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authorConnor McLaughlin <stenzek@gmail.com>2019-04-01 13:02:57 +1000
committerGitHub <noreply@github.com>2019-04-01 13:02:57 +1000
commita2a4694497e71dbe4e033b6bd5f6224bf0af637e (patch)
tree3ba5fb5504f47cb31a071134f3eeef9fde6d3249 /Source/Core
parent6eb126b0978a2477e3c65436f3f2f484ccde5efc (diff)
parent113bd60fe77279b34cca5b615525b038e26f9393 (diff)
Merge pull request #7853 from stenzek/d3d12
Re-implement D3D12 video backend
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/Core/CMakeLists.txt1
-rw-r--r--Source/Core/DolphinQt/DolphinQt.vcxproj3
-rw-r--r--Source/Core/VideoBackends/CMakeLists.txt1
-rw-r--r--Source/Core/VideoBackends/D3D12/BoundingBox.cpp183
-rw-r--r--Source/Core/VideoBackends/D3D12/BoundingBox.h49
-rw-r--r--Source/Core/VideoBackends/D3D12/CMakeLists.txt37
-rw-r--r--Source/Core/VideoBackends/D3D12/Common.h32
-rw-r--r--Source/Core/VideoBackends/D3D12/D3D12.vcxproj94
-rw-r--r--Source/Core/VideoBackends/D3D12/D3D12.vcxproj.filters36
-rw-r--r--Source/Core/VideoBackends/D3D12/DXContext.cpp548
-rw-r--r--Source/Core/VideoBackends/D3D12/DXContext.h191
-rw-r--r--Source/Core/VideoBackends/D3D12/DXPipeline.cpp217
-rw-r--r--Source/Core/VideoBackends/D3D12/DXPipeline.h38
-rw-r--r--Source/Core/VideoBackends/D3D12/DXShader.cpp55
-rw-r--r--Source/Core/VideoBackends/D3D12/DXShader.h32
-rw-r--r--Source/Core/VideoBackends/D3D12/DXTexture.cpp666
-rw-r--r--Source/Core/VideoBackends/D3D12/DXTexture.h126
-rw-r--r--Source/Core/VideoBackends/D3D12/DXVertexFormat.cpp130
-rw-r--r--Source/Core/VideoBackends/D3D12/DXVertexFormat.h33
-rw-r--r--Source/Core/VideoBackends/D3D12/DescriptorAllocator.cpp121
-rw-r--r--Source/Core/VideoBackends/D3D12/DescriptorAllocator.h61
-rw-r--r--Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp188
-rw-r--r--Source/Core/VideoBackends/D3D12/DescriptorHeapManager.h74
-rw-r--r--Source/Core/VideoBackends/D3D12/PerfQuery.cpp235
-rw-r--r--Source/Core/VideoBackends/D3D12/PerfQuery.h60
-rw-r--r--Source/Core/VideoBackends/D3D12/Renderer.cpp735
-rw-r--r--Source/Core/VideoBackends/D3D12/Renderer.h172
-rw-r--r--Source/Core/VideoBackends/D3D12/StreamBuffer.cpp249
-rw-r--r--Source/Core/VideoBackends/D3D12/StreamBuffer.h56
-rw-r--r--Source/Core/VideoBackends/D3D12/SwapChain.cpp76
-rw-r--r--Source/Core/VideoBackends/D3D12/SwapChain.h55
-rw-r--r--Source/Core/VideoBackends/D3D12/VertexManager.cpp321
-rw-r--r--Source/Core/VideoBackends/D3D12/VertexManager.h52
-rw-r--r--Source/Core/VideoBackends/D3D12/VideoBackend.cpp166
-rw-r--r--Source/Core/VideoBackends/D3D12/VideoBackend.h25
-rw-r--r--Source/Core/VideoCommon/VideoBackendBase.cpp2
36 files changed, 5120 insertions, 0 deletions
diff --git a/Source/Core/Core/CMakeLists.txt b/Source/Core/Core/CMakeLists.txt
index 4468f7c57d..645bb876a7 100644
--- a/Source/Core/Core/CMakeLists.txt
+++ b/Source/Core/Core/CMakeLists.txt
@@ -336,6 +336,7 @@ if(WIN32)
)
target_link_libraries(core PUBLIC
videod3d
+ videod3d12
setupapi.lib
iphlpapi.lib
)
diff --git a/Source/Core/DolphinQt/DolphinQt.vcxproj b/Source/Core/DolphinQt/DolphinQt.vcxproj
index e2fefa340c..18f253880e 100644
--- a/Source/Core/DolphinQt/DolphinQt.vcxproj
+++ b/Source/Core/DolphinQt/DolphinQt.vcxproj
@@ -475,6 +475,9 @@
<ProjectReference Include="..\..\..\Externals\imgui\imgui.vcxproj">
<Project>{4c3b2264-ea73-4a7b-9cfe-65b0fd635ebb}</Project>
</ProjectReference>
+ <ProjectReference Include="..\VideoBackends\D3D12\D3D12.vcxproj">
+ <Project>{570215b7-e32f-4438-95ae-c8d955f9fca3}</Project>
+ </ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
diff --git a/Source/Core/VideoBackends/CMakeLists.txt b/Source/Core/VideoBackends/CMakeLists.txt
index b53d85e10a..51ea342826 100644
--- a/Source/Core/VideoBackends/CMakeLists.txt
+++ b/Source/Core/VideoBackends/CMakeLists.txt
@@ -6,5 +6,6 @@ add_subdirectory(Vulkan)
if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
add_subdirectory(D3DCommon)
add_subdirectory(D3D)
+ add_subdirectory(D3D12)
endif()
diff --git a/Source/Core/VideoBackends/D3D12/BoundingBox.cpp b/Source/Core/VideoBackends/D3D12/BoundingBox.cpp
new file mode 100644
index 0000000000..c6b5db3b39
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/BoundingBox.cpp
@@ -0,0 +1,183 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/BoundingBox.h"
+#include "Common/Logging/Log.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/Renderer.h"
+
+namespace DX12
+{
+BoundingBox::BoundingBox() = default;
+
+BoundingBox::~BoundingBox()
+{
+ if (m_gpu_descriptor)
+ g_dx_context->GetDescriptorHeapManager().Free(m_gpu_descriptor);
+}
+
+std::unique_ptr<BoundingBox> BoundingBox::Create()
+{
+ auto bbox = std::unique_ptr<BoundingBox>(new BoundingBox());
+ if (!bbox->CreateBuffers())
+ return nullptr;
+
+ return bbox;
+}
+
+bool BoundingBox::CreateBuffers()
+{
+ static constexpr D3D12_HEAP_PROPERTIES gpu_heap_properties = {D3D12_HEAP_TYPE_DEFAULT};
+ static constexpr D3D12_HEAP_PROPERTIES cpu_heap_properties = {D3D12_HEAP_TYPE_READBACK};
+ D3D12_RESOURCE_DESC buffer_desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ BUFFER_SIZE,
+ 1,
+ 1,
+ 1,
+ DXGI_FORMAT_UNKNOWN,
+ {1, 0},
+ D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
+ D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS};
+
+ HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &gpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, nullptr, IID_PPV_ARGS(&m_gpu_buffer));
+ CHECK(SUCCEEDED(hr), "Creating bounding box GPU buffer failed");
+ if (FAILED(hr) || !g_dx_context->GetDescriptorHeapManager().Allocate(&m_gpu_descriptor))
+ return false;
+
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {DXGI_FORMAT_R32_SINT, D3D12_UAV_DIMENSION_BUFFER};
+ uav_desc.Buffer.NumElements = NUM_VALUES;
+ g_dx_context->GetDevice()->CreateUnorderedAccessView(m_gpu_buffer.Get(), nullptr, &uav_desc,
+ m_gpu_descriptor.cpu_handle);
+
+ buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &cpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr, IID_PPV_ARGS(&m_readback_buffer));
+ CHECK(SUCCEEDED(hr), "Creating bounding box CPU buffer failed");
+ if (FAILED(hr))
+ return false;
+
+ if (!m_upload_buffer.AllocateBuffer(STREAM_BUFFER_SIZE))
+ return false;
+
+ // Both the CPU and GPU buffer's contents is unknown, so force a flush the first time.
+ m_values.fill(0);
+ m_dirty.fill(true);
+ m_valid = true;
+ return true;
+}
+
+void BoundingBox::Readback()
+{
+ // Copy from GPU->CPU buffer, and wait for the GPU to finish the copy.
+ ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ g_dx_context->GetCommandList()->CopyBufferRegion(m_readback_buffer.Get(), 0, m_gpu_buffer.Get(),
+ 0, BUFFER_SIZE);
+ ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ Renderer::GetInstance()->ExecuteCommandList(true);
+
+ // Read back to cached values.
+ static constexpr D3D12_RANGE read_range = {0, BUFFER_SIZE};
+ void* mapped_pointer;
+ HRESULT hr = m_readback_buffer->Map(0, &read_range, &mapped_pointer);
+ CHECK(SUCCEEDED(hr), "Map bounding box CPU buffer");
+ if (FAILED(hr))
+ return;
+
+ static constexpr D3D12_RANGE write_range = {0, 0};
+ std::array<s32, NUM_VALUES> new_values;
+ std::memcpy(new_values.data(), mapped_pointer, BUFFER_SIZE);
+ m_readback_buffer->Unmap(0, &write_range);
+
+ // Preserve dirty values, that way we don't need to sync.
+ for (u32 i = 0; i < NUM_VALUES; i++)
+ {
+ if (!m_dirty[i])
+ m_values[i] = new_values[i];
+ }
+ m_valid = true;
+}
+
+s32 BoundingBox::Get(size_t index)
+{
+ if (!m_valid)
+ Readback();
+
+ return m_values[index];
+}
+
+void BoundingBox::Set(size_t index, s32 value)
+{
+ m_values[index] = value;
+ m_dirty[index] = true;
+}
+
+void BoundingBox::Invalidate()
+{
+ m_dirty.fill(false);
+ m_valid = false;
+}
+
+void BoundingBox::Flush()
+{
+ bool in_copy_state = false;
+ for (u32 start = 0; start < NUM_VALUES;)
+ {
+ if (!m_dirty[start])
+ {
+ start++;
+ continue;
+ }
+
+ u32 end = start + 1;
+ m_dirty[start] = false;
+ for (; end < NUM_VALUES; end++)
+ {
+ if (!m_dirty[end])
+ break;
+
+ m_dirty[end] = false;
+ }
+
+ const u32 copy_size = (end - start) * sizeof(ValueType);
+ if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(ValueType)))
+ {
+ WARN_LOG(VIDEO, "Executing command list while waiting for space in bbox stream buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+ if (!m_upload_buffer.ReserveMemory(copy_size, sizeof(ValueType)))
+ {
+ PanicAlert("Failed to allocate bbox stream buffer space");
+ return;
+ }
+ }
+
+ const u32 upload_buffer_offset = m_upload_buffer.GetCurrentOffset();
+ std::memcpy(m_upload_buffer.GetCurrentHostPointer(), &m_values[start], copy_size);
+ m_upload_buffer.CommitMemory(copy_size);
+
+ if (!in_copy_state)
+ {
+ ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
+ in_copy_state = true;
+ }
+
+ g_dx_context->GetCommandList()->CopyBufferRegion(m_gpu_buffer.Get(), start * sizeof(ValueType),
+ m_upload_buffer.GetBuffer(),
+ upload_buffer_offset, copy_size);
+ start = end;
+ }
+
+ if (in_copy_state)
+ {
+ ResourceBarrier(g_dx_context->GetCommandList(), m_gpu_buffer.Get(),
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ }
+}
+}; // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/BoundingBox.h b/Source/Core/VideoBackends/D3D12/BoundingBox.h
new file mode 100644
index 0000000000..45cb979ca8
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/BoundingBox.h
@@ -0,0 +1,49 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+#include <memory>
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+
+namespace DX12
+{
+class BoundingBox
+{
+public:
+ ~BoundingBox();
+
+ static std::unique_ptr<BoundingBox> Create();
+
+ const DescriptorHandle& GetGPUDescriptor() const { return m_gpu_descriptor; }
+
+ s32 Get(size_t index);
+ void Set(size_t index, s32 value);
+
+ void Invalidate();
+ void Flush();
+
+private:
+ using ValueType = s32;
+ static const u32 NUM_VALUES = 4;
+ static const u32 BUFFER_SIZE = sizeof(ValueType) * NUM_VALUES;
+ static const u32 MAX_UPDATES_PER_FRAME = 128;
+ static const u32 STREAM_BUFFER_SIZE = BUFFER_SIZE * MAX_UPDATES_PER_FRAME;
+
+ BoundingBox();
+
+ bool CreateBuffers();
+ void Readback();
+
+ // Three buffers: GPU for read/write, CPU for reading back, and CPU for staging changes.
