;
m_primitive_covers_without_gaps = NoGapsType::FullCover;
m_channel_shuffle_abort = false;
m_conf.cb_ps.ChannelShuffleOffset = GSVector2(0, 0);
return true;
}
@@ -6425,7 +6466,10 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
{
// don't overwrite the texture when using channel shuffle, but keep the palette
if (!m_channel_shuffle)
{
m_conf.cb_ps.ChannelShuffleOffset = GSVector2(0, 0);
m_conf.tex = tex->m_texture;
}
m_conf.pal = tex->m_palette;
// Hazard handling (i.e. reading from the current RT/DS).
@@ -6817,7 +6861,7 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
const GSTextureCache::Target* src_target = nullptr;
if (!m_downscale_source || !tex->m_from_target)
{
if (rt && m_conf.tex == m_conf.rt && !(m_channel_shuffle && tex && (tex_diff != frame_diff || target_region)))
if (rt && m_conf.tex == m_conf.rt && !(m_channel_shuffle && tex && tex_diff != frame_diff))
{
// Can we read the framebuffer directly? (i.e. sample location matches up).
if (CanUseTexIsFB(rt, tex, tmm))
@@ -6900,37 +6944,63 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
GSVector4i::storel(&copy_dst_offset, copy_range);
if (m_channel_shuffle && (tex_diff || frame_diff))
{
const int page_offset = (m_cached_ctx.TEX0.TBP0 - src_target->m_TEX0.TBP0) >> 5;
const int horizontal_offset = ((page_offset % src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.x);
const int vertical_offset = ((page_offset / src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.y);
const u32 page_offset = (m_cached_ctx.TEX0.TBP0 - src_target->m_TEX0.TBP0) >> 5;
const u32 horizontal_offset = (page_offset % src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.x;
const u32 vertical_offset = (page_offset / src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.y;
copy_range.x += horizontal_offset;
copy_range.y += vertical_offset;
copy_range.z += horizontal_offset;
copy_range.w += vertical_offset;
if (!m_channel_shuffle)
if (g_gs_device->Features().texture_barrier || g_gs_device->Features().multidraw_fb_copy)
{
copy_size.y -= vertical_offset;
copy_size.x -= horizontal_offset;
}
target_region = false;
source_region.bits = 0;
//copied_rt = tex->m_from_target != nullptr;
if (m_in_target_draw && (page_offset || frame_diff))
{
copy_range.z = copy_range.x + m_r.width();
copy_range.w = copy_range.y + m_r.height();
const u32 max_skip = ((m_channel_shuffle_finish || !m_channel_shuffle_width) ? 1 : m_channel_shuffle_width) << 5;
const bool new_shuffle = !(m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && (m_last_channel_shuffle_fbp + max_skip) >= m_context->FRAME.Block() &&
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0 && (m_last_channel_shuffle_tbp + max_skip) >= m_context->TEX0.TBP0);
if (tex_diff != frame_diff)
if (rt == tex->m_from_target && new_shuffle)
{
GSVector4i::storel(&copy_dst_offset, m_r);
if (m_prim_overlap == PRIM_OVERLAP_NO)
m_conf.require_one_barrier = true;
else
m_conf.require_full_barrier = true;
}
}
copy_range.z = std::min(copy_range.z, src_target->m_unscaled_size.x);
copy_range.w = std::min(copy_range.w, src_target->m_unscaled_size.y);
m_conf.cb_ps.ChannelShuffleOffset = GSVector2((horizontal_offset - m_r.x) * tex->GetScale(), (vertical_offset - m_r.y) * tex->GetScale());
m_conf.ps.channel_fb = 1;
target_region = false;
source_region.bits = 0;
unscaled_size = src_target->GetUnscaledSize();
scale = src_target->GetScale();
return;
}
else
{
copy_range.x += horizontal_offset;
copy_range.y += vertical_offset;
copy_range.z += horizontal_offset;
copy_range.w += vertical_offset;
if (!m_channel_shuffle)
{
copy_size.y -= vertical_offset;
copy_size.x -= horizontal_offset;
}
target_region = false;
source_region.bits = 0;
//copied_rt = tex->m_from_target != nullptr;
if (m_in_target_draw && (page_offset || frame_diff))
{
copy_range.z = copy_range.x + m_r.width();
copy_range.w = copy_range.y + m_r.height();
if (tex_diff != frame_diff)
{
GSVector4i::storel(&copy_dst_offset, m_r);
}
}
copy_range.z = std::min(copy_range.z, src_target->m_unscaled_size.x);
copy_range.w = std::min(copy_range.w, src_target->m_unscaled_size.y);
}
}
}
else
@@ -8892,17 +8962,17 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
if (m_r.width() < ((static_cast<int>(m_cached_ctx.FRAME.FBW) - 1) * 64))
return false;
if (!no_rt && !preserve_rt)
if (!no_rt && (!preserve_rt || (IsOpaque() && m_cached_ctx.FRAME.FBMSK)))
{
ClearGSLocalMemory(m_context->offset.fb, m_r, GetConstantDirectWriteMemClearColor());
if (invalidate_rt)
if (invalidate_rt && !preserve_rt)
{
g_texture_cache->InvalidateVideoMem(m_context->offset.fb, m_r, false);
g_texture_cache->InvalidateContainedTargets(
GSLocalMemory::GetStartBlockAddress(
m_cached_ctx.FRAME.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.PSM, m_r),
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW);
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.FBMSK);
GSUploadQueue clear_queue;
clear_queue.draw = s_n;
@@ -8913,6 +8983,13 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
clear_queue.zero_clear = true;
m_draw_transfers.push_back(clear_queue);
}
else
{
g_texture_cache->InvalidateContainedTargets(
GSLocalMemory::GetStartBlockAddress(
m_cached_ctx.FRAME.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.PSM, m_r),
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.FBMSK, true);
}
}
if (!no_ds && !preserve_z)
@@ -8926,6 +9003,15 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
GSLocalMemory::GetStartBlockAddress(
m_cached_ctx.ZBUF.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.ZBUF.PSM, m_r),
ds_end_bp, m_cached_ctx.ZBUF.PSM, m_cached_ctx.FRAME.FBW);
GSUploadQueue clear_queue;
clear_queue.draw = s_n;
clear_queue.rect = m_r;
clear_queue.blit.DBP = m_cached_ctx.ZBUF.Block();
clear_queue.blit.DBW = m_cached_ctx.FRAME.FBW;
clear_queue.blit.DPSM = m_cached_ctx.ZBUF.PSM;
clear_queue.zero_clear = true;
m_draw_transfers.push_back(clear_queue);
}
}
@@ -8944,6 +9030,7 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
const int right = r.right;
const int bottom = r.bottom;
int top = r.top;
u32 drawing_mask = GSLocalMemory::m_psm[psm].depth ? 0x0 : m_cached_ctx.FRAME.FBMSK;
// Process the page aligned region first, then fall back to anything which is not.
// Since pages are linear in memory, we can do it basically with a vector memset.
@@ -8959,22 +9046,34 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
if (format == GSLocalMemory::PSM_FMT_32)
{
const GSVector4i vcolor = GSVector4i(vert_color);
const GSVector4i vcolor = GSVector4i(vert_color & ~drawing_mask);
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 4;
const GSVector4i mask = GSVector4i(drawing_mask);
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
{
current_page &= (GS_MAX_PAGES - 1);
GSVector4i* ptr = reinterpret_cast<GSVector4i*>(m_mem.vm8() + current_page * GS_PAGE_SIZE);
