diff options
| author | hdcmeta <hdcmeta@gmail.com> | 2016-01-07 19:40:35 -0800 |
|---|---|---|
| committer | hdcmeta <hdcmeta@gmail.com> | 2016-02-15 09:48:25 -0800 |
| commit | 8cc686b3606deb1a3638281da9c12180a481e899 (patch) | |
| tree | 6adae584fcc27911bf4464deb8a62d468472c98c /Source/Core/VideoBackends/D3D12/FramebufferManager.cpp | |
| parent | a2e2e36745717135d42df2d17965aa709480e3e3 (diff) | |
D3D12: Initial commit for D3D12 backend implementation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/FramebufferManager.cpp | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp new file mode 100644 index 0000000000..f0118a20bf --- /dev/null +++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp @@ -0,0 +1,292 @@ +// Copyright 2010 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "Core/HW/Memmap.h" +#include "VideoBackends/D3D12/D3DBase.h" +#include "VideoBackends/D3D12/D3DCommandListManager.h" +#include "VideoBackends/D3D12/D3DUtil.h" +#include "VideoBackends/D3D12/FramebufferManager.h" +#include "VideoBackends/D3D12/Render.h" +#include "VideoBackends/D3D12/StaticShaderCache.h" +#include "VideoBackends/D3D12/XFBEncoder.h" +#include "VideoCommon/VideoConfig.h" + +namespace DX12 +{ + +static XFBEncoder s_xfbEncoder; + +FramebufferManager::Efb FramebufferManager::m_efb; +unsigned int FramebufferManager::m_target_width; +unsigned int FramebufferManager::m_target_height; + +D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc; + +D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } +ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; } + +D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; } +D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; } +ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; } + +D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; } + +void FramebufferManager::SwapReinterpretTexture() +{ + D3DTexture2D* swaptex = GetEFBColorTempTexture(); + m_efb.color_temp_tex = GetEFBColorTexture(); + m_efb.color_tex = swaptex; +} + +D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() +{ + if (g_ActiveConfig.iMultisamples > 1) + { + m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_DEST); + m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + + for (int i = 0; i < m_efb.slices; i++) + { + D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); + } + + m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); + + return m_efb.resolved_color_tex; + } + else + { + return m_efb.color_tex; + } +} + +D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture() +{ + if (g_ActiveConfig.iMultisamples > 1) + { + ResolveDepthTexture(); + + return m_efb.resolved_depth_tex; + } + else + { + return m_efb.depth_tex; + } +} + +FramebufferManager::FramebufferManager() +{ + m_target_width = std::max(Renderer::GetTargetWidth(), 1); + m_target_height = std::max(Renderer::GetTargetHeight(), 1); + + DXGI_SAMPLE_DESC sample_desc; + sample_desc.Count = g_ActiveConfig.iMultisamples; + sample_desc.Quality = 0; + + ID3D12Resource* buf12; + D3D12_RESOURCE_DESC texdesc12; + D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } }; + D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0); + + HRESULT hr; + + m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; + + // EFB color texture - primary render target + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); + hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)); + + m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + SAFE_RELEASE(buf12); + + // Temporary EFB color texture - used in ReinterpretPixelData + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); + CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12))); + m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + SAFE_RELEASE(buf12); + D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture"); + + // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex + texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024); + CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf))); + CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr); + + // EFB depth buffer - primary depth buffer + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); + CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12))); + + m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + SAFE_RELEASE(buf12); + D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture"); + + // Render buffer for AccessEFB (depth data) + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); + optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT; + hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)); + CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr); + + m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + + SAFE_RELEASE(buf12); + D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)"); + + // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture + texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024); + hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf)); + CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr); + + D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); + + if (g_ActiveConfig.iMultisamples > 1) + { + // Framebuffer resolve textures (color+depth) + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1); + hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12)); + CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height); + m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + SAFE_RELEASE(buf12); + D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view"); + + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); + hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12)); + CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); + m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + SAFE_RELEASE(buf12); + D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view"); + + m_depth_resolve_depth_stencil_desc = {}; + m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE; + m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE; + m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + } + else + { + m_efb.resolved_color_tex = nullptr; + m_efb.resolved_depth_tex = nullptr; + } + + s_xfbEncoder.Init(); +} + +FramebufferManager::~FramebufferManager() +{ + s_xfbEncoder.Shutdown(); + + SAFE_RELEASE(m_efb.color_tex); + SAFE_RELEASE(m_efb.color_temp_tex); + + D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf); + + SAFE_RELEASE(m_efb.resolved_color_tex); + SAFE_RELEASE(m_efb.depth_tex); + + D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf); + + SAFE_RELEASE(m_efb.depth_read_texture); + SAFE_RELEASE(m_efb.resolved_depth_tex); +} + +void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma) +{ + u8* dst = Memory::GetPointer(xfbAddr); + s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma); +} + +std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) +{ + return std::make_unique<XFBSource>(D3DTexture2D::Create(target_width, target_height, + (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), + D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers); +} + +void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height) +{ + *width = m_target_width; + *height = m_target_height; +} + +void FramebufferManager::ResolveDepthTexture() +{ + // ResolveSubresource does not work with depth textures. + // Instead, we use a shader that selects the minimum depth from all samples. + + const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(m_target_width), static_cast<float>(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH }; + D3D::current_command_list->RSSetViewports(1, &vp12); + + m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); + D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12()); + + FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + D3D::SetLinearCopySampler(); + + // Render a quad covering the entire target, writing SV_Depth. + const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height); + D3D::DrawShadedTexQuad( + FramebufferManager::GetEFBDepthTexture(), + &source_rect, + m_target_width, + m_target_height, + StaticShaderCache::GetDepthCopyPixelShader(true), + StaticShaderCache::GetSimpleVertexShader(), + StaticShaderCache::GetSimpleVertexShaderInputLayout(), + StaticShaderCache::GetCopyGeometryShader(), + 1.0, + 0, + DXGI_FORMAT_D32_FLOAT + ); + + FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); + FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); + D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); + + // Restores proper viewport/scissor settings. + g_renderer->RestoreAPIState(); +} + +void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) +{ + // DX12's XFB decoder does not use this function. + // YUYV data is decoded in Render::Swap. +} + +void XFBSource::CopyEFB(float gamma) +{ + // Copy EFB data to XFB and restore render target again + const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(texWidth), static_cast<float>(texHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH }; + D3D::current_command_list->RSSetViewports(1, &vp12); + + const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight); + + m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); + D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr); + + D3D::SetPointCopySampler(); + + D3D::DrawShadedTexQuad( + FramebufferManager::GetEFBColorTexture(), + &rect, + Renderer::GetTargetWidth(), + Renderer::GetTargetHeight(), + StaticShaderCache::GetColorCopyPixelShader(true), + StaticShaderCache::GetSimpleVertexShader(), + StaticShaderCache::GetSimpleVertexShaderInputLayout(), + StaticShaderCache::GetCopyGeometryShader(), + gamma, + 0, + DXGI_FORMAT_R8G8B8A8_UNORM, + false, + m_tex->GetMultisampled() + ); + + FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); + FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); + D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); + + // Restores proper viewport/scissor settings. + g_renderer->RestoreAPIState(); +} + +} // namespace DX12 |