+ ComPtr<ID3D12Resource> m_gpu_buffer;
+ ComPtr<ID3D12Resource> m_readback_buffer;
+ StreamBuffer m_upload_buffer;
+ DescriptorHandle m_gpu_descriptor;
+ std::array<ValueType, NUM_VALUES> m_values = {};
+ std::array<bool, NUM_VALUES> m_dirty = {};
+ bool m_valid = true;
+};
+}; // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/CMakeLists.txt b/Source/Core/VideoBackends/D3D12/CMakeLists.txt
new file mode 100644
index 0000000000..08eec49005
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/CMakeLists.txt
@@ -0,0 +1,37 @@
+add_library(videod3d12
+ BoundingBox.cpp
+ BoundingBox.h
+ DescriptorAllocator.cpp
+ DescriptorAllocator.h
+ DescriptorHeapManager.cpp
+ DescriptorHeapManager.h
+ DXContext.cpp
+ DXContext.h
+ DXPipeline.cpp
+ DXPipeline.h
+ DXShader.cpp
+ DXShader.h
+ DXTexture.cpp
+ DXTexture.h
+ DXVertexFormat.cpp
+ DXVertexFormat.h
+ PerfQuery.cpp
+ PerfQuery.h
+ Renderer.cpp
+ Renderer.h
+ StreamBuffer.cpp
+ StreamBuffer.h
+ SwapChain.cpp
+ SwapChain.h
+ VertexManager.cpp
+ VertexManager.h
+ VideoBackend.cpp
+ VideoBackend.h
+)
+
+target_link_libraries(videod3d12
+PUBLIC
+ common
+ videocommon
+ videod3dcommon
+)
diff --git a/Source/Core/VideoBackends/D3D12/Common.h b/Source/Core/VideoBackends/D3D12/Common.h
new file mode 100644
index 0000000000..47d0307350
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/Common.h
@@ -0,0 +1,32 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+#pragma once
+
+#include <d3d12.h>
+#include <wrl/client.h>
+
+#include "Common/MsgHandler.h"
+#include "VideoBackends/D3DCommon/Common.h"
+
+#define CHECK(cond, Message, ...) \
+ if (!(cond)) \
+ { \
+ PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \
+ __VA_ARGS__); \
+ }
+
+namespace DX12
+{
+using Microsoft::WRL::ComPtr;
+
+static void ResourceBarrier(ID3D12GraphicsCommandList* cmdlist, ID3D12Resource* resource,
+ D3D12_RESOURCE_STATES from_state, D3D12_RESOURCE_STATES to_state)
+{
+ const D3D12_RESOURCE_BARRIER barrier = {
+ D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
+ D3D12_RESOURCE_BARRIER_FLAG_NONE,
+ {{resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, from_state, to_state}}};
+ cmdlist->ResourceBarrier(1, &barrier);
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/D3D12.vcxproj b/Source/Core/VideoBackends/D3D12/D3D12.vcxproj
new file mode 100644
index 0000000000..e382597b84
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/D3D12.vcxproj
@@ -0,0 +1,94 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{570215B7-E32F-4438-95AE-C8D955F9FCA3}</ProjectGuid>
+ <WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <PlatformToolset>v141</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
+ <UseDebugLibraries>true</UseDebugLibraries>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
+ <UseDebugLibraries>false</UseDebugLibraries>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="..\..\..\VSProps\Base.props" />
+ <Import Project="..\..\..\VSProps\PCHUse.props" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <ForcedIncludeFiles />
+ </ClCompile>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <ForcedIncludeFiles />
+ </ClCompile>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="BoundingBox.cpp" />
+ <ClCompile Include="DescriptorAllocator.cpp" />
+ <ClCompile Include="DXContext.cpp" />
+ <ClCompile Include="DescriptorHeapManager.cpp" />
+ <ClCompile Include="DXPipeline.cpp" />
+ <ClCompile Include="DXShader.cpp" />
+ <ClCompile Include="StreamBuffer.cpp" />
+ <ClCompile Include="DXTexture.cpp" />
+ <ClCompile Include="VideoBackend.cpp" />
+ <ClCompile Include="PerfQuery.cpp" />
+ <ClCompile Include="Renderer.cpp" />
+ <ClCompile Include="DXVertexFormat.cpp" />
+ <ClCompile Include="SwapChain.cpp" />
+ <ClCompile Include="VertexManager.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="BoundingBox.h" />
+ <ClInclude Include="Common.h" />
+ <ClInclude Include="DescriptorAllocator.h" />
+ <ClInclude Include="DXContext.h" />
+ <ClInclude Include="DescriptorHeapManager.h" />
+ <ClInclude Include="DXPipeline.h" />
+ <ClInclude Include="DXShader.h" />
+ <ClInclude Include="StreamBuffer.h" />
+ <ClInclude Include="DXTexture.h" />
+ <ClInclude Include="PerfQuery.h" />
+ <ClInclude Include="Renderer.h" />
+ <ClInclude Include="DXVertexFormat.h" />
+ <ClInclude Include="SwapChain.h" />
+ <ClInclude Include="VertexManager.h" />
+ <ClInclude Include="VideoBackend.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
+ <Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
+ </ProjectReference>
+ <ProjectReference Include="..\D3DCommon\D3DCommon.vcxproj">
+ <Project>{dea96cf2-f237-4a1a-b32f-c916769efb50}</Project>
+ </ProjectReference>
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/Source/Core/VideoBackends/D3D12/D3D12.vcxproj.filters b/Source/Core/VideoBackends/D3D12/D3D12.vcxproj.filters
new file mode 100644
index 0000000000..24feadc6ff
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/D3D12.vcxproj.filters
@@ -0,0 +1,36 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="VideoBackend.cpp" />
+ <ClCompile Include="DXContext.cpp" />
+ <ClCompile Include="DXPipeline.cpp" />
+ <ClCompile Include="DXShader.cpp" />
+ <ClCompile Include="DXTexture.cpp" />
+ <ClCompile Include="DXVertexFormat.cpp" />
+ <ClCompile Include="StreamBuffer.cpp" />
+ <ClCompile Include="SwapChain.cpp" />
+ <ClCompile Include="PerfQuery.cpp" />
+ <ClCompile Include="Renderer.cpp" />
+ <ClCompile Include="VertexManager.cpp" />
+ <ClCompile Include="BoundingBox.cpp" />
+ <ClCompile Include="DescriptorHeapManager.cpp" />
+ <ClCompile Include="DescriptorAllocator.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="VideoBackend.h" />
+ <ClInclude Include="SwapChain.h" />
+ <ClInclude Include="DXContext.h" />
+ <ClInclude Include="DXPipeline.h" />
+ <ClInclude Include="DXShader.h" />
+ <ClInclude Include="DXTexture.h" />
+ <ClInclude Include="DXVertexFormat.h" />
+ <ClInclude Include="StreamBuffer.h" />
+ <ClInclude Include="VertexManager.h" />
+ <ClInclude Include="BoundingBox.h" />
+ <ClInclude Include="PerfQuery.h" />
+ <ClInclude Include="Renderer.h" />
+ <ClInclude Include="Common.h" />
+ <ClInclude Include="DescriptorHeapManager.h" />
+ <ClInclude Include="DescriptorAllocator.h" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/Source/Core/VideoBackends/D3D12/DXContext.cpp b/Source/Core/VideoBackends/D3D12/DXContext.cpp
new file mode 100644
index 0000000000..6c3611ed00
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXContext.cpp
@@ -0,0 +1,548 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <dxgi1_2.h>
+#include <queue>
+#include <vector>
+
+#include "Common/Assert.h"
+#include "Common/DynamicLibrary.h"
+#include "Common/StringUtil.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+std::unique_ptr<DXContext> g_dx_context;
+
+// Private D3D12 state
+static Common::DynamicLibrary s_d3d12_library;
+static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device;
+static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface;
+static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature;
+
+DXContext::DXContext() = default;
+
+DXContext::~DXContext()
+{
+ if (m_fence_event)
+ CloseHandle(m_fence_event);
+}
+
+std::vector<u32> DXContext::GetAAModes(u32 adapter_index)
+{
+ // Use a temporary device if we aren't booting.
+ Common::DynamicLibrary temp_lib;
+ ComPtr<ID3D12Device> temp_device = g_dx_context ? g_dx_context->m_device : nullptr;
+ if (!temp_device)
+ {
+ ComPtr<IDXGIFactory2> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
+ if (!temp_dxgi_factory)
+ return {};
+
+ ComPtr<IDXGIAdapter> adapter;
+ temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
+
+ PFN_D3D12_CREATE_DEVICE d3d12_create_device;
+ if (!temp_lib.Open("d3d12.dll") ||
+ !temp_lib.GetSymbol("D3D12CreateDevice", &d3d12_create_device))
+ {
+ return {};
+ }
+
+ HRESULT hr = d3d12_create_device(nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device));
+ if (!SUCCEEDED(hr))
+ return {};
+ }
+
+ std::vector<u32> aa_modes;
+ for (u32 samples = 1; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
+ {
+ D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
+ multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ multisample_quality_levels.SampleCount = samples;
+
+ temp_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
+ &multisample_quality_levels,
+ sizeof(multisample_quality_levels));
+
+ if (multisample_quality_levels.NumQualityLevels > 0)
+ aa_modes.push_back(samples);
+ }
+
+ return aa_modes;
+}
+
+bool DXContext::SupportsTextureFormat(DXGI_FORMAT format)
+{
+ constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {format};
+ return SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support,
+ sizeof(support))) &&
+ (support.Support1 & required) == required;
+}
+
+bool DXContext::Create(u32 adapter_index, bool enable_debug_layer)
+{
+ ASSERT(!g_dx_context);
+ if (!s_d3d12_library.Open("d3d12.dll") ||
+ !s_d3d12_library.GetSymbol("D3D12CreateDevice", &s_d3d12_create_device) ||
+ !s_d3d12_library.GetSymbol("D3D12GetDebugInterface", &s_d3d12_get_debug_interface) ||
+ !s_d3d12_library.GetSymbol("D3D12SerializeRootSignature", &s_d3d12_serialize_root_signature))
+ {
+ PanicAlertT("d3d12.dll could not be loaded.");
+ s_d3d12_library.Close();
+ return false;
+ }
+
+ if (!D3DCommon::LoadLibraries())
+ {
+ s_d3d12_library.Close();
+ return false;
+ }
+
+ g_dx_context.reset(new DXContext());
+ if (!g_dx_context->CreateDXGIFactory(enable_debug_layer) ||
+ !g_dx_context->CreateDevice(adapter_index, enable_debug_layer) ||
+ !g_dx_context->CreateCommandQueue() || !g_dx_context->CreateFence())
+ {
+ Destroy();
+ return false;
+ }
+
+ return true;
+}
+
+bool DXContext::CreateGlobalResources()
+{
+ return g_dx_context->CreateDescriptorHeaps() && g_dx_context->CreateRootSignatures() &&
+ g_dx_context->CreateTextureUploadBuffer() && g_dx_context->CreateCommandLists();
+}
+
+void DXContext::Destroy()
+{
+ if (g_dx_context)
+ g_dx_context.reset();
+
+ s_d3d12_serialize_root_signature = nullptr;
+ s_d3d12_get_debug_interface = nullptr;
+ s_d3d12_create_device = nullptr;
+ s_d3d12_library.Close();
+ D3DCommon::UnloadLibraries();
+}
+
+bool DXContext::CreateDXGIFactory(bool enable_debug_layer)
+{
+ m_dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
+ return m_dxgi_factory != nullptr;
+}
+
+bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer)
+{
+ ComPtr<IDXGIAdapter> adapter;
+ HRESULT hr = m_dxgi_factory->EnumAdapters(adapter_index, &adapter);
+ if (FAILED(hr))
+ {
+ ERROR_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
+ adapter = nullptr;
+ }
+
+ // Enabling the debug layer will fail if the Graphics Tools feature is not installed.
+ if (enable_debug_layer)
+ {
+ hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface));
+ if (SUCCEEDED(hr))
+ {
+ m_debug_interface->EnableDebugLayer();
+ }
+ else
+ {
+ ERROR_LOG(VIDEO, "Debug layer requested but not available.");
+ enable_debug_layer = false;
+ }
+ }
+
+ // Create the actual device.
+ hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
+ CHECK(SUCCEEDED(hr), "Create D3D12 device");
+ if (FAILED(hr))
+ return false;
+
+ if (enable_debug_layer)
+ {
+ ComPtr<ID3D12InfoQueue> info_queue;
+ if (SUCCEEDED(m_device->QueryInterface(IID_PPV_ARGS(&info_queue))))
+ {
+ info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
+ info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
+
+ D3D12_INFO_QUEUE_FILTER filter = {};
+ D3D12_MESSAGE_ID 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};
+ filter.DenyList.NumIDs = static_cast<UINT>(ArraySize(id_list));
+ filter.DenyList.pIDList = id_list;
+ info_queue->PushStorageFilter(&filter);
+ }
+ }
+
+ return true;
+}
+
+bool DXContext::CreateCommandQueue()
+{
+ const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT,
+ D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
+ D3D12_COMMAND_QUEUE_FLAG_NONE};
+ HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
+ CHECK(SUCCEEDED(hr), "Create command queue");
+ return SUCCEEDED(hr);
+}
+
+bool DXContext::CreateFence()
+{
+ HRESULT hr =
+ m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
+ CHECK(SUCCEEDED(hr), "Create fence");
+ if (FAILED(hr))
+ return false;
+
+ m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ CHECK(m_fence_event != NULL, "Create fence event");
+ if (!m_fence_event)
+ return false;
+
+ return true;
+}
+
+bool DXContext::CreateDescriptorHeaps()
+{
+ static constexpr size_t MAX_SRVS = 16384;
+ static constexpr size_t MAX_RTVS = 8192;
+ static constexpr size_t MAX_DSVS = 128;
+ static constexpr size_t MAX_SAMPLERS = 16384;
+
+ if (!m_descriptor_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
+ MAX_SRVS) ||
+ !m_rtv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RTVS) ||
+ !m_dsv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, MAX_DSVS) ||
+ !m_sampler_heap_manager.Create(m_device.Get(), MAX_SAMPLERS))
+ {
+ return false;
+ }
+
+ m_gpu_descriptor_heaps[1] = m_sampler_heap_manager.GetDescriptorHeap();
+
+ // Allocate null SRV descriptor for unbound textures.
+ constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {
+ DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D,
+ D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
+
+ if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor))
+ {
+ PanicAlert("Failed to allocate null descriptor");
+ return false;
+ }
+
+ m_device->CreateShaderResourceView(nullptr, &null_srv_desc, m_null_srv_descriptor.cpu_handle);
+ return true;
+}
+
+static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg,
+ D3D12_SHADER_VISIBILITY visibility)
+{
+ rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ rp->Descriptor.ShaderRegister = shader_reg;
+ rp->Descriptor.RegisterSpace = 0;
+ rp->ShaderVisibility = visibility;
+}
+
+static void SetRootParamTable(D3D12_ROOT_PARAMETER* rp, D3D12_DESCRIPTOR_RANGE* dr,
+ D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg,
+ u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility)
+{
+ dr->RangeType = rt;
+ dr->NumDescriptors = num_shader_regs;
+ dr->BaseShaderRegister = start_shader_reg;
+ dr->RegisterSpace = 0;
+ dr->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
+
+ rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ rp->DescriptorTable.pDescriptorRanges = dr;
+ rp->DescriptorTable.NumDescriptorRanges = 1;
+ rp->ShaderVisibility = visibility;
+}
+
+static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_ptr,
+ const D3D12_ROOT_PARAMETER* params, u32 num_params)
+{
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.pParameters = params;
+ desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
+ desc.NumParameters = num_params;
+
+ ComPtr<ID3DBlob> root_signature_blob;
+ ComPtr<ID3DBlob> root_signature_error_blob;
+
+ HRESULT hr = s_d3d12_serialize_root_signature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
+ &root_signature_blob, &root_signature_error_blob);
+ if (FAILED(hr))
+ {
+ PanicAlert("Failed to serialize root signature: %s",
+ static_cast<const char*>(root_signature_error_blob->GetBufferPointer()));
+ return false;
+ }
+
+ hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(),
+ root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr));
+ CHECK(SUCCEEDED(hr), "Create root signature");
+ return true;
+}
+
+bool DXContext::CreateRootSignatures()
+{
+ return CreateGXRootSignature() && CreateUtilityRootSignature() && CreateComputeRootSignature();
+}
+
+bool DXContext::CreateGXRootSignature()
+{
+ // GX:
+ // - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 1 visible in VS, 2 visible in GS.