GSVector4i* const ptr_end = ptr + iterations_per_page;
while (ptr != ptr_end)
*(ptr++) = vcolor;
if (drawing_mask)
{
while (ptr != ptr_end)
{
*ptr = (*ptr & mask) | vcolor;
ptr++;
}
}
else
{
while (ptr != ptr_end)
*(ptr++) = vcolor;
}
}
}
else if (format == GSLocalMemory::PSM_FMT_24)
{
const GSVector4i mask = GSVector4i::xff000000();
const GSVector4i vcolor = GSVector4i(vert_color & 0x00ffffffu);
const GSVector4i mask = GSVector4i::xff000000() | GSVector4i(drawing_mask);
const GSVector4i vcolor = GSVector4i((vert_color & 0x00ffffffu) & ~drawing_mask);
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 4;
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
@@ -8993,7 +9092,10 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
{
const u16 converted_color = ((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) |
((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F);
const u16 converted_mask = ((drawing_mask >> 16) & 0x8000) | ((drawing_mask >> 9) & 0x7C00) |
((drawing_mask >> 6) & 0x7E0) | ((drawing_mask >> 3) & 0x1F);
const GSVector4i vcolor = GSVector4i::broadcast16(converted_color);
const GSVector4i mask = GSVector4i::broadcast16(converted_mask);
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 8;
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
@@ -9001,14 +9103,27 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
current_page &= (GS_MAX_PAGES - 1);
GSVector4i* ptr = reinterpret_cast<GSVector4i*>(m_mem.vm8() + current_page * GS_PAGE_SIZE);
GSVector4i* const ptr_end = ptr + iterations_per_page;
while (ptr != ptr_end)
*(ptr++) = vcolor;
if (converted_mask)
{
while (ptr != ptr_end)
{
*ptr = (*ptr & mask) | vcolor;
ptr++;
}
}
else
{
while (ptr != ptr_end)
*(ptr++) = vcolor;
}
}
}
}
if (format == GSLocalMemory::PSM_FMT_32)
{
const u32 mask = drawing_mask;
const u32 vcolor = vert_color & ~mask;
// Based on WritePixel32
u32* vm = m_mem.vm32();
for (int y = top; y < bottom; y++)
@@ -9016,25 +9131,28 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle32).paMulti(0, y);
for (int x = left; x < right; x++)
vm[pa.value(x)] = vert_color;
vm[pa.value(x)] = vcolor | (vm[pa.value(x)] & mask);
}
}
else if (format == GSLocalMemory::PSM_FMT_24)
{
// Based on WritePixel24
u32* vm = m_mem.vm32();
const u32 write_color = vert_color & 0xffffffu;
const u32 mask = drawing_mask | 0xff000000u;
const u32 write_color = (vert_color & 0xffffffu) & ~mask;
for (int y = top; y < bottom; y++)
{
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle32).paMulti(0, y);
for (int x = left; x < right; x++)
vm[pa.value(x)] = (vm[pa.value(x)] & 0xff000000u) | write_color;
vm[pa.value(x)] = (vm[pa.value(x)] & mask) | write_color;
}
}
else if (format == GSLocalMemory::PSM_FMT_16)
{
const u16 converted_color = ((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) | ((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F);
const u16 converted_mask = ((drawing_mask >> 16) & 0x8000) | ((drawing_mask >> 9) & 0x7C00) |
((drawing_mask >> 6) & 0x7E0) | ((drawing_mask >> 3) & 0x1F);
const u16 converted_color = (((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) | ((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F)) & ~converted_mask;
// Based on WritePixel16
u16* vm = m_mem.vm16();
@@ -9043,7 +9161,7 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle16).paMulti(0, y);
for (int x = left; x < right; x++)
vm[pa.value(x)] = converted_color;
vm[pa.value(x)] = converted_color | (vm[pa.value(x)] & converted_mask);
}
}
}
@@ -9070,8 +9188,9 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc
// Bottom of Texture (half height frame, will be the copy of Top texture after the draw)
// -----------------------------------------------------------------
const int tw = static_cast<int>(1 << m_cached_ctx.TEX0.TW);
const int th = static_cast<int>(1 << m_cached_ctx.TEX0.TH);
// Do not use tw and th, if it has been optimized to not be the TEX0 size, it will crash.
const int tw = tex->m_unscaled_size.x;
int th = tex->m_unscaled_size.y;
// Compute the Bottom of texture rectangle
pxAssert(m_cached_ctx.TEX0.TBP0 > m_cached_ctx.FRAME.Block());
@@ -9079,30 +9198,48 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc
GSVector4i r_texture(r_draw);
r_texture.y -= offset;
r_texture.w -= offset;
const int new_height = std::max(r_texture.w, th);
if (GSTexture* rt = g_gs_device->CreateRenderTarget(tw, th, GSTexture::Format::Color))
GSTexture* temp_tex = g_gs_device->CreateTexture(tw, new_height, 1, tex->m_texture->GetFormat(), true);
if (temp_tex)
{
// sRect is the top of texture
// Need to half pixel offset the dest tex coordinates as draw pixels are top left instead of centre for texel reads.
const GSVector4 sRect(m_vt.m_min.t.x / tw, m_vt.m_min.t.y / th, m_vt.m_max.t.x / tw, m_vt.m_max.t.y / th);
const GSVector4 dRect = GSVector4(r_texture) + GSVector4(0.5f);
const GSVector4i r_full(0, 0, tw, th);
if (GSTexture* rt = g_gs_device->CreateRenderTarget(tw, new_height, GSTexture::Format::Color))
{
// sRect is the top of texture
// Need to half pixel offset the dest tex coordinates as draw pixels are top left instead of centre for texel reads.
const GSVector4 dRect = GSVector4(r_texture) + GSVector4(0.5f);
const GSVector4i r_full(0, 0, tw, th);
g_gs_device->CopyRect(tex->m_texture, rt, r_full, 0, 0);
g_gs_device->CopyRect(tex->m_texture, rt, r_full, 0, 0);
g_gs_device->StretchRect(tex->m_texture, sRect, rt, dRect, ShaderConvert::COPY, m_vt.IsRealLinear());
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_texture_cache->ReplaceSourceTexture(tex, temp_tex, tex->m_scale, GSVector2i(tw, new_height), nullptr, false);
g_gs_device->CopyRect(rt, tex->m_texture, r_full, 0, 0);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
if (tex->m_region.HasY())
{
if (tex->m_region.GetMaxY() == th)
{
tex->m_region.bits &= ~(0xFFFF0000ULL << 32);
tex->m_region.SetY(tex->m_region.GetMinY(), new_height);
}
}
th = new_height;
const GSVector4 sRect(m_vt.m_min.t.x / tw, m_vt.m_min.t.y / th, m_vt.m_max.t.x / tw, m_vt.m_max.t.y / th);
const GSVector4i r_full_new(0, 0, tw, th);
g_gs_device->StretchRect(tex->m_texture, sRect, rt, dRect, ShaderConvert::COPY, m_vt.IsRealLinear());
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->CopyRect(rt, tex->m_texture, r_full_new, 0, 0);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->Recycle(rt);
}
// Copy back the texture into the GS mem. I don't know why but it will be
// reuploaded again later
g_texture_cache->Read(tex, r_texture.rintersect(tex->m_texture->GetRect()));
g_gs_device->Recycle(rt);
}
// Copy back the texture into the GS mem. I don't know why but it will be
// reuploaded again later
g_texture_cache->Read(tex, r_texture.rintersect(tex->m_texture->GetRect()));
g_texture_cache->InvalidateVideoMemSubTarget(_rt);
return false; // skip current draw

View File

@@ -96,7 +96,7 @@ private:
void HandleProvokingVertexFirst();
void SetupIA(float target_scale, float sx, float sy, bool req_vert_backup);
void EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GSTextureCache::Source* tex);
bool EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt = nullptr);
u32 EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt = nullptr);
void EmulateBlending(int rt_alpha_min, int rt_alpha_max, const bool DATE, bool& DATE_PRIMID, bool& DATE_BARRIER, GSTextureCache::Target* rt,
bool can_scale_rt_alpha, bool& new_rt_alpha_scale);
void CleanupDraw(bool invalidate_temp_src);

View File

@@ -1059,12 +1059,13 @@ void GSTextureCache::DirtyRectByPage(u32 sbp, u32 spsm, u32 sbw, Target* t, GSVe
__ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA,
const GSLocalMemory::psm_t& psm_s, const u32* clut, const GSTexture* gpu_clut, const GSVector2i& compare_lod,
const GSTextureCache::SourceRegion& region, u32 fixed_tex0, FastList<GSTextureCache::Source*>& map)
const GSTextureCache::SourceRegion& region, u32 fixed_tex0, FastList<GSTextureCache::Source*>& map, const GIFRegCLAMP& CLAMP, GSVector4i read_area)
{
GSTextureCache::Source* best_s = nullptr;
for (auto i = map.begin(); i != map.end(); ++i)
{
GSTextureCache::Source* s = *i;
if (((TEX0.U32[0] ^ s->m_TEX0.U32[0]) | ((TEX0.U32[1] ^ s->m_TEX0.U32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
continue;
@@ -1094,8 +1095,23 @@ __ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, cons
// When fixed tex0 is used, we must find a matching region texture. The base likely
// doesn't contain to the correct region. Bit cheeky here, avoid a logical or by
// adding the invalid tex0 bit in.
if (((s->m_region.bits | fixed_tex0) != 0) && s->m_region.bits != region.bits)
continue;
if (((s->m_region.bits | fixed_tex0) != 0))
{
const bool is_clamped = CLAMP.WMS == CLAMP_CLAMP && CLAMP.WMT == CLAMP_CLAMP;
if (is_clamped && s->m_region.GetMinX() == 0 && s->m_region.GetMinY() == 0)
{
const GSVector4i read_region = GSVector4i(0, 0, read_area.z, read_area.w);
const GSVector4i region_area = GSVector4i(s->m_region.GetMinX(), s->m_region.GetMinY(), s->m_region.HasX() ? s->m_region.GetMaxX() : (1 << s->m_TEX0.TW), s->m_region.HasY() ? s->m_region.GetMaxY() : (1 << s->m_TEX0.TW));
if (!region_area.rintersect(read_region).eq(read_region))
continue;
}
else if (((s->m_region.bits | fixed_tex0) != 0) && s->m_region.bits != region.bits)
{
continue;
}
}
// Same base mip texture, but we need to check that MXL was the same as well.
// When mipmapping is off, this will be 0,0 vs 0,0.
@@ -1107,7 +1123,10 @@ __ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, cons
return s;
}
return nullptr;
if (best_s != nullptr)
return best_s;
else
return nullptr;
}
GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, const GSVector4i& r, const bool possible_shuffle, const bool linear, const GIFRegFRAME& frame, bool req_color, bool req_alpha, bool palette)
@@ -1127,7 +1146,7 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, c
const u32* const clut = g_gs_renderer->m_mem.m_clut;
GSTexture* const gpu_clut = (psm_s.pal > 0) ? g_gs_renderer->m_mem.m_clut.GetGPUTexture() : nullptr;
Source* src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, GSVector2i(0, 0), region,
region.IsFixedTEX0(TEX0), m_src.m_map[TEX0.TBP0 >> 5]);
region.IsFixedTEX0(TEX0), m_src.m_map[TEX0.TBP0 >> 5], CLAMP, r);
if (src)
{
GL_CACHE("TC: src hit: (0x%x, %s)", TEX0.TBP0, GSUtil::GetPSMName(TEX0.PSM));
@@ -1332,10 +1351,10 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
const GSOffset offset(psm_s.info, TEX0.TBP0, TEX0.TBW, TEX0.PSM);
const u32 region_page = offset.bn(region.GetMinX(), region.GetMinY()) >> 5;
if (lookup_page != region_page)
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[region_page]);
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[region_page], CLAMP, r);
}
if (!src)
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[lookup_page]);
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[lookup_page], CLAMP, r);
if (src && src->m_from_target && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::MergeTargets && GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, r) > src->m_from_target->m_end_block)
{
@@ -1703,7 +1722,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
if (found_t && (bw != t->m_TEX0.TBW || t->m_TEX0.PSM != psm))
match = false;
//if (!t_clean && can_convert)
// Different swizzle, different width, and dirty, so probably not what we want.
// DevCon.Warning("Expected %x Got %x shuffle %d draw %d", psm, t_psm, possible_shuffle, GSState::s_n);
if (match)
{
@@ -1769,8 +1788,10 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp >= 16)) && // Channel shuffles or non indexed lookups.
t->m_age <= 1 && (!found_t || t->m_last_draw > dst->m_last_draw) /*&& CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW)*/)
{
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, r);
const u32 adj_bp = (end_block < t->m_TEX0.TBP0 && t->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (bp + GS_MAX_BLOCKS) : bp;
u32 rt_tbw = std::max(1U, t->m_TEX0.TBW);
u32 horz_page_offset = ((bp - t->m_TEX0.TBP0) >> 5) % rt_tbw;
u32 horz_page_offset = ((adj_bp - t->m_TEX0.TBP0) >> 5) % rt_tbw;
if (GSLocalMemory::m_psm[psm].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp && bw != rt_tbw && block_boundary_rect.height() > GSLocalMemory::m_psm[psm].pgs.y)