+ // - 8 textures (visible in PS).
+ // - 8 samplers (visible in PS).
+ // - 1 UAV (visible in PS).
+
+ std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
+ std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
+ u32 param_count = 0;
+ SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_PIXEL);
+ param_count++;
+ SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0,
+ 8, D3D12_SHADER_VISIBILITY_PIXEL);
+ param_count++;
+ SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
+ 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
+ param_count++;
+ SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX);
+ param_count++;
+ SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
+ param_count++;
+
+ // Since these must be contiguous, pixel lighting goes to bbox if not enabled.
+ if (g_ActiveConfig.bBBoxEnable)
+ {
+ SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
+ 2, 1, D3D12_SHADER_VISIBILITY_PIXEL);
+ param_count++;
+ }
+ if (g_ActiveConfig.bEnablePixelLighting)
+ {
+ SetRootParamCBV(&params[param_count], 1, D3D12_SHADER_VISIBILITY_PIXEL);
+ param_count++;
+ }
+
+ return BuildRootSignature(m_device.Get(), &m_gx_root_signature, params.data(), param_count);
+}
+
+bool DXContext::CreateUtilityRootSignature()
+{
+ // Utility:
+ // - 1 constant buffer (binding 0, visible in VS/PS).
+ // - 8 textures (visible in PS).
+ // - 8 samplers (visible in PS).
+
+ std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
+ std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
+ SetRootParamCBV(&params[ROOT_PARAMETER_PS_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
+ SetRootParamTable(&params[ROOT_PARAMETER_PS_SRV], &ranges[ROOT_PARAMETER_PS_SRV],
+ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
+ SetRootParamTable(&params[ROOT_PARAMETER_PS_SAMPLERS], &ranges[ROOT_PARAMETER_PS_SAMPLERS],
+ D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
+ return BuildRootSignature(m_device.Get(), &m_utility_root_signature, params.data(), 3);
+}
+
+bool DXContext::CreateComputeRootSignature()
+{
+ // Compute:
+ // - 1 constant buffer (binding 0).
+ // - 8 textures.
+ // - 8 samplers.
+ // - 1 UAV.
+
+ std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
+ std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
+ SetRootParamCBV(&params[CS_ROOT_PARAMETER_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
+ SetRootParamTable(&params[CS_ROOT_PARAMETER_SRV], &ranges[CS_ROOT_PARAMETER_CBV],
+ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
+ SetRootParamTable(&params[CS_ROOT_PARAMETER_SAMPLERS], &ranges[CS_ROOT_PARAMETER_SAMPLERS],
+ D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
+ SetRootParamTable(&params[CS_ROOT_PARAMETER_UAV], &ranges[CS_ROOT_PARAMETER_UAV],
+ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, D3D12_SHADER_VISIBILITY_ALL);
+ return BuildRootSignature(m_device.Get(), &m_compute_root_signature, params.data(), 4);
+}
+
+bool DXContext::CreateTextureUploadBuffer()
+{
+ if (!m_texture_upload_buffer.AllocateBuffer(TEXTURE_UPLOAD_BUFFER_SIZE))
+ {
+ PanicAlert("Failed to create texture upload buffer");
+ return false;
+ }
+
+ return true;
+}
+
+bool DXContext::CreateCommandLists()
+{
+ static constexpr size_t MAX_DRAWS_PER_FRAME = 8192;
+ static constexpr size_t TEMPORARY_SLOTS = MAX_DRAWS_PER_FRAME * 8;
+
+ for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
+ {
+ CommandListResources& res = m_command_lists[i];
+ HRESULT hr = m_device->CreateCommandAllocator(
+ D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
+ CHECK(SUCCEEDED(hr), "Create command allocator");
+ if (FAILED(hr))
+ return false;
+
+ hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(),
+ nullptr, IID_PPV_ARGS(res.command_list.GetAddressOf()));
+ if (FAILED(hr))
+ {
+ PanicAlert("Failed to create command list.");
+ return false;
+ }
+
+ // Close the command list, since the first thing we do is reset them.
+ hr = res.command_list->Close();
+ CHECK(SUCCEEDED(hr), "Closing new command list failed");
+ if (FAILED(hr))
+ return false;
+
+ if (!res.descriptor_allocator.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
+ TEMPORARY_SLOTS) ||
+ !res.sampler_allocator.Create(m_device.Get()))
+ {
+ return false;
+ }
+ }
+
+ MoveToNextCommandList();
+ return true;
+}
+
+void DXContext::MoveToNextCommandList()
+{
+ m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
+ m_current_fence_value++;
+
+ // We may have to wait if this command list hasn't finished on the GPU.
+ CommandListResources& res = m_command_lists[m_current_command_list];
+ WaitForFence(res.ready_fence_value);
+
+ // Begin command list.
+ res.command_allocator->Reset();
+ res.command_list->Reset(res.command_allocator.Get(), nullptr);
+ res.descriptor_allocator.Reset();
+ if (res.sampler_allocator.ShouldReset())
+ res.sampler_allocator.Reset();
+ m_gpu_descriptor_heaps[0] = res.descriptor_allocator.GetDescriptorHeap();
+ m_gpu_descriptor_heaps[1] = res.sampler_allocator.GetDescriptorHeap();
+ res.ready_fence_value = m_current_fence_value;
+}
+
+void DXContext::ExecuteCommandList(bool wait_for_completion)
+{
+ CommandListResources& res = m_command_lists[m_current_command_list];
+
+ // Close and queue command list.
+ HRESULT hr = res.command_list->Close();
+ CHECK(SUCCEEDED(hr), "Close command list");
+ ID3D12CommandList* const execute_lists[] = {res.command_list.Get()};
+ m_command_queue->ExecuteCommandLists(static_cast<UINT>(ArraySize(execute_lists)), execute_lists);
+
+ // Update fence when GPU has completed.
+ hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value);
+ CHECK(SUCCEEDED(hr), "Signal fence");
+
+ MoveToNextCommandList();
+ if (wait_for_completion)
+ WaitForFence(res.ready_fence_value);
+}
+
+void DXContext::DeferResourceDestruction(ID3D12Resource* resource)
+{
+ resource->AddRef();
+ m_command_lists[m_current_command_list].pending_resources.push_back(resource);
+}
+
+void DXContext::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index)
+{
+ m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index);
+}
+
+void DXContext::ResetSamplerAllocators()
+{
+ for (CommandListResources& res : m_command_lists)
+ res.sampler_allocator.Reset();
+}
+
+void DXContext::RecreateGXRootSignature()
+{
+ m_gx_root_signature.Reset();
+ if (!CreateGXRootSignature())
+ PanicAlert("Failed to re-create GX root signature.");
+}
+
+void DXContext::DestroyPendingResources(CommandListResources& cmdlist)
+{
+ for (const auto& dd : cmdlist.pending_descriptors)
+ dd.first.Free(dd.second);
+ cmdlist.pending_descriptors.clear();
+
+ for (ID3D12Resource* res : cmdlist.pending_resources)
+ res->Release();
+ cmdlist.pending_resources.clear();
+}
+
+void DXContext::WaitForFence(u64 fence)
+{
+ if (m_completed_fence_value >= fence)
+ return;
+
+ // Try non-blocking check.
+ m_completed_fence_value = m_fence->GetCompletedValue();
+ if (m_completed_fence_value < fence)
+ {
+ // Fall back to event.
+ HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
+ CHECK(SUCCEEDED(hr), "Set fence event on completion");
+ WaitForSingleObject(m_fence_event, INFINITE);
+ m_completed_fence_value = m_fence->GetCompletedValue();
+ }
+
+ // Release resources for as many command lists which have completed.
+ u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
+ for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
+ {
+ CommandListResources& res = m_command_lists[index];
+ if (m_completed_fence_value < res.ready_fence_value)
+ break;
+
+ DestroyPendingResources(res);
+ index = (index + 1) % NUM_COMMAND_LISTS;
+ }
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXContext.h b/Source/Core/VideoBackends/D3D12/DXContext.h
new file mode 100644
index 0000000000..4f1993d2b5
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXContext.h
@@ -0,0 +1,191 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+#include "Common/CommonTypes.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DescriptorAllocator.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+
+#include <array>
+#include <functional>
+#include <map>
+
+struct IDXGIFactory2;
+
+namespace DX12
+{
+// Vertex/Pixel shader root parameters
+enum ROOT_PARAMETER
+{
+ ROOT_PARAMETER_PS_CBV,
+ ROOT_PARAMETER_PS_SRV,
+ ROOT_PARAMETER_PS_SAMPLERS,
+ ROOT_PARAMETER_VS_CBV,
+ ROOT_PARAMETER_GS_CBV,
+ ROOT_PARAMETER_PS_UAV_OR_CBV2,
+ ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled
+ NUM_ROOT_PARAMETERS
+};
+// Compute shader root parameters
+enum CS_ROOT_PARAMETERS
+{
+ CS_ROOT_PARAMETER_CBV,
+ CS_ROOT_PARAMETER_SRV,
+ CS_ROOT_PARAMETER_SAMPLERS,
+ CS_ROOT_PARAMETER_UAV,
+ NUM_CS_ROOT_PARAMETERS,
+};
+
+class DXContext
+{
+public:
+ ~DXContext();
+
+ // Returns a list of AA modes.
+ static std::vector<u32> GetAAModes(u32 adapter_index);
+
+ // Creates new device and context.
+ static bool Create(u32 adapter_index, bool enable_debug_layer);
+
+ // Destroys active context.
+ static void Destroy();
+
+ IDXGIFactory2* GetDXGIFactory() const { return m_dxgi_factory.Get(); }
+ ID3D12Device* GetDevice() const { return m_device.Get(); }
+ ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); }
+
+ // Returns the current command list, commands can be recorded directly.
+ ID3D12GraphicsCommandList* GetCommandList() const
+ {
+ return m_command_lists[m_current_command_list].command_list.Get();
+ }
+ DescriptorAllocator* GetDescriptorAllocator()
+ {
+ return &m_command_lists[m_current_command_list].descriptor_allocator;
+ }
+ SamplerAllocator* GetSamplerAllocator()
+ {
+ return &m_command_lists[m_current_command_list].sampler_allocator;
+ }
+
+ // Descriptor manager access.
+ DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
+ DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
+ DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
+ SamplerHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
+ ID3D12DescriptorHeap* const* GetGPUDescriptorHeaps() const
+ {
+ return m_gpu_descriptor_heaps.data();
+ }
+ u32 GetGPUDescriptorHeapCount() const { return static_cast<u32>(m_gpu_descriptor_heaps.size()); }
+ const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
+
+ // Root signature access.
+ ID3D12RootSignature* GetGXRootSignature() const { return m_gx_root_signature.Get(); }
+ ID3D12RootSignature* GetUtilityRootSignature() const { return m_utility_root_signature.Get(); }
+ ID3D12RootSignature* GetComputeRootSignature() const { return m_compute_root_signature.Get(); }
+
+ // Fence value for current command list.
+ u64 GetCurrentFenceValue() const { return m_current_fence_value; }
+
+ // Last "completed" fence.
+ u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
+
+ // Texture streaming buffer for uploads.
+ StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
+
+ // Feature level to use when compiling shaders.
+ D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
+
+ // Test for support for the specified texture format.
+ bool SupportsTextureFormat(DXGI_FORMAT format);
+
+ // Creates command lists, global buffers and descriptor heaps.
+ bool CreateGlobalResources();
+
+ // Executes the current command list.
+ void ExecuteCommandList(bool wait_for_completion);
+
+ // Waits for a specific fence.
+ void WaitForFence(u64 fence);
+
+ // Defers destruction of a D3D resource (associates it with the current list).
+ void DeferResourceDestruction(ID3D12Resource* resource);
+
+ // Defers destruction of a descriptor handle (associates it with the current list).
+ void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
+
+ // Clears all samplers from the per-frame allocators.
+ void ResetSamplerAllocators();
+
+ // Re-creates the root signature. Call when the host config changes (e.g. bbox/per-pixel shading).
+ void RecreateGXRootSignature();
+
+private:
+ // Number of command lists. One is being built while the other(s) are executed.
+ static const u32 NUM_COMMAND_LISTS = 3;
+
+ // Textures that don't fit into this buffer will be uploaded with a staging buffer.