continue;
@@ -1783,7 +1804,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
((t->m_TEX0.TBW < (horz_page_offset + ((block_boundary_rect.z + GSLocalMemory::m_psm[psm].pgs.x - 1) / GSLocalMemory::m_psm[psm].pgs.x)) ||
(t->m_TEX0.TBW != bw && block_boundary_rect.w > GSLocalMemory::m_psm[psm].pgs.y))))
{
DbgCon.Warning("BP %x - 16bit bad match for target bp %x bw %d src %d format %d", bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
DbgCon.Warning("BP %x - 16bit bad match for target bp %x bw %d src %d format %d", adj_bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
continue;
}
// Keep note that 2 bw is basically 1 normal page, as bw is in 64 pixels, and 8bit pages are 128 pixels wide, aka 2 bw.
@@ -1795,7 +1816,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) <= t->m_TEX0.TBW) &&
!(((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) == rt_tbw)))))
{
DbgCon.Warning("BP %x - 8bit bad match for target bp %x bw %d src %d format %d", bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
DbgCon.Warning("BP %x - 8bit bad match for target bp %x bw %d src %d format %d", adj_bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
continue;
}
else if (!possible_shuffle && GSLocalMemory::m_psm[psm].bpp <= 8 && TEX0.TBW == 1)
@@ -1833,16 +1854,16 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
else // Formats are not compatible for normal draws, only shuffles.
continue;
}
if (bp > t->m_TEX0.TBP0)
if (adj_bp > t->m_TEX0.TBP0)
{
if (!region.HasEither() && GSLocalMemory::m_psm[psm].bpp == 32 && (t->m_TEX0.TBW - (((bp - t->m_TEX0.TBP0) >> 5) % rt_tbw)) < static_cast<u32>((block_boundary_rect.width() + 63) / 64))
if (!region.HasEither() && GSLocalMemory::m_psm[psm].bpp == 32 && (t->m_TEX0.TBW - (((adj_bp - t->m_TEX0.TBP0) >> 5) % rt_tbw)) < static_cast<u32>((block_boundary_rect.width() + 63) / 64))
{
DbgCon.Warning("Bad alignmenet");
continue;
}
// Make sure it's inside if not a shuffle, sometimes valid areas can get messy, like TOCA Race Driver 2 where it goes over to 480, but it's rounded up to 512 in the shuffle.
if (!possible_shuffle && !t->Inside(bp, bw, psm, block_boundary_rect))
if (!possible_shuffle && !t->Inside(adj_bp, bw, psm, block_boundary_rect))
continue;
GSVector4i new_rect = (GSLocalMemory::m_psm[color_psm].bpp != GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp && (psm & 0x7) != PSMCT16) ? block_boundary_rect : rect;
@@ -1852,7 +1873,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// Hitman Blood Money is an example of this in the theatre.
const u32 rt_tbw = (possible_shuffle || bw == 1 || GSUtil::GetChannelMask(psm) != 0x8 || frame.FBW <= bw || frame.FBW == t->m_TEX0.TBW || bw == t->m_TEX0.TBW) ? t->m_TEX0.TBW : frame.FBW;
const bool can_translate = CanTranslate(bp, bw, src_psm, new_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, rt_tbw);
const bool can_translate = CanTranslate(adj_bp, bw, src_psm, new_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, rt_tbw);
if (can_translate)
{
const bool swizzle_match = GSLocalMemory::m_psm[src_psm].depth == GSLocalMemory::m_psm[t->m_TEX0.PSM].depth;
@@ -1862,7 +1883,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
if (swizzle_match)
{
rect = TranslateAlignedRectByPage(t->m_TEX0.TBP0, t->m_end_block, rt_tbw, t->m_TEX0.PSM, t->m_valid, bp, src_psm, bw, new_rect);
rect = TranslateAlignedRectByPage(t->m_TEX0.TBP0, t->m_end_block, rt_tbw, t->m_TEX0.PSM, t->m_valid, adj_bp, src_psm, bw, new_rect);
rect.x -= new_rect.x;
rect.y -= new_rect.y;
}
@@ -1882,7 +1903,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
new_rect.z = (new_rect.z + (page_size.x - 1)) & ~(page_size.x - 1);
new_rect.w = (new_rect.w + (page_size.y - 1)) & ~(page_size.y - 1);
}
rect = TranslateAlignedRectByPage(t, bp & ~((1 << 5) - 1), src_psm, bw, new_rect);
rect = TranslateAlignedRectByPage(t, adj_bp & ~((1 << 5) - 1), src_psm, bw, new_rect);
rect.x -= new_rect.x & ~(page_size.x - 1);
rect.y -= new_rect.y & ~(page_size.y - 1);
}
@@ -1914,7 +1935,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
}
else
{
SurfaceOffset so = ComputeSurfaceOffset(bp, bw, src_psm, new_rect, t);
SurfaceOffset so = ComputeSurfaceOffset(adj_bp, bw, src_psm, new_rect, t);
if (!so.is_valid && t->Wraps())
{
// Improves Beyond Good & Evil shadow.
@@ -2186,7 +2207,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
}
}
src = CreateSource(src_TEX0, TEXA, dst, x_offset, y_offset, lod, &rect, gpu_clut, region, target_bp_hit_outside_valid_area && TEX0.PSM != PSMT8);
src = CreateSource(src_TEX0, TEXA, CLAMP, dst, x_offset, y_offset, lod, &rect, gpu_clut, region, target_bp_hit_outside_valid_area && TEX0.PSM != PSMT8);
if (!src) [[unlikely]]
return nullptr;
}
@@ -2294,10 +2315,10 @@ void GSTextureCache::CombineAlignedInsideTargets(Target* target, GSTextureCache:
continue;
}
// Formats match
if (t->m_TEX0.TBW == target->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[target->m_TEX0.PSM].bpp)
if ((t->m_TEX0.TBW == target->m_TEX0.TBW || t->m_TEX0.TBW == 1) && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[target->m_TEX0.PSM].bpp)
{
const GSLocalMemory::psm_t& t_psm = GSLocalMemory::m_psm[t->m_TEX0.PSM];
const u32 page_offset = ((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) % std::max(1U, t->m_TEX0.TBW);
const GSLocalMemory::psm_t& t_psm = GSLocalMemory::m_psm[target->m_TEX0.PSM];
const u32 page_offset = ((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) % std::max(1U, target->m_TEX0.TBW);
const u32 page_width = (t->m_valid.z + (t_psm.pgs.x - 1)) / t_psm.pgs.x;
if ((page_offset + page_width) <= target->m_TEX0.TBW)
@@ -2308,7 +2329,7 @@ void GSTextureCache::CombineAlignedInsideTargets(Target* target, GSTextureCache:
{
t->Update();
const u32 vertical_offset = (((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) / std::max(1U, t->m_TEX0.TBW)) * t_psm.pgs.y;
const u32 vertical_offset = (((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) / std::max(1U, target->m_TEX0.TBW)) * t_psm.pgs.y;
const u32 horizontal_offset = page_offset * t_psm.pgs.x;
const GSVector4i target_drect_unscaled = t->m_drawn_since_read + GSVector4i(horizontal_offset, vertical_offset).xyxy();
@@ -2673,10 +2694,12 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
for (auto i = list.begin(); i != list.end(); ++i)
{
Target* t = *i;
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
const u32 bp_adj = (end_block < t->m_TEX0.TBP0 && t->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (bp + GS_MAX_BLOCKS) : bp;
const bool half_buffer_match = GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets && TEX0.TBW == t->m_TEX0.TBW && TEX0.PSM == t->m_TEX0.PSM &&
bp == GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
// Make sure the target is inside the texture
if (t->m_TEX0.TBP0 <= bp && bp <= t->m_end_block && (half_buffer_match || t->Inside(bp, TEX0.TBW, TEX0.PSM, GSVector4i::loadh(size))))
if (t->m_TEX0.TBP0 <= bp_adj && bp_adj <= t->UnwrappedEndBlock() && (half_buffer_match || t->Inside(bp_adj, TEX0.TBW, TEX0.PSM, GSVector4i::loadh(size))))
{
if (dst && (GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw))
continue;
@@ -2748,7 +2771,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
dst->m_TEX0.TBP0, dst->m_TEX0.TBW, GSUtil::GetPSMName(dst->m_TEX0.PSM));
}
if (dst->m_scale != scale && (!preserve_scale || is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))
if (dst->m_scale != scale && (!preserve_scale || (type == RenderTarget && (is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))))
{
calcRescale(dst);
GSTexture* tex = type == RenderTarget ? g_gs_device->CreateRenderTarget(new_scaled_size.x, new_scaled_size.y, GSTexture::Format::Color, clear) :
@@ -2756,7 +2779,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
if (!tex)
return nullptr;
if (scale == 1.0f)
if (scale == 1.0f && type == RenderTarget)
{
// When using native HPO, the top-left column/row of pixels are often not drawn. Clamp these away to avoid sampling black,
// causing bleeding into the edges of the downsampled texture.
@@ -2770,7 +2793,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
g_gs_device->FilteredDownsampleTexture(dst->m_texture, tex, downsample_factor, clamp_min, dRect);
}
else
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, dst->m_scale < scale);
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, type == RenderTarget && !preserve_scale);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
@@ -3796,6 +3819,7 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
}
const int height_adjust = ((((dst_end_block + 31) - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
bool delete_target = true;
if (height_adjust < t->m_unscaled_size.y)
{
@@ -3803,27 +3827,32 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
t->m_valid.w -= height_adjust;
t->ResizeValidity(t->m_valid);
GSTexture* tex = (t->m_type == RenderTarget) ?
g_gs_device->CreateRenderTarget(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::Color, true) :
g_gs_device->CreateDepthStencil(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::DepthStencil, true);
if (tex)
if (!t->m_valid.rempty())
{
g_gs_device->CopyRect(t->m_texture, tex, GSVector4i(0, height_adjust * t->m_scale, t->m_texture->GetWidth(), t->m_texture->GetHeight()), 0, 0);
if (src && src->m_target && src->m_from_target == t)
delete_target = false;
GSTexture* tex = (t->m_type == RenderTarget) ?
g_gs_device->CreateRenderTarget(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::Color, true) :
g_gs_device->CreateDepthStencil(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::DepthStencil, true);
if (tex)
{
src->m_from_target = t;
src->m_texture = t->m_texture;
src->m_target_direct = false;
src->m_shared_texture = false;
g_gs_device->CopyRect(t->m_texture, tex, GSVector4i(0, height_adjust * t->m_scale, t->m_texture->GetWidth(), t->m_texture->GetHeight()), 0, 0);
if (src && src->m_target && src->m_from_target == t)
{
src->m_from_target = t;
src->m_texture = t->m_texture;
src->m_target_direct = false;
src->m_shared_texture = false;
}
else
{
g_gs_device->Recycle(t->m_texture);
}
t->m_texture = tex;
}
else
{
g_gs_device->Recycle(t->m_texture);
}
t->m_texture = tex;
}
}
else
if (delete_target)
{
if (src && src->m_target && src->m_from_target == t)
{
@@ -4281,23 +4310,27 @@ bool GSTextureCache::PrepareDownloadTexture(u32 width, u32 height, GSTexture::Fo
}
}
}*/
void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm, u32 write_bw)
void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm, u32 write_bw, u32 fb_mask, bool ignore_exact)
{
const bool preserve_alpha = (GSLocalMemory::m_psm[write_psm].trbpp == 24);
for (int type = 0; type < 2; type++)