+ static const u32 TEXTURE_UPLOAD_BUFFER_SIZE = 32 * 1024 * 1024;
+
+ struct CommandListResources
+ {
+ ComPtr<ID3D12CommandAllocator> command_allocator;
+ ComPtr<ID3D12GraphicsCommandList> command_list;
+ DescriptorAllocator descriptor_allocator;
+ SamplerAllocator sampler_allocator;
+ std::vector<ID3D12Resource*> pending_resources;
+ std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
+ u64 ready_fence_value = 0;
+ };
+
+ DXContext();
+
+ bool CreateDXGIFactory(bool enable_debug_layer);
+ bool CreateDevice(u32 adapter_index, bool enable_debug_layer);
+ bool CreateCommandQueue();
+ bool CreateFence();
+ bool CreateDescriptorHeaps();
+ bool CreateRootSignatures();
+ bool CreateGXRootSignature();
+ bool CreateUtilityRootSignature();
+ bool CreateComputeRootSignature();
+ bool CreateTextureUploadBuffer();
+ bool CreateCommandLists();
+ void MoveToNextCommandList();
+ void DestroyPendingResources(CommandListResources& cmdlist);
+
+ ComPtr<IDXGIFactory2> m_dxgi_factory;
+ ComPtr<ID3D12Debug> m_debug_interface;
+ ComPtr<ID3D12Device> m_device;
+ ComPtr<ID3D12CommandQueue> m_command_queue;
+
+ ComPtr<ID3D12Fence> m_fence = nullptr;
+ HANDLE m_fence_event = {};
+ u32 m_current_fence_value = 0;
+ u64 m_completed_fence_value = 0;
+
+ std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
+ u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
+
+ DescriptorHeapManager m_descriptor_heap_manager;
+ DescriptorHeapManager m_rtv_heap_manager;
+ DescriptorHeapManager m_dsv_heap_manager;
+ SamplerHeapManager m_sampler_heap_manager;
+ std::array<ID3D12DescriptorHeap*, 2> m_gpu_descriptor_heaps = {};
+ DescriptorHandle m_null_srv_descriptor;
+ D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
+
+ ComPtr<ID3D12RootSignature> m_gx_root_signature;
+ ComPtr<ID3D12RootSignature> m_utility_root_signature;
+ ComPtr<ID3D12RootSignature> m_compute_root_signature;
+
+ StreamBuffer m_texture_upload_buffer;
+};
+
+extern std::unique_ptr<DXContext> g_dx_context;
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXPipeline.cpp b/Source/Core/VideoBackends/D3D12/DXPipeline.cpp
new file mode 100644
index 0000000000..0c896bb425
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXPipeline.cpp
@@ -0,0 +1,217 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "Common/Assert.h"
+#include "Common/MsgHandler.h"
+
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/DXPipeline.h"
+#include "VideoBackends/D3D12/DXShader.h"
+#include "VideoBackends/D3D12/DXTexture.h"
+#include "VideoBackends/D3D12/DXVertexFormat.h"
+
+namespace DX12
+{
+DXPipeline::DXPipeline(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature,
+ AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology,
+ bool use_integer_rtv)
+ : m_pipeline(pipeline), m_root_signature(root_signature), m_usage(usage),
+ m_primitive_topology(primitive_topology), m_use_integer_rtv(use_integer_rtv)
+{
+}
+
+DXPipeline::~DXPipeline()
+{
+ m_pipeline->Release();
+}
+
+static D3D12_PRIMITIVE_TOPOLOGY GetD3DTopology(const RasterizationState& state)
+{
+ switch (state.primitive)
+ {
+ case PrimitiveType::Points:
+ return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
+ case PrimitiveType::Lines:
+ return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
+ case PrimitiveType::Triangles:
+ return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ case PrimitiveType::TriangleStrip:
+ default:
+ return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+ }
+}
+
+static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetD3DTopologyType(const RasterizationState& state)
+{
+ switch (state.primitive)
+ {
+ case PrimitiveType::Points:
+ return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
+ case PrimitiveType::Lines:
+ return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
+ case PrimitiveType::Triangles:
+ case PrimitiveType::TriangleStrip:
+ default:
+ return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ }
+}
+
+static void GetD3DRasterizerDesc(D3D12_RASTERIZER_DESC* desc, const RasterizationState& rs_state,
+ const FramebufferState& fb_state)
+{
+ // No CULL_ALL here.
+ static constexpr std::array<D3D12_CULL_MODE, 4> cull_modes = {
+ {D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_BACK, D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_FRONT}};
+
+ desc->FillMode = D3D12_FILL_MODE_SOLID;
+ desc->CullMode = cull_modes[rs_state.cullmode];
+ desc->MultisampleEnable = fb_state.samples > 1;
+}
+
+static void GetD3DDepthDesc(D3D12_DEPTH_STENCIL_DESC* desc, const DepthState& state)
+{
+ // Less/greater are swapped due to inverted depth.
+ static constexpr std::array<D3D12_COMPARISON_FUNC, 8> compare_funcs = {
+ {D3D12_COMPARISON_FUNC_NEVER, D3D12_COMPARISON_FUNC_GREATER, D3D12_COMPARISON_FUNC_EQUAL,
+ D3D12_COMPARISON_FUNC_GREATER_EQUAL, D3D12_COMPARISON_FUNC_LESS,
+ D3D12_COMPARISON_FUNC_NOT_EQUAL, D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_COMPARISON_FUNC_ALWAYS}};
+
+ desc->DepthEnable = state.testenable;
+ desc->DepthFunc = compare_funcs[state.func];
+ desc->DepthWriteMask =
+ state.updateenable ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
+}
+
+static void GetD3DBlendDesc(D3D12_BLEND_DESC* desc, const BlendingState& state)
+{
+ static constexpr std::array<D3D12_BLEND, 8> src_dual_src_factors = {
+ {D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR,
+ D3D12_BLEND_SRC1_ALPHA, D3D12_BLEND_INV_SRC1_ALPHA, D3D12_BLEND_DEST_ALPHA,
+ D3D12_BLEND_INV_DEST_ALPHA}};
+ static constexpr std::array<D3D12_BLEND, 8> dst_dual_src_factors = {
+ {D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
+ D3D12_BLEND_SRC1_ALPHA, D3D12_BLEND_INV_SRC1_ALPHA, D3D12_BLEND_DEST_ALPHA,
+ D3D12_BLEND_INV_DEST_ALPHA}};
+ static constexpr std::array<D3D12_BLEND, 8> src_factors = {
+ {D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR,
+ D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_ALPHA,
+ D3D12_BLEND_INV_DEST_ALPHA}};
+
+ static constexpr std::array<D3D12_BLEND, 8> dst_factors = {
+ {D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
+ D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_ALPHA,
+ D3D12_BLEND_INV_DEST_ALPHA}};
+
+ static constexpr std::array<D3D12_LOGIC_OP, 16> logic_ops = {
+ {D3D12_LOGIC_OP_CLEAR, D3D12_LOGIC_OP_AND, D3D12_LOGIC_OP_AND_REVERSE, D3D12_LOGIC_OP_COPY,
+ D3D12_LOGIC_OP_AND_INVERTED, D3D12_LOGIC_OP_NOOP, D3D12_LOGIC_OP_XOR, D3D12_LOGIC_OP_OR,
+ D3D12_LOGIC_OP_NOR, D3D12_LOGIC_OP_EQUIV, D3D12_LOGIC_OP_INVERT, D3D12_LOGIC_OP_OR_REVERSE,
+ D3D12_LOGIC_OP_COPY_INVERTED, D3D12_LOGIC_OP_OR_INVERTED, D3D12_LOGIC_OP_NAND,
+ D3D12_LOGIC_OP_SET}};
+
+ desc->AlphaToCoverageEnable = FALSE;
+ desc->IndependentBlendEnable = FALSE;
+
+ D3D12_RENDER_TARGET_BLEND_DESC* rtblend = &desc->RenderTarget[0];
+ if (state.colorupdate)
+ {
+ rtblend->RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED |
+ D3D12_COLOR_WRITE_ENABLE_GREEN |
+ D3D12_COLOR_WRITE_ENABLE_BLUE;
+ }
+ if (state.alphaupdate)
+ {
+ rtblend->RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
+ }
+
+ // blend takes precedence over logic op
+ rtblend->BlendEnable = state.blendenable;
+ if (state.blendenable)
+ {
+ rtblend->BlendOp = state.subtract ? D3D12_BLEND_OP_REV_SUBTRACT : D3D12_BLEND_OP_ADD;
+ rtblend->BlendOpAlpha = state.subtractAlpha ? D3D12_BLEND_OP_REV_SUBTRACT : D3D12_BLEND_OP_ADD;
+ if (state.usedualsrc)
+ {
+ rtblend->SrcBlend = src_dual_src_factors[state.srcfactor];
+ rtblend->SrcBlendAlpha = src_dual_src_factors[state.srcfactoralpha];
+ rtblend->DestBlend = dst_dual_src_factors[state.dstfactor];
+ rtblend->DestBlendAlpha = dst_dual_src_factors[state.dstfactoralpha];
+ }
+ else
+ {
+ rtblend->SrcBlend = src_factors[state.srcfactor];
+ rtblend->SrcBlendAlpha = src_factors[state.srcfactoralpha];
+ rtblend->DestBlend = dst_factors[state.dstfactor];
+ rtblend->DestBlendAlpha = dst_factors[state.dstfactoralpha];
+ }
+ }
+ else
+ {
+ rtblend->LogicOpEnable = state.logicopenable;
+ if (state.logicopenable)
+ rtblend->LogicOp = logic_ops[state.logicmode];
+ }
+}
+
+std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
+{
+ DEBUG_ASSERT(config.vertex_shader && config.pixel_shader);
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
+ switch (config.usage)
+ {
+ case AbstractPipelineUsage::GX:
+ desc.pRootSignature = g_dx_context->GetGXRootSignature();
+ break;
+ case AbstractPipelineUsage::Utility:
+ desc.pRootSignature = g_dx_context->GetUtilityRootSignature();
+ break;
+ default:
+ PanicAlert("Unknown pipeline layout.");
+ return nullptr;
+ }
+
+ if (config.vertex_shader)
+ desc.VS = static_cast<const DXShader*>(config.vertex_shader)->GetD3DByteCode();
+ if (config.geometry_shader)
+ desc.GS = static_cast<const DXShader*>(config.geometry_shader)->GetD3DByteCode();
+ if (config.pixel_shader)
+ desc.PS = static_cast<const DXShader*>(config.pixel_shader)->GetD3DByteCode();
+
+ GetD3DBlendDesc(&desc.BlendState, config.blending_state);
+ desc.SampleMask = 0xFFFFFFFF;
+ GetD3DRasterizerDesc(&desc.RasterizerState, config.rasterization_state, config.framebuffer_state);
+ GetD3DDepthDesc(&desc.DepthStencilState, config.depth_state);
+ if (config.vertex_format)
+ static_cast<const DXVertexFormat*>(config.vertex_format)->GetInputLayoutDesc(&desc.InputLayout);
+ desc.IBStripCutValue = config.rasterization_state.primitive == PrimitiveType::TriangleStrip ?
+ D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF :
+ D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+ desc.PrimitiveTopologyType = GetD3DTopologyType(config.rasterization_state);
+ if (config.framebuffer_state.color_texture_format != AbstractTextureFormat::Undefined)
+ {
+ desc.NumRenderTargets = 1;
+ desc.RTVFormats[0] = D3DCommon::GetRTVFormatForAbstractFormat(
+ config.framebuffer_state.color_texture_format, config.blending_state.logicopenable);
+ }
+ if (config.framebuffer_state.depth_texture_format != AbstractTextureFormat::Undefined)
+ desc.DSVFormat =
+ D3DCommon::GetDSVFormatForAbstractFormat(config.framebuffer_state.depth_texture_format);
+ desc.SampleDesc.Count = config.framebuffer_state.samples;
+ desc.NodeMask = 1;
+
+ ID3D12PipelineState* pso;
+ HRESULT hr = g_dx_context->GetDevice()->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
+ CHECK(SUCCEEDED(hr), "Create PSO");
+ if (FAILED(hr))
+ return nullptr;
+
+ const bool use_integer_rtv =
+ !config.blending_state.blendenable && config.blending_state.logicopenable;
+ return std::make_unique<DXPipeline>(pso, desc.pRootSignature, config.usage,
+ GetD3DTopology(config.rasterization_state), use_integer_rtv);
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXPipeline.h b/Source/Core/VideoBackends/D3D12/DXPipeline.h
new file mode 100644
index 0000000000..04608cae1f
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXPipeline.h
@@ -0,0 +1,38 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <d3d12.h>
+#include <memory>
+
+#include "VideoCommon/AbstractPipeline.h"
+
+namespace DX12
+{
+class DXPipeline final : public AbstractPipeline
+{
+public:
+ DXPipeline(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature,
+ AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology,
+ bool use_integer_rtv);
+ ~DXPipeline() override;
+
+ static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
+
+ ID3D12PipelineState* GetPipeline() const { return m_pipeline; }
+ ID3D12RootSignature* GetRootSignature() const { return m_root_signature; }
+ AbstractPipelineUsage GetUsage() const { return m_usage; }
+ D3D12_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
+ bool UseIntegerRTV() const { return m_use_integer_rtv; }
+
+private:
+ ID3D12PipelineState* m_pipeline;
+ ID3D12RootSignature* m_root_signature;
+ AbstractPipelineUsage m_usage;
+ D3D12_PRIMITIVE_TOPOLOGY m_primitive_topology;
+ bool m_use_integer_rtv;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXShader.cpp b/Source/Core/VideoBackends/D3D12/DXShader.cpp
new file mode 100644
index 0000000000..e82d2bfc3a
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXShader.cpp
@@ -0,0 +1,55 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/DXShader.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+
+namespace DX12
+{
+DXShader::DXShader(ShaderStage stage, BinaryData bytecode)
+ : D3DCommon::Shader(stage, std::move(bytecode))
+{
+}
+
+DXShader::~DXShader() = default;
+
+std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
+{
+ std::unique_ptr<DXShader> shader(new DXShader(stage, std::move(bytecode)));
+ if (stage == ShaderStage::Compute && !shader->CreateComputePipeline())
+ return nullptr;
+
+ return shader;
+}
+
+std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
+ size_t length)
+{
+ BinaryData bytecode;
+ if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source, length))
+ return nullptr;
+
+ return CreateFromBytecode(stage, std::move(bytecode));
+}
+
+D3D12_SHADER_BYTECODE DXShader::GetD3DByteCode() const
+{
+ return D3D12_SHADER_BYTECODE{m_bytecode.data(), m_bytecode.size()};
+}
+
+bool DXShader::CreateComputePipeline()
+{
+ D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {};
+ desc.pRootSignature = g_dx_context->GetComputeRootSignature();
+ desc.CS = GetD3DByteCode();
+ desc.NodeMask = 1;
+
+ HRESULT hr = g_dx_context->GetDevice()->CreateComputePipelineState(
+ &desc, IID_PPV_ARGS(&m_compute_pipeline));
+ CHECK(SUCCEEDED(hr), "Creating compute pipeline failed");
+ return SUCCEEDED(hr);
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXShader.h b/Source/Core/VideoBackends/D3D12/DXShader.h
new file mode 100644
index 0000000000..cfc9d466de
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXShader.h
@@ -0,0 +1,32 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+#include <memory>
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3DCommon/Shader.h"
+
+namespace DX12
+{
+class DXShader final : public D3DCommon::Shader
+{
+public:
+ ~DXShader() override;
+
+ ID3D12PipelineState* GetComputePipeline() const { return m_compute_pipeline.Get(); }
+ D3D12_SHADER_BYTECODE GetD3DByteCode() const;
+
+ static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
+ static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
+ size_t length);
+
+private:
+ DXShader(ShaderStage stage, BinaryData bytecode);
+
+ bool CreateComputePipeline();
+
+ ComPtr<ID3D12PipelineState> m_compute_pipeline;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXTexture.cpp b/Source/Core/VideoBackends/D3D12/DXTexture.cpp
new file mode 100644
index 0000000000..f27ba5ad54
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXTexture.cpp
@@ -0,0 +1,666 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/DXTexture.h"
+#include "Common/Align.h"
+#include "Common/Assert.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/Renderer.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+
+namespace DX12
+{
+static D3D12_BOX RectangleToBox(const MathUtil::Rectangle<int>& rc)
+{
+ return D3D12_BOX{static_cast<UINT>(rc.left), static_cast<UINT>(rc.top), 0,
+ static_cast<UINT>(rc.right), static_cast<UINT>(rc.bottom), 1};
+}
+
+static ComPtr<ID3D12Resource> CreateTextureUploadBuffer(u32 buffer_size)
+{
+ const D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_UPLOAD};
+ const D3D12_RESOURCE_DESC 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};
+
+ ComPtr<ID3D12Resource> resource;
+ HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
+ IID_PPV_ARGS(&resource));
+ CHECK(SUCCEEDED(hr), "Create texture upload buffer");
+ return resource;
+}
+
+DXTexture::DXTexture(const TextureConfig& config, ID3D12Resource* resource,
+ D3D12_RESOURCE_STATES state)
+ : AbstractTexture(config), m_resource(resource), m_state(state)
+{
+}
+
+DXTexture::~DXTexture()
+{
+ if (m_uav_descriptor)
+ {
+ g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(),
+ m_uav_descriptor.index);
+ }
+
+ if (m_srv_descriptor)
+ {
+ g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(),
+ m_srv_descriptor.index);
+ }
+ if (m_resource)
+ g_dx_context->DeferResourceDestruction(m_resource.Get());
+}
+
+std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
+{
+ constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_DEFAULT};
+ D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+ D3D12_RESOURCE_FLAGS resource_flags = D3D12_RESOURCE_FLAG_NONE;
+ if (config.IsRenderTarget())
+ {
+ if (IsDepthFormat(config.format))
+ {
+ resource_state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
+ resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
+ }
+ else
+ {
+ resource_state = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
+ }
+ }
+ if (config.IsComputeImage())
+ resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+
+ const D3D12_RESOURCE_DESC resource_desc = {
+ D3D12_RESOURCE_DIMENSION_TEXTURE2D,
+ 0,
+ config.width,
+ config.height,
+ static_cast<u16>(config.layers),
+ static_cast<u16>(config.levels),
+ D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget()),
+ {config.samples, 0},
+ D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ resource_flags};
+
+ D3D12_CLEAR_VALUE optimized_clear_value = {};
+ if (config.IsRenderTarget())
+ {
+ optimized_clear_value.Format =
+ IsDepthFormat(config.format) ?