const bool preserve_alpha = (GSLocalMemory::m_psm[write_psm].trbpp == 24) || (fb_mask & 0xFF000000);
for (int type = 0; type < (ignore_exact ? 1 : 2); type++)
{
auto& list = m_dst[type];
for (auto i = list.begin(); i != list.end();)
{
Target* const t = *i;
if (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 > end_bp || t->UnwrappedEndBlock() < start_bp))
if ((ignore_exact && start_bp == t->m_TEX0.TBP0) || (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 > end_bp || t->UnwrappedEndBlock() < start_bp)))
{
++i;
continue;
}
const bool compatible_fmt = GSUtil::HasCompatibleBits(t->m_TEX0.PSM, write_psm);
const bool compatible_width = std::max(t->m_TEX0.TBW, 1U) == std::max(write_bw, 1U);
// If not fully contained but they are aligned and or clean, just dirty the area.
if (type != DepthStencil && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp))
if ((type != DepthStencil || !compatible_fmt || !compatible_width) && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp))
{
const u32 offset = (std::abs(static_cast<int>(start_bp - t->m_TEX0.TBP0)) >> 5) % std::max(1U, t->m_TEX0.TBW);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size).rintersect(t->m_valid);
@@ -4313,7 +4346,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
{
RGBAMask mask;
mask._u32 = GSUtil::GetChannelMask(write_psm);
mask._u32 = GSUtil::GetChannelMask(write_psm, fb_mask);
AddDirtyRectTarget(t, invalidate_r, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
}
@@ -4343,7 +4376,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
t->m_valid_alpha_low &= preserve_alpha;
t->m_valid_alpha_high &= preserve_alpha;
t->m_valid_rgb = false;
t->m_valid_rgb &= (fb_mask & 0x00FFFFFF) != 0;
// Don't keep partial depth buffers around.
if ((!t->m_valid_alpha_low && !t->m_valid_alpha_high && !t->m_valid_rgb) || type == DepthStencil)
@@ -4365,6 +4398,16 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
delete t;
continue;
}
else if (ignore_exact && GSUtil::HasCompatibleBits(t->m_TEX0.PSM, write_psm))
{
RGBAMask mask;
mask._u32 = GSUtil::GetChannelMask(write_psm, fb_mask);
AddDirtyRectTarget(t, t->m_valid, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
t->m_valid_rgb |= !!(mask._u32 & 0x7);
t->m_valid_alpha_low |= mask.c.a;
t->m_valid_alpha_high |= mask.c.a;
}
GL_CACHE("TC: InvalidateContainedTargets: Clear RGB valid on %s[%x, %s]", to_string(type), t->m_TEX0.TBP0, GSUtil::GetPSMName(t->m_TEX0.PSM));
++i;
@@ -4838,7 +4881,10 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
{
if (swizzle_match)
{
targetr = TranslateAlignedRectByPage(t, bp, psm, bw, r, true);
if (exact_bp && GSUtil::HasSameSwizzleBits(psm, t->m_TEX0.PSM) && bw == t->m_TEX0.TBW)
targetr = r;
else
targetr = TranslateAlignedRectByPage(t, bp, psm, bw, r, true);
}
else
{
@@ -5733,10 +5779,7 @@ void GSTextureCache::ReplaceSourceTexture(Source* s, GSTexture* new_texture, flo
if (s->m_from_hash_cache)
s->m_from_hash_cache->refcount++;
else if (!s->m_shared_texture)
{
DevCon.Warning("replace %d", m_source_memory_usage);
m_source_memory_usage += s->m_texture->GetMemUsage();
}
}
void GSTextureCache::IncAge()
@@ -5816,7 +5859,7 @@ void GSTextureCache::IncAge()
}
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temp)
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, Target* dst, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temp)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
Source* src = new Source(TEX0, TEXA);
@@ -6296,6 +6339,41 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
m_temporary_source = src;
}
// We can check for a recent upload to see if we can find out out what the actual size is.
if (!region.HasEither() && m_temporary_source == nullptr && CLAMP.WMS == CLAMP_CLAMP && CLAMP.WMT == CLAMP_CLAMP)
{
if (src_range->z < tw && src_range->w < th)
{
auto& transfers = GSRendererHW::GetInstance()->m_draw_transfers;
if (transfers.size() > 0)
{
const int last_draw = transfers.back().draw;
for (auto iter = transfers.rbegin(); iter != transfers.rend(); ++iter)
{
if (last_draw - iter->draw > 10)
break;
// If the format, and location doesn't overlap
if (iter->blit.DBP == TEX0.TBP0 && iter->blit.DBW == TEX0.TBW && iter->blit.DPSM == TEX0.PSM)
{
const int new_max_x = std::min(tw, std::max(iter->rect.z, Common::AlignUpPow2(src_range->z, psm.pgs.x)));
const int new_max_y = std::min(th, std::max(iter->rect.w, Common::AlignUpPow2(src_range->w, psm.pgs.y)));
if (new_max_x != tw && new_max_y != th)
{
region.SetX(0, new_max_x);
region.SetY(0, new_max_y);
}
break;
}
}
}
}
}
// maintain the clut even when paltex is on for the dump/replacement texture lookup
bool paltex = (GSConfig.GPUPaletteConversion && psm.pal > 0) || gpu_clut;
const u32* clut = (psm.pal > 0) ? static_cast<const u32*>(g_gs_renderer->m_mem.m_clut) : nullptr;
@@ -7923,7 +8001,7 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca
// Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other
// APIs either. So use a fullscreen quad setting depth instead.
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, false);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, true);
}
else
{
@@ -8650,6 +8728,7 @@ GSTextureCache::SourceRegion GSTextureCache::SourceRegion::Create(GIFRegTEX0 TEX
GL_CACHE("TC: Region repeat optimization: %d width -> %d", 1 << TEX0.TW, region.GetWidth());
}
}
if (CLAMP.WMT == CLAMP_REGION_CLAMP && CLAMP.MAXV >= CLAMP.MINV)
{
const u32 rh = CLAMP.MAXV - CLAMP.MINV + 1;

View File

@@ -32,8 +32,18 @@ public:
constexpr static bool CheckOverlap(const u32 a_bp, const u32 a_bp_end, const u32 b_bp, const u32 b_bp_end) noexcept
{
const bool valid = a_bp <= a_bp_end && b_bp <= b_bp_end;
const bool overlap = a_bp <= b_bp_end && a_bp_end >= b_bp;
u32 b_bp_start_synced = b_bp;
u32 b_bp_end_synced = b_bp_end;
// Check for wrapping
if (a_bp_end > GS_MAX_BLOCKS && b_bp_end < a_bp)
{
b_bp_start_synced += GS_MAX_BLOCKS;
b_bp_end_synced += GS_MAX_BLOCKS;
}
const bool valid = a_bp <= a_bp_end && b_bp_start_synced <= b_bp_end_synced;
const bool overlap = a_bp <= b_bp_end_synced && a_bp_end >= b_bp_start_synced;
return valid && overlap;
}
@@ -268,7 +278,7 @@ public:
void UpdateValidChannels(u32 psm, u32 fbmsk);
/// Resizes target texture, DOES NOT RESCALE.
bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_offset = false, GSVector4i offset = GSVector4i::zero(), bool keep_old = false);
bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_new_rect = false, GSVector4i new_rect = GSVector4i::zero(), bool keep_old = false);
private:
void UpdateTextureDebugName();
@@ -445,7 +455,7 @@ protected:
std::unique_ptr<GSDownloadTexture> m_uint16_download_texture;
std::unique_ptr<GSDownloadTexture> m_uint32_download_texture;
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temporary = false);
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, Target* t, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temporary = false);
bool PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, const GSVector2i& valid_size, bool is_frame,
bool preload, bool preserve_target, const GSVector4i draw_rect, Target* dst, GSTextureCache::Source* src = nullptr);
@@ -522,7 +532,7 @@ public:
bool HasTargetInHeightCache(u32 bp, u32 fbw, u32 psm, u32 max_age = std::numeric_limits<u32>::max(), bool move_front = true);
bool Has32BitTarget(u32 bp);
void InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm = PSMCT32, u32 write_bw = 1);
void InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm = PSMCT32, u32 write_bw = 1, u32 fb_mask = 0x00000000, bool ignore_exact = false);
void InvalidateVideoMemType(int type, u32 bp, u32 write_psm = PSMCT32, u32 write_fbmsk = 0, bool dirty_only = false);
void InvalidateVideoMemSubTarget(GSTextureCache::Target* rt);
void InvalidateVideoMem(const GSOffset& off, const GSVector4i& r, bool target = true);

View File

@@ -2081,6 +2081,7 @@ static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, HalfTexel) == of
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, MinMax) == offsetof(GSMTLMainPSUniform, uv_min_max));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, STRange) == offsetof(GSMTLMainPSUniform, st_range));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, ChannelShuffle) == offsetof(GSMTLMainPSUniform, channel_shuffle));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, ChannelShuffleOffset) == offsetof(GSMTLMainPSUniform, channel_shuffle_offset));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, TCOffsetHack) == offsetof(GSMTLMainPSUniform, tc_offset));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, STScale) == offsetof(GSMTLMainPSUniform, st_scale));
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, DitherMatrix) == offsetof(GSMTLMainPSUniform, dither_matrix));

View File

@@ -129,6 +129,7 @@ struct GSMTLMainPSUniform
unsigned int green_mask;
unsigned int green_shift;
} channel_shuffle;
vector_float2 channel_shuffle_offset;
vector_float2 tc_offset;
vector_float2 st_scale;
matrix_float4x4 dither_matrix;

View File

@@ -509,7 +509,7 @@ struct PSMain
uint fetch_raw_depth()
{
return tex_depth.read(ushort2(in.p.xy)) * 0x1p32f;
return tex_depth.read(ushort2(in.p.xy + cb.channel_shuffle_offset)) * 0x1p32f;
}
float4 fetch_raw_color()
@@ -517,7 +517,7 @@ struct PSMain
if (PS_TEX_IS_FB)
return current_color;
else
return tex.read(ushort2(in.p.xy));
return tex.read(ushort2(in.p.xy + cb.channel_shuffle_offset));
}
float4 fetch_c(ushort2 uv)
@@ -790,7 +790,7 @@ struct PSMain
void fog(thread float4& C, float f)
{
if (PS_FOG)
C.rgb = trunc(mix(cb.fog_color, C.rgb, f));
C.rgb = trunc(mix(cb.fog_color, C.rgb, (f * 255.0f) / 256.0f));
}
float4 ps_color()