+ D3DCommon::GetDSVFormatForAbstractFormat(config.format) :
+ D3DCommon::GetRTVFormatForAbstractFormat(config.format, false);
+ }
+
+ ComPtr<ID3D12Resource> resource;
+ HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, resource_state,
+ config.IsRenderTarget() ? &optimized_clear_value : nullptr, IID_PPV_ARGS(&resource));
+ CHECK(SUCCEEDED(hr), "Create D3D12 texture resource");
+ if (FAILED(hr))
+ return nullptr;
+
+ auto tex = std::unique_ptr<DXTexture>(new DXTexture(config, resource.Get(), resource_state));
+ if (!tex->CreateSRVDescriptor() || (config.IsComputeImage() && !tex->CreateUAVDescriptor()))
+ return nullptr;
+
+ return tex;
+}
+
+std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ID3D12Resource* resource)
+{
+ const D3D12_RESOURCE_DESC desc = resource->GetDesc();
+ const AbstractTextureFormat format = D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format);
+ if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
+ format == AbstractTextureFormat::Undefined)
+ {
+ PanicAlert("Unknown format for adopted texture");
+ return nullptr;
+ }
+
+ TextureConfig config(static_cast<u32>(desc.Width), desc.Height, desc.MipLevels,
+ desc.DepthOrArraySize, desc.SampleDesc.Count, format, 0);
+ if (desc.Flags &
+ (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))
+ {
+ config.flags |= AbstractTextureFlag_RenderTarget;
+ }
+ if (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
+ config.flags |= AbstractTextureFlag_ComputeImage;
+
+ auto tex =
+ std::unique_ptr<DXTexture>(new DXTexture(config, resource, D3D12_RESOURCE_STATE_COMMON));
+ if (!tex->CreateSRVDescriptor())
+ return nullptr;
+
+ return tex;
+}
+
+bool DXTexture::CreateSRVDescriptor()
+{
+ if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_srv_descriptor))
+ {
+ PanicAlert("Failed to allocate SRV descriptor");
+ return false;
+ }
+
+ D3D12_SHADER_RESOURCE_VIEW_DESC desc = {D3DCommon::GetSRVFormatForAbstractFormat(m_config.format),
+ m_config.IsMultisampled() ?
+ D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY :
+ D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
+ D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
+ if (m_config.IsMultisampled())
+ {
+ desc.Texture2DMSArray.ArraySize = m_config.layers;
+ }
+ else
+ {
+ desc.Texture2DArray.MipLevels = m_config.levels;
+ desc.Texture2DArray.ArraySize = m_config.layers;
+ }
+ g_dx_context->GetDevice()->CreateShaderResourceView(m_resource.Get(), &desc,
+ m_srv_descriptor.cpu_handle);
+ return true;
+}
+
+bool DXTexture::CreateUAVDescriptor()
+{
+ if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_uav_descriptor))
+ {
+ PanicAlert("Failed to allocate UAV descriptor");
+ return false;
+ }
+
+ D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {
+ D3DCommon::GetSRVFormatForAbstractFormat(m_config.format),
+ D3D12_UAV_DIMENSION_TEXTURE2DARRAY};
+ desc.Texture2DArray.ArraySize = m_config.layers;
+ g_dx_context->GetDevice()->CreateUnorderedAccessView(m_resource.Get(), nullptr, &desc,
+ m_uav_descriptor.cpu_handle);
+
+ return true;
+}
+
+void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
+ size_t buffer_size)
+{
+ // Textures greater than 1024*1024 will be put in staging textures that are released after
+ // execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our
+ // streaming buffer and be blocking frequently. Games are unlikely to have textures this
+ // large anyway, so it's only really an issue for HD texture packs, and memory is not
+ // a limiting factor in these scenarios anyway.
+ constexpr u32 STAGING_BUFFER_UPLOAD_THRESHOLD = 1024 * 1024 * 4;
+
+ // Determine the stride in the stream buffer. It must be aligned to 256 bytes.
+ const u32 block_size = GetBlockSizeForFormat(GetFormat());
+ const u32 num_rows = Common::AlignUp(height, block_size) / block_size;
+ const u32 source_stride = CalculateStrideForFormat(m_config.format, row_length);
+ const u32 upload_stride = Common::AlignUp(source_stride, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
+ const u32 upload_size = upload_stride * num_rows;
+
+ // Both paths need us in COPY_DEST state, and avoids switching back and forth for mips.
+ TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
+
+ ComPtr<ID3D12Resource> staging_buffer;
+ ID3D12Resource* upload_buffer_resource;
+ void* upload_buffer_ptr;
+ u32 upload_buffer_offset;
+ if (upload_size >= STAGING_BUFFER_UPLOAD_THRESHOLD)
+ {
+ const D3D12_RANGE read_range = {0, 0};
+ staging_buffer = CreateTextureUploadBuffer(upload_size);
+ if (!staging_buffer || FAILED(staging_buffer->Map(0, &read_range, &upload_buffer_ptr)))
+ {
+ PanicAlert("Failed to allocate/map temporary texture upload buffer");
+ return;
+ }
+
+ // We defer releasing the buffer until after the command list with the copy has executed.
+ g_dx_context->DeferResourceDestruction(staging_buffer.Get());
+ upload_buffer_resource = staging_buffer.Get();
+ upload_buffer_offset = 0;
+ }
+ else
+ {
+ if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
+ upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
+ {
+ WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+ if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
+ upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
+ {
+ PanicAlert("Failed to allocate texture upload buffer");
+ return;
+ }
+ }
+
+ upload_buffer_resource = g_dx_context->GetTextureUploadBuffer().GetBuffer();
+ upload_buffer_ptr = g_dx_context->GetTextureUploadBuffer().GetCurrentHostPointer();
+ upload_buffer_offset = g_dx_context->GetTextureUploadBuffer().GetCurrentOffset();
+ }
+
+ // Copy in, slow path if the pitch differs.
+ if (source_stride != upload_stride)
+ {
+ const u8* src_ptr = buffer;
+ const u32 copy_size = std::min(source_stride, upload_stride);
+ u8* dst_ptr = reinterpret_cast<u8*>(upload_buffer_ptr);
+ for (u32 i = 0; i < num_rows; i++)
+ {
+ std::memcpy(dst_ptr, src_ptr, copy_size);
+ src_ptr += source_stride;
+ dst_ptr += upload_stride;
+ }
+ }
+ else
+ {
+ std::memcpy(upload_buffer_ptr, buffer, std::min<size_t>(buffer_size, upload_size));
+ }
+
+ if (staging_buffer)
+ {
+ const D3D12_RANGE write_range = {0, std::min<size_t>(buffer_size, upload_size)};
+ staging_buffer->Unmap(0, &write_range);
+ }
+ else
+ {
+ g_dx_context->GetTextureUploadBuffer().CommitMemory(upload_size);
+ }
+
+ // Issue copy from buffer->texture.
+ const u32 aligned_width = Common::AlignUp(width, block_size);
+ const u32 aligned_height = Common::AlignUp(height, block_size);
+ const D3D12_TEXTURE_COPY_LOCATION dst_loc = {m_resource.Get(),
+ D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
+ {static_cast<UINT>(CalcSubresource(level, 0))}};
+ const D3D12_TEXTURE_COPY_LOCATION src_loc = {
+ upload_buffer_resource,
+ D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
+ {{upload_buffer_offset, D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false),
+ aligned_width, aligned_height, 1, upload_stride}}};
+ const D3D12_BOX src_box{0, 0, 0, aligned_width, aligned_height, 1};
+ g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, 0, 0, 0, &src_loc, &src_box);
+
+ // Preemptively transition to shader read only after uploading the last mip level, as we're
+ // likely finished with writes to this texture for now.
+ if (level == (m_config.levels - 1))
+ TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+}
+
+void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
+ const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
+ u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
+ u32 dst_layer, u32 dst_level)
+{
+ const DXTexture* src_dxtex = static_cast<const DXTexture*>(src);
+ ASSERT(static_cast<u32>(src_rect.right) <= src->GetWidth() &&
+ static_cast<u32>(src_rect.bottom) <= src->GetHeight() && src_layer <= src->GetLayers() &&
+ src_level <= src->GetLevels() && static_cast<u32>(dst_rect.right) <= GetWidth() &&
+ static_cast<u32>(dst_rect.bottom) <= GetHeight() && dst_layer <= GetLayers() &&
+ dst_level <= GetLevels() && src_rect.GetWidth() == dst_rect.GetWidth() &&
+ src_rect.GetHeight() == dst_rect.GetHeight());
+ const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
+ m_resource.Get(),
+ D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
+ {static_cast<UINT>(CalcSubresource(dst_level, dst_layer))}};
+ const D3D12_TEXTURE_COPY_LOCATION src_loc = {
+ src_dxtex->m_resource.Get(),
+ D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
+ {static_cast<UINT>(src_dxtex->CalcSubresource(src_level, src_layer))}};
+ const D3D12_BOX src_box = RectangleToBox(src_rect);
+ const D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state;
+ src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
+ TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
+
+ g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
+ &src_loc, &src_box);
+
+ // Only restore the source layout. Destination is restored by FinishedRendering().
+ src_dxtex->TransitionToState(old_src_state);
+}
+
+void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
+ u32 layer, u32 level)
+{
+ const DXTexture* src_dxtex = static_cast<const DXTexture*>(src);
+
+ D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state;
+ src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
+ TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_DEST);
+
+ g_dx_context->GetCommandList()->ResolveSubresource(
+ m_resource.Get(), CalcSubresource(level, layer), src_dxtex->m_resource.Get(),
+ src_dxtex->CalcSubresource(level, layer),
+ D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
+
+ // Only restore the source layout. Destination is restored by FinishedRendering().