View File

@@ -481,72 +481,26 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
vkGetPhysicalDeviceQueueFamilyProperties(m_physical_device, &queue_family_count, queue_family_properties.data());
DevCon.WriteLn("%u vulkan queue families", queue_family_count);
std::vector<uint32_t> queue_family_users(queue_family_count, 0);
// Find graphics and present queues.
m_graphics_queue_family_index = queue_family_count;
m_present_queue_family_index = queue_family_count;
u32 present_queue_index = 0;
m_spin_queue_family_index = queue_family_count;
u32 spin_queue_index = 0;
// Graphics Queue
for (uint32_t i = 0; i < queue_family_count; i++)
{
if (queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
VkBool32 graphics_supported = queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT;
if (graphics_supported)
{
m_graphics_queue_family_index = i;
queue_family_users[i]++;
break;
// Quit now, no need for a present queue.
if (!surface)
{
break;
}
}
}
// Spinwait Queue
for (uint32_t i = 0; i < queue_family_count; i++)
{
if (queue_family_properties[i].queueCount == queue_family_users[i])
continue;
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT))
continue;
if (queue_family_properties[i].timestampValidBits == 0)
continue; // We need timing
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
if (surface)
{
m_spin_queue_family_index = i;
break;
}
else if (m_spin_queue_family_index == queue_family_count)
m_spin_queue_family_index = i;
}
if (m_spin_queue_family_index != queue_family_count)
{
spin_queue_index = queue_family_users[m_spin_queue_family_index];
queue_family_users[m_spin_queue_family_index]++;
m_spin_queue_is_graphics_queue = false;
}
else
{
// No spare queue? Try the graphics queue.
if ((queue_family_properties[m_graphics_queue_family_index].queueFlags & VK_QUEUE_COMPUTE_BIT) &&
(queue_family_properties[m_graphics_queue_family_index].timestampValidBits != 0))
{
m_spin_queue_family_index = m_graphics_queue_family_index;
spin_queue_index = 0;
m_spin_queue_is_graphics_queue = true;
}
else
m_spin_queue_is_graphics_queue = false;
}
// Present Queue
if (surface)
{
for (uint32_t i = 0; i < queue_family_count; i++)
{
if (queue_family_properties[i].queueCount == queue_family_users[i])
continue;
VkBool32 present_supported;
VkResult res = vkGetPhysicalDeviceSurfaceSupportKHR(m_physical_device, i, surface, &present_supported);
if (res != VK_SUCCESS)
@@ -555,48 +509,35 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
return false;
}
if (!present_supported)
continue;
// Perfer aync compute queue
if ((queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT) &&
!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
{
m_present_queue_family_index = i;
break;
}
else if (m_present_queue_family_index == queue_family_count)
m_present_queue_family_index = i;
}
if (m_present_queue_family_index != queue_family_count)
{
present_queue_index = queue_family_users[m_present_queue_family_index];
queue_family_users[m_present_queue_family_index]++;
}
else
{
// No spare queue? Try the graphics queue.
VkBool32 present_supported;
VkResult res = vkGetPhysicalDeviceSurfaceSupportKHR(m_physical_device, m_graphics_queue_family_index, surface, &present_supported);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceSupportKHR failed: ");
return false;
}
if (present_supported)
{
m_present_queue_family_index = m_graphics_queue_family_index;
present_queue_index = 0;
m_present_queue_family_index = i;
}
// Prefer one queue family index that does both graphics and present.
if (graphics_supported && present_supported)
{
break;
}
}
}
// Swap spin and present to simplify queue priorities logic.
if (!m_spin_queue_is_graphics_queue && m_present_queue_family_index == m_spin_queue_family_index)
std::swap(spin_queue_index, present_queue_index);
for (uint32_t i = 0; i < queue_family_count; i++)
{
// Pick a queue for spinning
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT))
continue; // We need compute
if (queue_family_properties[i].timestampValidBits == 0)
continue; // We need timing
const bool queue_is_used = i == m_graphics_queue_family_index || i == m_present_queue_family_index;
if (queue_is_used && m_spin_queue_family_index != queue_family_count)
continue; // Found a non-graphics queue to use
spin_queue_index = 0;
m_spin_queue_family_index = i;
if (queue_is_used && queue_family_properties[i].queueCount > 1)
spin_queue_index = 1;
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
break; // Async compute queue, definitely pick this one
}
if (m_graphics_queue_family_index == queue_family_count)
{
Console.Error("VK: Failed to find an acceptable graphics queue.");
@@ -614,16 +555,14 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
device_info.flags = 0;
device_info.queueCreateInfoCount = 0;
// Low priority for the spin queue
static constexpr float queue_priorities[] = {1.0f, 1.0f, 0.0f};
static constexpr float queue_priorities[] = {1.0f, 0.0f}; // Low priority for the spin queue
std::array<VkDeviceQueueCreateInfo, 3> queue_infos;
VkDeviceQueueCreateInfo& graphics_queue_info = queue_infos[device_info.queueCreateInfoCount++];
graphics_queue_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
graphics_queue_info.pNext = nullptr;
graphics_queue_info.flags = 0;
graphics_queue_info.queueFamilyIndex = m_graphics_queue_family_index;
graphics_queue_info.queueCount = queue_family_users[m_graphics_queue_family_index];
graphics_queue_info.queueCount = 1;
graphics_queue_info.pQueuePriorities = queue_priorities;
if (surface != VK_NULL_HANDLE && m_graphics_queue_family_index != m_present_queue_family_index)
@@ -633,19 +572,19 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
present_queue_info.pNext = nullptr;
present_queue_info.flags = 0;
present_queue_info.queueFamilyIndex = m_present_queue_family_index;
present_queue_info.queueCount = queue_family_users[m_present_queue_family_index];
present_queue_info.queueCount = 1;
present_queue_info.pQueuePriorities = queue_priorities;
}
if (m_spin_queue_family_index == m_graphics_queue_family_index)
{
if (spin_queue_index == 1)
graphics_queue_info.pQueuePriorities = queue_priorities + 1;
if (spin_queue_index != 0)
graphics_queue_info.queueCount = 2;
}
else if (m_spin_queue_family_index == m_present_queue_family_index)
{
if (spin_queue_index == 1)
queue_infos[1].pQueuePriorities = queue_priorities + 1;
if (spin_queue_index != 0)
queue_infos[1].queueCount = 2; // present queue
}
else if (m_spin_queue_family_index != queue_family_count)
{
@@ -655,7 +594,7 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
spin_queue_info.flags = 0;
spin_queue_info.queueFamilyIndex = m_spin_queue_family_index;
spin_queue_info.queueCount = 1;
spin_queue_info.pQueuePriorities = queue_priorities + 2;
spin_queue_info.pQueuePriorities = queue_priorities + 1;
}
device_info.pQueueCreateInfos = queue_infos.data();
@@ -744,11 +683,13 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
vkGetDeviceQueue(m_device, m_graphics_queue_family_index, 0, &m_graphics_queue);
if (surface)
{
vkGetDeviceQueue(m_device, m_present_queue_family_index, present_queue_index, &m_present_queue);
vkGetDeviceQueue(m_device, m_present_queue_family_index, 0, &m_present_queue);
}
m_spinning_supported = m_spin_queue_family_index != queue_family_count &&
queue_family_properties[m_graphics_queue_family_index].timestampValidBits > 0 &&
m_device_properties.limits.timestampPeriod > 0;
m_spin_queue_is_graphics_queue =
m_spin_queue_family_index == m_graphics_queue_family_index && spin_queue_index == 0;
m_gpu_timing_supported = (m_device_properties.limits.timestampComputeAndGraphics != 0 &&
queue_family_properties[m_graphics_queue_family_index].timestampValidBits > 0 &&
@@ -1354,7 +1295,7 @@ void GSDeviceVK::SubmitCommandBuffer(VKSwapChain* present_swap_chain)
present_swap_chain->ResetImageAcquireResult();
const VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
res = vkQueuePresentKHR(m_present_queue, &present_info);
if (res != VK_SUCCESS && res != VK_SUBOPTIMAL_KHR)
{
// VK_ERROR_OUT_OF_DATE_KHR is not fatal, just means we need to recreate our swap chain.

View File

@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 78;
static constexpr u32 SHADER_CACHE_VERSION = 80;