+ src_dxtex->TransitionToState(old_src_state);
+}
+
+void DXTexture::FinishedRendering()
+{
+ if (m_state != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
+ TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+}
+
+void DXTexture::TransitionToState(D3D12_RESOURCE_STATES state) const
+{
+ if (m_state == state)
+ return;
+
+ ResourceBarrier(g_dx_context->GetCommandList(), m_resource.Get(), m_state, state);
+ m_state = state;
+}
+
+void DXTexture::DestroyResource()
+{
+ if (m_uav_descriptor)
+ g_dx_context->GetDescriptorHeapManager().Free(m_uav_descriptor);
+
+ if (m_srv_descriptor)
+ g_dx_context->GetDescriptorHeapManager().Free(m_srv_descriptor);
+
+ m_resource.Reset();
+}
+
+DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
+ AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
+ u32 width, u32 height, u32 layers, u32 samples)
+ : AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
+ height, layers, samples)
+{
+}
+
+DXFramebuffer::~DXFramebuffer()
+{
+ if (m_depth_attachment)
+ g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDSVHeapManager(),
+ m_dsv_descriptor.index);
+ if (m_color_attachment)
+ {
+ if (m_int_rtv_descriptor)
+ {
+ g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(),
+ m_int_rtv_descriptor.index);
+ }
+ g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(),
+ m_rtv_descriptor.index);
+ }
+}
+
+std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
+ DXTexture* depth_attachment)
+{
+ if (!ValidateConfig(color_attachment, depth_attachment))
+ return nullptr;
+
+ const AbstractTextureFormat color_format =
+ color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
+ const AbstractTextureFormat depth_format =
+ depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
+ const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
+ const u32 width = either_attachment->GetWidth();
+ const u32 height = either_attachment->GetHeight();
+ const u32 layers = either_attachment->GetLayers();
+ const u32 samples = either_attachment->GetSamples();
+
+ std::unique_ptr<DXFramebuffer> fb(new DXFramebuffer(color_attachment, depth_attachment,
+ color_format, depth_format, width, height,
+ layers, samples));
+ if ((color_attachment && !fb->CreateRTVDescriptor()) ||
+ (depth_attachment && !fb->CreateDSVDescriptor()))
+ {
+ return nullptr;
+ }
+
+ return fb;
+}
+
+bool DXFramebuffer::CreateRTVDescriptor()
+{
+ if (!g_dx_context->GetRTVHeapManager().Allocate(&m_rtv_descriptor))
+ {
+ PanicAlert("Failed to allocate RTV descriptor");
+ return false;
+ }
+
+ const bool multisampled = m_samples > 1;
+ D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
+ D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, false),
+ multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY};
+ if (multisampled)
+ rtv_desc.Texture2DMSArray.ArraySize = m_layers;
+ else
+ rtv_desc.Texture2DArray.ArraySize = m_layers;
+ g_dx_context->GetDevice()->CreateRenderTargetView(
+ static_cast<DXTexture*>(m_color_attachment)->GetResource(), &rtv_desc,
+ m_rtv_descriptor.cpu_handle);
+
+ DXGI_FORMAT int_format = D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, true);
+ if (int_format != rtv_desc.Format)
+ {
+ if (!g_dx_context->GetRTVHeapManager().Allocate(&m_int_rtv_descriptor))
+ return false;
+
+ rtv_desc.Format = int_format;
+ g_dx_context->GetDevice()->CreateRenderTargetView(
+ static_cast<DXTexture*>(m_color_attachment)->GetResource(), &rtv_desc,
+ m_int_rtv_descriptor.cpu_handle);
+ }
+
+ return true;
+}
+
+bool DXFramebuffer::CreateDSVDescriptor()
+{
+ if (!g_dx_context->GetDSVHeapManager().Allocate(&m_dsv_descriptor))
+ {
+ PanicAlert("Failed to allocate RTV descriptor");
+ return false;
+ }
+
+ const bool multisampled = m_samples > 1;
+ D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
+ D3DCommon::GetDSVFormatForAbstractFormat(m_depth_format),
+ multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY,
+ D3D12_DSV_FLAG_NONE};
+ if (multisampled)
+ dsv_desc.Texture2DMSArray.ArraySize = m_layers;
+ else
+ dsv_desc.Texture2DArray.ArraySize = m_layers;
+ g_dx_context->GetDevice()->CreateDepthStencilView(
+ static_cast<DXTexture*>(m_depth_attachment)->GetResource(), &dsv_desc,
+ m_dsv_descriptor.cpu_handle);
+ return true;
+}
+
+DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
+ ID3D12Resource* resource, u32 stride, u32 buffer_size)
+ : AbstractStagingTexture(type, config), m_resource(resource), m_buffer_size(buffer_size)
+{
+ m_map_stride = stride;
+}
+
+DXStagingTexture::~DXStagingTexture()
+{
+ g_dx_context->DeferResourceDestruction(m_resource.Get());
+}
+
+void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
+ const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
+ u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
+{
+ const DXTexture* src_tex = static_cast<const DXTexture*>(src);
+ ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable);
+ ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
+ src_rect.GetHeight() == dst_rect.GetHeight());
+ ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src_tex->GetWidth() &&
+ src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src_tex->GetHeight());
+ ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
+ dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
+
+ const D3D12_RESOURCE_STATES old_state = src_tex->GetState();
+ src_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ // Can't copy while it's mapped like in Vulkan.
+ Unmap();
+
+ // Copy from VRAM -> host-visible memory.
+ const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
+ m_resource.Get(),
+ D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
+ {0,
+ {D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width,
+ m_config.height, 1u, static_cast<UINT>(m_map_stride)}}};
+ const D3D12_TEXTURE_COPY_LOCATION src_loc = {
+ src_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
+ static_cast<UINT>(src_tex->CalcSubresource(src_level, src_layer))};
+ const D3D12_BOX src_box = RectangleToBox(src_rect);
+ g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
+ &src_loc, &src_box);
+
+ // Restore old source texture layout.
+ src_tex->TransitionToState(old_state);
+
+ // Data is ready when the current command list is complete.
+ m_needs_flush = true;
+ m_completed_fence = g_dx_context->GetCurrentFenceValue();
+}
+
+void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
+ const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
+ u32 dst_level)
+{
+ const DXTexture* dst_tex = static_cast<const DXTexture*>(dst);
+ ASSERT(m_type == StagingTextureType::Upload || m_type == StagingTextureType::Mutable);
+ ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
+ src_rect.GetHeight() == dst_rect.GetHeight());
+ ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
+ src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
+ ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst_tex->GetWidth() &&
+ dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst_tex->GetHeight());
+
+ const D3D12_RESOURCE_STATES old_state = dst_tex->GetState();
+ dst_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
+
+ // Can't copy while it's mapped like in Vulkan.
+ Unmap();
+
+ // Copy from VRAM -> host-visible memory.
+ const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
+ dst_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
+ static_cast<UINT>(dst_tex->CalcSubresource(dst_level, dst_layer))};
+ const D3D12_TEXTURE_COPY_LOCATION src_loc = {
+ m_resource.Get(),
+ D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
+ {0,
+ {D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width,
+ m_config.height, 1u, static_cast<UINT>(m_map_stride)}}};
+ const D3D12_BOX src_box = RectangleToBox(src_rect);
+ g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
+ &src_loc, &src_box);
+
+ // Restore old source texture layout.
+ dst_tex->TransitionToState(old_state);
+
+ // Data is ready when the current command list is complete.
+ m_needs_flush = true;
+ m_completed_fence = g_dx_context->GetCurrentFenceValue();
+}
+
+bool DXStagingTexture::Map()
+{
+ if (m_map_pointer)
+ return true;
+
+ const D3D12_RANGE read_range = {0u, m_type == StagingTextureType::Upload ? 0u : m_buffer_size};
+ HRESULT hr = m_resource->Map(0, &read_range, reinterpret_cast<void**>(&m_map_pointer));
+ CHECK(SUCCEEDED(hr), "Map resource failed");
+ if (FAILED(hr))
+ return false;
+
+ return true;
+}
+
+void DXStagingTexture::Unmap()
+{
+ if (!m_map_pointer)
+ return;
+
+ const D3D12_RANGE write_range = {0u, m_type != StagingTextureType::Upload ? 0 : m_buffer_size};
+ m_resource->Unmap(0, &write_range);
+ m_map_pointer = nullptr;
+}
+
+void DXStagingTexture::Flush()
+{
+ if (!m_needs_flush)
+ return;
+
+ m_needs_flush = false;
+
+ // If the completed fence is the same as the current command buffer fence, we need to execute
+ // the current list and wait for it to complete. This is the slowest path. Otherwise, if the
+ // command list with the copy has been submitted, we only need to wait for the fence.
+ if (m_completed_fence == g_dx_context->GetCurrentFenceValue())
+ Renderer::GetInstance()->ExecuteCommandList(true);
+ else
+ g_dx_context->WaitForFence(m_completed_fence);
+}
+
+std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
+ const TextureConfig& config)
+{
+ ASSERT(config.levels == 1 && config.layers == 1 && config.samples == 1);
+
+ // Readback and mutable share the same heap type.
+ const bool is_upload = type == StagingTextureType::Upload;
+ const D3D12_HEAP_PROPERTIES heap_properties = {is_upload ? D3D12_HEAP_TYPE_UPLOAD :
+ D3D12_HEAP_TYPE_READBACK};
+
+ const u32 texel_size = AbstractTexture::GetTexelSizeForFormat(config.format);
+ const u32 stride = Common::AlignUp(config.width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ const u32 size = stride * config.height;
+
+ const D3D12_RESOURCE_DESC desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ size,
+ 1,
+ 1,
+ 1,
+ DXGI_FORMAT_UNKNOWN,
+ {1, 0},
+ D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
+ D3D12_RESOURCE_FLAG_NONE};
+
+ // Readback textures are stuck in COPY_DEST and are never GPU readable.
+ // Upload textures are stuck in GENERIC_READ, and are never CPU readable.
+ ComPtr<ID3D12Resource> resource;
+ HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &desc,
+ is_upload ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
+ IID_PPV_ARGS(&resource));
+ CHECK(SUCCEEDED(hr), "Create staging texture resource");
+ if (FAILED(hr))
+ return nullptr;
+
+ return std::unique_ptr<DXStagingTexture>(
+ new DXStagingTexture(type, config, resource.Get(), stride, size));
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXTexture.h b/Source/Core/VideoBackends/D3D12/DXTexture.h
new file mode 100644
index 0000000000..5faab6cf82
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXTexture.h
@@ -0,0 +1,126 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <memory>
+#include "Common/CommonTypes.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoCommon/AbstractFramebuffer.h"
+#include "VideoCommon/AbstractStagingTexture.h"
+#include "VideoCommon/AbstractTexture.h"
+
+namespace DX12
+{
+class DXTexture final : public AbstractTexture
+{
+public:
+ ~DXTexture();
+
+ static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
+ static std::unique_ptr<DXTexture> CreateAdopted(ID3D12Resource* resource);
+
+ void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
+ size_t buffer_size) override;
+ void CopyRectangleFromTexture(const AbstractTexture* src,
+ const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
+ u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
+ u32 dst_layer, u32 dst_level) override;
+ void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
+ u32 layer, u32 level) override;
+ void FinishedRendering() override;
+
+ ID3D12Resource* GetResource() const { return m_resource.Get(); }
+ const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
+ const DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
+ D3D12_RESOURCE_STATES GetState() const { return m_state; }
+ u32 CalcSubresource(u32 level, u32 layer) const { return level + layer * m_config.layers; }
+
+ void TransitionToState(D3D12_RESOURCE_STATES state) const;
+
+ // Destoys the resource backing this texture. The resource must not be in use by the GPU.
+ void DestroyResource();
+
+private:
+ DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
+
+ bool CreateSRVDescriptor();
+ bool CreateUAVDescriptor();
+
+ ComPtr<ID3D12Resource> m_resource;
+ DescriptorHandle m_srv_descriptor = {};
+ DescriptorHandle m_uav_descriptor = {};
+
+ mutable D3D12_RESOURCE_STATES m_state;
+};
+
+class DXFramebuffer final : public AbstractFramebuffer
+{
+public:
+ ~DXFramebuffer() override;
+
+ const DescriptorHandle& GetRTVDescriptor() const { return m_rtv_descriptor; }
+ const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; }
+ const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; }
+
+ UINT GetRTVDescriptorCount() const { return m_color_attachment ? 1 : 0; }
+ const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const
+ {
+ return m_color_attachment ? &m_rtv_descriptor.cpu_handle : nullptr;
+ }
+ const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const
+ {
+ return m_color_attachment ? &m_int_rtv_descriptor.cpu_handle : nullptr;
+ }
+ const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const
+ {
+ return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr;
+ }
+
+ static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
+ DXTexture* depth_attachment);
+
+private:
+ DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
+ AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
+ u32 height, u32 layers, u32 samples);
+
+ bool CreateRTVDescriptor();
+ bool CreateDSVDescriptor();
+
+ DescriptorHandle m_rtv_descriptor = {};
+ DescriptorHandle m_int_rtv_descriptor = {};
+ DescriptorHandle m_dsv_descriptor = {};
+};
+
+class DXStagingTexture final : public AbstractStagingTexture
+{
+public:
+ ~DXStagingTexture();
+
+ void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
+ u32 src_layer, u32 src_level,
+ const MathUtil::Rectangle<int>& dst_rect) override;
+ void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
+ const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
+ u32 dst_level) override;
+
+ bool Map() override;
+ void Unmap() override;
+ void Flush() override;
+
+ static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
+ const TextureConfig& config);
+
+private:
+ DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource,
+ u32 stride, u32 buffer_size);
+
+ ComPtr<ID3D12Resource> m_resource;
+ u64 m_completed_fence = 0;
+ u32 m_buffer_size;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXVertexFormat.cpp b/Source/Core/VideoBackends/D3D12/DXVertexFormat.cpp
new file mode 100644
index 0000000000..5d49810d19
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXVertexFormat.cpp
@@ -0,0 +1,130 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/DXVertexFormat.h"
+
+#include "Common/Assert.h"
+
+#include "VideoCommon/VertexLoaderManager.h"
+#include "VideoCommon/VertexShaderGen.h"
+
+namespace DX12
+{
+static DXGI_FORMAT VarToDXGIFormat(VarType t, u32 components, bool integer)
+{
+ // NOTE: 3-component formats are not valid.
+ static const DXGI_FORMAT float_type_lookup[][4] = {
+ {DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
+ DXGI_FORMAT_R8G8B8A8_UNORM}, // VAR_UNSIGNED_BYTE
+ {DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM,
+ DXGI_FORMAT_R8G8B8A8_SNORM}, // VAR_BYTE
+ {DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
+ DXGI_FORMAT_R16G16B16A16_UNORM}, // VAR_UNSIGNED_SHORT
+ {DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM,
+ DXGI_FORMAT_R16G16B16A16_SNORM}, // VAR_SHORT
+ {DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
+ DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
+ };
+
+ static const DXGI_FORMAT integer_type_lookup[][4] = {
+ {DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8B8A8_UINT,
+ DXGI_FORMAT_R8G8B8A8_UINT}, // VAR_UNSIGNED_BYTE
+ {DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8B8A8_SINT,
+ DXGI_FORMAT_R8G8B8A8_SINT}, // VAR_BYTE
+ {DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16B16A16_UINT,
+ DXGI_FORMAT_R16G16B16A16_UINT}, // VAR_UNSIGNED_SHORT
+ {DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16B16A16_SINT,
+ DXGI_FORMAT_R16G16B16A16_SINT}, // VAR_SHORT
+ {DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
+ DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
+ };
+
+ ASSERT(components > 0 && components <= 4);
+ return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1];
+}
+
+DXVertexFormat::DXVertexFormat(const PortableVertexDeclaration& vtx_decl)
+ : NativeVertexFormat(vtx_decl)
+{
+ MapAttributes();
+}
+
+void DXVertexFormat::GetInputLayoutDesc(D3D12_INPUT_LAYOUT_DESC* desc) const
+{
+ desc->pInputElementDescs = m_attribute_descriptions.data();
+ desc->NumElements = m_num_attributes;
+}
+
+void DXVertexFormat::AddAttribute(const char* semantic_name, u32 semantic_index, u32 slot,
+ DXGI_FORMAT format, u32 offset)
+{
+ ASSERT(m_num_attributes < MAX_VERTEX_ATTRIBUTES);
+
+ auto* attr_desc = &m_attribute_descriptions[m_num_attributes];
+ attr_desc->SemanticName = semantic_name;
+ attr_desc->SemanticIndex = semantic_index;
+ attr_desc->Format = format;
+ attr_desc->InputSlot = slot;
+ attr_desc->AlignedByteOffset = offset;
+ attr_desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
+ attr_desc->InstanceDataStepRate = 0;
+
+ m_num_attributes++;
+}
+
+void DXVertexFormat::MapAttributes()
+{
+ m_num_attributes = 0;
+
+ if (m_decl.position.enable)
+ {
+ AddAttribute(
+ "POSITION", 0, 0,
+ VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
+ m_decl.position.offset);
+ }
+
+ for (uint32_t i = 0; i < 3; i++)
+ {
+ if (m_decl.normals[i].enable)
+ {
+ AddAttribute("NORMAL", i, 0,
+ VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
+ m_decl.normals[i].integer),
+ m_decl.normals[i].offset);
+ }
+ }
+
+ for (uint32_t i = 0; i < 2; i++)
+ {
+ if (m_decl.colors[i].enable)
+ {
+ AddAttribute("COLOR", i, 0,
+ VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
+ m_decl.colors[i].integer),
+ m_decl.colors[i].offset);
+ }
+ }
+
+ for (uint32_t i = 0; i < 8; i++)
+ {
+ if (m_decl.texcoords[i].enable)
+ {
+ AddAttribute("TEXCOORD", i, 0,
+ VarToDXGIFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
+ m_decl.texcoords[i].integer),
+ m_decl.texcoords[i].offset);
+ }
+ }
+
+ if (m_decl.posmtx.enable)
+ {
+ AddAttribute(
+ "BLENDINDICES", 0, 0,
+ VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
+ m_decl.posmtx.offset);
+ }
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DXVertexFormat.h b/Source/Core/VideoBackends/D3D12/DXVertexFormat.h
new file mode 100644
index 0000000000..02f27d544b
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DXVertexFormat.h
@@ -0,0 +1,33 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <array>
+#include <d3d12.h>
+
+#include "Common/CommonTypes.h"
+#include "VideoCommon/NativeVertexFormat.h"
+
+namespace DX12
+{
+class DXVertexFormat : public NativeVertexFormat
+{
+public:
+ static const u32 MAX_VERTEX_ATTRIBUTES = 16;
+
+ DXVertexFormat(const PortableVertexDeclaration& vtx_decl);
+
+ // Passed to pipeline state creation
+ void GetInputLayoutDesc(D3D12_INPUT_LAYOUT_DESC* desc) const;
+
+private:
+ void AddAttribute(const char* semantic_name, u32 semantic_index, u32 slot, DXGI_FORMAT format,
+ u32 offset);
+ void MapAttributes();
+
+ std::array<D3D12_INPUT_ELEMENT_DESC, MAX_VERTEX_ATTRIBUTES> m_attribute_descriptions = {};
+ u32 m_num_attributes = 0;
+};
+} // namespace Vulkan
diff --git a/Source/Core/VideoBackends/D3D12/DescriptorAllocator.cpp b/Source/Core/VideoBackends/D3D12/DescriptorAllocator.cpp
new file mode 100644
index 0000000000..220099642c
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DescriptorAllocator.cpp
@@ -0,0 +1,121 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/DescriptorAllocator.h"
+#include "VideoBackends/D3D12/DXContext.h"
+
+namespace DX12
+{
+DescriptorAllocator::DescriptorAllocator() = default;
+DescriptorAllocator::~DescriptorAllocator() = default;
+
+bool DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
+ u32 num_descriptors)
+{
+ const D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
+ D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
+ HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
+ CHECK(SUCCEEDED(hr), "Creating descriptor heap for linear allocator failed");
+ if (FAILED(hr))
+ return false;
+
+ m_num_descriptors = num_descriptors;
+ m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
+ m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
+ m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
+ return true;
+}
+
+bool DescriptorAllocator::Allocate(u32 num_handles, DescriptorHandle* out_base_handle)
+{
+ if ((m_current_offset + num_handles) > m_num_descriptors)
+ return false;
+
+ out_base_handle->index = m_current_offset;
+ out_base_handle->cpu_handle.ptr =
+ m_heap_base_cpu.ptr + m_current_offset * m_descriptor_increment_size;
+ out_base_handle->gpu_handle.ptr =
+ m_heap_base_gpu.ptr + m_current_offset * m_descriptor_increment_size;
+ m_current_offset += num_handles;
+ return true;
+}
+
+void DescriptorAllocator::Reset()
+{
+ m_current_offset = 0;
+}
+
+bool operator==(const SamplerStateSet& lhs, const SamplerStateSet& rhs)
+{
+ // There shouldn't be any padding here, so this will be safe.
+ return std::memcmp(lhs.states, rhs.states, sizeof(lhs.states)) == 0;
+}
+
+bool operator!=(const SamplerStateSet& lhs, const SamplerStateSet& rhs)
+{
+ return std::memcmp(lhs.states, rhs.states, sizeof(lhs.states)) != 0;
+}
+
+bool operator<(const SamplerStateSet& lhs, const SamplerStateSet& rhs)
+{
+ return std::memcmp(lhs.states, rhs.states, sizeof(lhs.states)) < 0;
+}
+
+SamplerAllocator::SamplerAllocator() = default;
+SamplerAllocator::~SamplerAllocator() = default;
+
+bool SamplerAllocator::Create(ID3D12Device* device)
+{
+ return DescriptorAllocator::Create(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
+ D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE);
+}
+
+bool SamplerAllocator::GetGroupHandle(const SamplerStateSet& sss,
+ D3D12_GPU_DESCRIPTOR_HANDLE* handle)
+{
+ auto it = m_sampler_map.find(sss);
+ if (it != m_sampler_map.end())
+ {
+ *handle = it->second;
+ return true;
+ }
+
+ // Allocate a group of descriptors.
+ DescriptorHandle allocation;
+ if (!Allocate(SamplerStateSet::NUM_SAMPLERS_PER_GROUP, &allocation))
+ return false;
+
+ // Lookup sampler handles from global cache.
+ std::array<D3D12_CPU_DESCRIPTOR_HANDLE, SamplerStateSet::NUM_SAMPLERS_PER_GROUP> source_handles;
+ for (u32 i = 0; i < SamplerStateSet::NUM_SAMPLERS_PER_GROUP; i++)
+ {
+ if (!g_dx_context->GetSamplerHeapManager().Lookup(sss.states[i], &source_handles[i]))
+ return false;
+ }
+
+ // Copy samplers from the sampler heap.
+ static constexpr std::array<UINT, SamplerStateSet::NUM_SAMPLERS_PER_GROUP> source_sizes = {
+ {1, 1, 1, 1, 1, 1, 1, 1}};
+ g_dx_context->GetDevice()->CopyDescriptors(
+ 1, &allocation.cpu_handle, &SamplerStateSet::NUM_SAMPLERS_PER_GROUP,
+ SamplerStateSet::NUM_SAMPLERS_PER_GROUP, source_handles.data(), source_sizes.data(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
+ *handle = allocation.gpu_handle;
+ m_sampler_map.emplace(sss, allocation.gpu_handle);
+ return true;
+}
+
+bool SamplerAllocator::ShouldReset() const
+{
+ // We only reset the sampler heap if more than half of the descriptors are used.
+ // This saves descriptor copying when there isn't a large number of sampler configs per frame.
+ return m_sampler_map.size() >= (D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE / 2);
+}
+
+void SamplerAllocator::Reset()
+{
+ DescriptorAllocator::Reset();
+ m_sampler_map.clear();
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DescriptorAllocator.h b/Source/Core/VideoBackends/D3D12/DescriptorAllocator.h
new file mode 100644
index 0000000000..4e66bec2b1
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DescriptorAllocator.h
@@ -0,0 +1,61 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <map>
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+
+namespace DX12
+{
+class DescriptorAllocator
+{
+public:
+ DescriptorAllocator();
+ ~DescriptorAllocator();
+
+ ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
+ u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
+
+ bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
+
+ bool Allocate(u32 num_handles, DescriptorHandle* out_base_handle);
+ void Reset();
+
+protected:
+ ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
+ u32 m_descriptor_increment_size = 0;
+ u32 m_num_descriptors = 0;
+ u32 m_current_offset = 0;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
+};
+
+struct SamplerStateSet final
+{
+ static const u32 NUM_SAMPLERS_PER_GROUP = 8;
+ SamplerState states[NUM_SAMPLERS_PER_GROUP];
+};
+
+bool operator==(const SamplerStateSet& lhs, const SamplerStateSet& rhs);
+bool operator!=(const SamplerStateSet& lhs, const SamplerStateSet& rhs);
+bool operator<(const SamplerStateSet& lhs, const SamplerStateSet& rhs);
+
+class SamplerAllocator final : public DescriptorAllocator
+{
+public:
+ SamplerAllocator();
+ ~SamplerAllocator();
+
+ bool Create(ID3D12Device* device);
+ bool GetGroupHandle(const SamplerStateSet& sss, D3D12_GPU_DESCRIPTOR_HANDLE* handle);
+ bool ShouldReset() const;
+ void Reset();
+
+private:
+ std::map<SamplerStateSet, D3D12_GPU_DESCRIPTOR_HANDLE> m_sampler_map;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp b/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp
new file mode 100644
index 0000000000..2b3627c4f1
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp
@@ -0,0 +1,188 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "Common/Assert.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+DescriptorHeapManager::DescriptorHeapManager() = default;
+DescriptorHeapManager::~DescriptorHeapManager() = default;
+
+bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type,
+ u32 num_descriptors)
+{
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
+ D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
+
+ HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
+ CHECK(SUCCEEDED(hr), "Create descriptor heap");
+ if (FAILED(hr))
+ return false;
+
+ m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
+ m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
+ m_num_descriptors = num_descriptors;
+ m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
+
+ // Set all slots to unallocated (1)
+ const u32 bitset_count =
+ num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
+ m_free_slots.resize(bitset_count);
+ for (BitSetType& bs : m_free_slots)
+ bs.flip();
+
+ return true;
+}
+
+bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
+{
+ // Start past the temporary slots, no point in searching those.
+ for (u32 group = 0; group < m_free_slots.size(); group++)
+ {
+ BitSetType& bs = m_free_slots[group];
+ if (bs.none())
+ continue;
+
+ u32 bit = 0;
+ for (; bit < BITSET_SIZE; bit++)
+ {
+ if (bs[bit])
+ break;
+ }
+
+ u32 index = group * BITSET_SIZE + bit;
+ bs[bit] = false;
+
+ handle->index = index;
+ handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
+ handle->gpu_handle.ptr = m_heap_base_gpu.ptr + index * m_descriptor_increment_size;
+ return true;
+ }
+
+ PanicAlert("Out of fixed descriptors");
+ return false;
+}
+
+void DescriptorHeapManager::Free(u32 index)
+{
+ ASSERT(index < m_num_descriptors);
+
+ u32 group = index / BITSET_SIZE;
+ u32 bit = index % BITSET_SIZE;
+ m_free_slots[group][bit] = true;
+}
+
+void DescriptorHeapManager::Free(const DescriptorHandle& handle)
+{
+ Free(handle.index);
+}
+
+SamplerHeapManager::SamplerHeapManager() = default;
+SamplerHeapManager::~SamplerHeapManager() = default;
+
+static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& state)
+{
+ if (state.mipmap_filter == SamplerState::Filter::Linear)
+ {
+ if (state.min_filter == SamplerState::Filter::Linear)
+ {
+ desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
+ D3D12_FILTER_MIN_MAG_MIP_LINEAR :
+ D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
+ }
+ else
+ {
+ desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
+ D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR :
+ D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ }
+ }
+ else
+ {
+ if (state.min_filter == SamplerState::Filter::Linear)
+ {
+ desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
+ D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT :
+ D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+ }
+ else
+ {
+ desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
+ D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
+ D3D12_FILTER_MIN_MAG_MIP_POINT;
+ }
+ }
+
+ static constexpr std::array<D3D12_TEXTURE_ADDRESS_MODE, 3> address_modes = {
+ {D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE_MIRROR}};
+ desc->AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
+ desc->AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
+ desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ desc->MaxLOD = state.max_lod / 16.f;
+ desc->MinLOD = state.min_lod / 16.f;
+ desc->MipLODBias = static_cast<s32>(state.lod_bias) / 256.f;
+ desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
+
+ if (state.anisotropic_filtering)
+ {
+ desc->Filter = D3D12_FILTER_ANISOTROPIC;
+ desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
+ }
+}
+
+bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle)
+{
+ const auto it = m_sampler_map.find(ss.hex);
+ if (it != m_sampler_map.end())
+ {
+ *handle = it->second;
+ return true;
+ }
+
+ if (m_current_offset == m_num_descriptors)
+ {
+ // We can clear at any time because the descriptors are copied prior to execution.
+ // It's still not free, since we have to recreate all our samplers again.
+ WARN_LOG(VIDEO, "Out of samplers, resetting CPU heap");
+ Clear();
+ }
+
+ D3D12_SAMPLER_DESC desc = {};
+ GetD3DSamplerDesc(&desc, ss);
+
+ const D3D12_CPU_DESCRIPTOR_HANDLE new_handle = {m_heap_base_cpu.ptr +
+ m_current_offset * m_descriptor_increment_size};
+ g_dx_context->GetDevice()->CreateSampler(&desc, new_handle);
+
+ m_sampler_map.emplace(ss.hex, new_handle);
+ m_current_offset++;
+ *handle = new_handle;
+ return true;
+}
+
+void SamplerHeapManager::Clear()
+{
+ m_sampler_map.clear();
+ m_current_offset = 0;
+}
+
+bool SamplerHeapManager::Create(ID3D12Device* device, u32 num_descriptors)
+{
+ const D3D12_DESCRIPTOR_HEAP_DESC desc = {D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors};
+ HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
+ CHECK(SUCCEEDED(hr), "Failed to create sampler descriptor heap");
+ if (FAILED(hr))
+ return false;
+
+ m_num_descriptors = num_descriptors;
+ m_descriptor_increment_size =
+ device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
+ m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
+ return true;
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.h b/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.h
new file mode 100644
index 0000000000..0e6f68524f
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.h
@@ -0,0 +1,74 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <bitset>
+#include <unordered_map>
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoCommon/RenderState.h"
+
+namespace DX12
+{
+// This class provides an abstraction for D3D12 descriptor heaps.
+struct DescriptorHandle final
+{
+ D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
+ D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
+ u32 index;
+
+ operator bool() const { return cpu_handle.ptr != 0; }
+};
+
+class DescriptorHeapManager final
+{
+public:
+ DescriptorHeapManager();
+ ~DescriptorHeapManager();
+
+ ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
+ u32 GetDescriptorIncrementSize() const { return m_descriptor_increment_size; }
+
+ bool Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors);
+
+ bool Allocate(DescriptorHandle* handle);
+ void Free(const DescriptorHandle& handle);
+ void Free(u32 index);
+
+private:
+ ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
+ u32 m_num_descriptors = 0;
+ u32 m_descriptor_increment_size = 0;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
+
+ static constexpr u32 BITSET_SIZE = 1024;
+ using BitSetType = std::bitset<BITSET_SIZE>;
+ std::vector<BitSetType> m_free_slots = {};
+};
+
+class SamplerHeapManager final
+{
+public:
+ SamplerHeapManager();
+ ~SamplerHeapManager();
+
+ ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptor_heap.Get(); }
+
+ bool Create(ID3D12Device* device, u32 num_descriptors);
+ bool Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle);
+ void Clear();
+
+private:
+ ComPtr<ID3D12DescriptorHeap> m_descriptor_heap;
+ u32 m_num_descriptors = 0;
+ u32 m_descriptor_increment_size = 0;
+ u32 m_current_offset = 0;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu;
+
+ std::unordered_map<SamplerState::StorageType, D3D12_CPU_DESCRIPTOR_HANDLE> m_sampler_map;
+};
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/PerfQuery.cpp b/Source/Core/VideoBackends/D3D12/PerfQuery.cpp
new file mode 100644
index 0000000000..98e24d934c
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/PerfQuery.cpp
@@ -0,0 +1,235 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <algorithm>
+
+#include "Common/Assert.h"
+#include "Common/Logging/Log.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/PerfQuery.h"
+#include "VideoBackends/D3D12/Renderer.h"
+
+namespace DX12
+{
+PerfQuery::PerfQuery() = default;
+
+PerfQuery::~PerfQuery() = default;
+
+bool PerfQuery::Initialize()
+{
+ constexpr D3D12_QUERY_HEAP_DESC desc = {D3D12_QUERY_HEAP_TYPE_OCCLUSION, PERF_QUERY_BUFFER_SIZE};
+ HRESULT hr = g_dx_context->GetDevice()->CreateQueryHeap(&desc, IID_PPV_ARGS(&m_query_heap));
+ CHECK(SUCCEEDED(hr), "Failed to create query heap");
+ if (FAILED(hr))
+ return false;
+
+ constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_READBACK};
+ constexpr D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ PERF_QUERY_BUFFER_SIZE * sizeof(PerfQueryDataType),
+ 1,
+ 1,
+ 1,
+ DXGI_FORMAT_UNKNOWN,
+ {1, 0},
+ D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
+ D3D12_RESOURCE_FLAG_NONE};
+ hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr, IID_PPV_ARGS(&m_query_readback_buffer));
+ CHECK(SUCCEEDED(hr), "Failed to create query buffer");
+ if (FAILED(hr))
+ return false;
+
+ return true;
+}
+
+void PerfQuery::EnableQuery(PerfQueryGroup type)
+{
+ // Block if there are no free slots.
+ // Otherwise, try to keep half of them available.
+ if (m_query_count > m_query_buffer.size() / 2)
+ {
+ const bool do_resolve = m_unresolved_queries > m_query_buffer.size() / 2;
+ const bool blocking = m_query_count == PERF_QUERY_BUFFER_SIZE;
+ PartialFlush(do_resolve, blocking);
+ }
+
+ if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
+ {
+ ActiveQuery& entry = m_query_buffer[m_query_next_pos];
+ ASSERT(!entry.has_value && !entry.resolved);
+ entry.has_value = true;
+
+ g_dx_context->GetCommandList()->BeginQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
+ m_query_next_pos);
+ }
+}
+
+void PerfQuery::DisableQuery(PerfQueryGroup type)
+{
+ if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
+ {
+ g_dx_context->GetCommandList()->EndQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
+ m_query_next_pos);
+ m_query_next_pos = (m_query_next_pos + 1) % PERF_QUERY_BUFFER_SIZE;
+ m_query_count++;
+ m_unresolved_queries++;
+ }
+}
+
+void PerfQuery::ResetQuery()
+{
+ m_query_count = 0;
+ m_unresolved_queries = 0;
+ m_query_resolve_pos = 0;
+ m_query_readback_pos = 0;
+ m_query_next_pos = 0;
+ std::fill_n(m_results, ArraySize(m_results), 0);
+ for (auto& entry : m_query_buffer)
+ {
+ entry.fence_value = 0;
+ entry.resolved = false;
+ entry.has_value = false;
+ }
+}
+
+u32 PerfQuery::GetQueryResult(PerfQueryType type)
+{
+ u32 result = 0;
+ if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
+ result = m_results[PQG_ZCOMP_ZCOMPLOC];
+ else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
+ result = m_results[PQG_ZCOMP];
+ else if (type == PQ_BLEND_INPUT)
+ result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
+ else if (type == PQ_EFB_COPY_CLOCKS)
+ result = m_results[PQG_EFB_COPY_CLOCKS];
+
+ return result / 4;
+}
+
+void PerfQuery::FlushResults()
+{
+ while (!IsFlushed())
+ PartialFlush(true, true);
+}
+
+bool PerfQuery::IsFlushed() const
+{
+ return m_query_count == 0;
+}
+
+void PerfQuery::ResolveQueries()
+{
+ // Do we need to split the resolve as it's wrapping around?
+ if ((m_query_resolve_pos + m_unresolved_queries) > PERF_QUERY_BUFFER_SIZE)
+ ResolveQueries(PERF_QUERY_BUFFER_SIZE - m_query_resolve_pos);
+
+ ResolveQueries(m_unresolved_queries);
+}
+
+void PerfQuery::ResolveQueries(u32 query_count)
+{
+ DEBUG_ASSERT(m_unresolved_queries >= query_count &&
+ (m_query_resolve_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
+
+ g_dx_context->GetCommandList()->ResolveQueryData(
+ m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION, m_query_resolve_pos, query_count,
+ m_query_readback_buffer.Get(), m_query_resolve_pos * sizeof(PerfQueryDataType));
+
+ // Flag all queries as available, but with a fence that has to be completed first
+ for (u32 i = 0; i < query_count; i++)
+ {
+ ActiveQuery& entry = m_query_buffer[m_query_resolve_pos + i];
+ DEBUG_ASSERT(entry.has_value && !entry.resolved);
+ entry.fence_value = g_dx_context->GetCurrentFenceValue();
+ entry.resolved = true;
+ }
+ m_query_resolve_pos = (m_query_resolve_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
+ m_unresolved_queries -= query_count;
+}
+
+void PerfQuery::ReadbackQueries()
+{
+ const u64 completed_fence_counter = g_dx_context->GetCompletedFenceValue();
+
+ // Need to save these since ProcessResults will modify them.
+ const u32 outstanding_queries = m_query_count;
+ u32 readback_count = 0;
+ for (u32 i = 0; i < outstanding_queries; i++)
+ {
+ u32 index = (m_query_readback_pos + readback_count) % PERF_QUERY_BUFFER_SIZE;
+ const ActiveQuery& entry = m_query_buffer[index];
+ if (!entry.resolved || entry.fence_value > completed_fence_counter)
+ break;
+
+ // If this wrapped around, we need to flush the entries before the end of the buffer.
+ if (index < m_query_readback_pos)
+ {
+ ReadbackQueries(readback_count);
+ DEBUG_ASSERT(m_query_readback_pos == 0);
+ readback_count = 0;
+ }
+
+ readback_count++;
+ }
+
+ if (readback_count > 0)
+ ReadbackQueries(readback_count);
+}
+
+void PerfQuery::ReadbackQueries(u32 query_count)
+{
+ // Should be at maximum query_count queries pending.
+ ASSERT(query_count <= m_query_count &&
+ (m_query_readback_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
+
+ const D3D12_RANGE read_range = {m_query_readback_pos * sizeof(PerfQueryDataType),
+ (m_query_readback_pos + query_count) * sizeof(PerfQueryDataType)};
+ u8* mapped_ptr;
+ HRESULT hr = m_query_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&mapped_ptr));
+ CHECK(SUCCEEDED(hr), "Failed to map query readback buffer");
+ if (FAILED(hr))
+ return;
+
+ // Remove pending queries.
+ for (u32 i = 0; i < query_count; i++)
+ {
+ u32 index = (m_query_readback_pos + i) % PERF_QUERY_BUFFER_SIZE;
+ ActiveQuery& entry = m_query_buffer[index];
+
+ // Should have a fence associated with it (waiting for a result).
+ ASSERT(entry.fence_value != 0);
+ entry.fence_value = 0;
+ entry.resolved = false;
+ entry.has_value = false;
+
+ // Grab result from readback buffer, it will already have been invalidated.
+ PerfQueryDataType result;
+ std::memcpy(&result, mapped_ptr + (index * sizeof(PerfQueryDataType)), sizeof(result));
+
+ // NOTE: Reported pixel metrics should be referenced to native resolution
+ m_results[entry.query_type] +=
+ static_cast<u32>(static_cast<u64>(result) * EFB_WIDTH / g_renderer->GetTargetWidth() *
+ EFB_HEIGHT / g_renderer->GetTargetHeight());
+ }
+
+ constexpr D3D12_RANGE write_range = {0, 0};
+ m_query_readback_buffer->Unmap(0, &write_range);
+
+ m_query_readback_pos = (m_query_readback_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
+ m_query_count -= query_count;
+}
+
+void PerfQuery::PartialFlush(bool resolve, bool blocking)
+{
+ // Submit a command buffer in the background if the front query is not bound to one.
+ if ((resolve || blocking) && !m_query_buffer[m_query_resolve_pos].resolved)
+ Renderer::GetInstance()->ExecuteCommandList(blocking);
+
+ ReadbackQueries();
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/PerfQuery.h b/Source/Core/VideoBackends/D3D12/PerfQuery.h
new file mode 100644
index 0000000000..c21436652e
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/PerfQuery.h
@@ -0,0 +1,60 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <array>
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoCommon/PerfQueryBase.h"
+
+namespace DX12
+{
+class PerfQuery final : public PerfQueryBase
+{
+public:
+ PerfQuery();
+ ~PerfQuery();
+
+ static PerfQuery* GetInstance() { return static_cast<PerfQuery*>(g_perf_query.get()); }
+
+ bool Initialize();
+ void ResolveQueries();
+
+ void EnableQuery(PerfQueryGroup type) override;
+ void DisableQuery(PerfQueryGroup type) override;
+ void ResetQuery() override;
+ u32 GetQueryResult(PerfQueryType type) override;
+ void FlushResults() override;
+ bool IsFlushed() const override;
+
+private:
+ struct ActiveQuery
+ {
+ u64 fence_value;
+ PerfQueryType query_type;
+ bool has_value;
+ bool resolved;
+ };
+
+ void ResolveQueries(u32 query_count);
+ void ReadbackQueries();
+ void ReadbackQueries(u32 query_count);
+
+ void PartialFlush(bool resolve, bool blocking);
+
+ // when testing in SMS: 64 was too small, 128 was ok
+ // TODO: This should be size_t, but the base class uses u32s
+ using PerfQueryDataType = u64;
+ static const u32 PERF_QUERY_BUFFER_SIZE = 512;
+ std::array<ActiveQuery, PERF_QUERY_BUFFER_SIZE> m_query_buffer = {};
+ u32 m_unresolved_queries = 0;
+ u32 m_query_resolve_pos = 0;
+ u32 m_query_readback_pos = 0;
+ u32 m_query_next_pos = 0;
+
+ ComPtr<ID3D12QueryHeap> m_query_heap;
+ ComPtr<ID3D12Resource> m_query_readback_buffer;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/Renderer.cpp b/Source/Core/VideoBackends/D3D12/Renderer.cpp
new file mode 100644
index 0000000000..49de5344e6
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/Renderer.cpp
@@ -0,0 +1,735 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "Common/Logging/Log.h"
+
+#include "VideoBackends/D3D12/BoundingBox.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/DXPipeline.h"
+#include "VideoBackends/D3D12/DXShader.h"
+#include "VideoBackends/D3D12/DXTexture.h"
+#include "VideoBackends/D3D12/DXVertexFormat.h"
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/PerfQuery.h"
+#include "VideoBackends/D3D12/Renderer.h"
+#include "VideoBackends/D3D12/SwapChain.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
+ : ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
+ backbuffer_scale,
+ swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
+ m_swap_chain(std::move(swap_chain))
+{
+ m_state.root_signature = g_dx_context->GetGXRootSignature();
+
+ // Textures must be populated with null descriptors, since we copy directly from this array.
+ for (u32 i = 0; i < MAX_TEXTURES; i++)
+ {
+ m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
+ m_state.samplers.states[i] = RenderState::GetPointSamplerState();
+ }
+}
+
+Renderer::~Renderer() = default;
+
+bool Renderer::IsHeadless() const
+{
+ return !m_swap_chain;
+}
+
+bool Renderer::Initialize()
+{
+ if (!::Renderer::Initialize())
+ return false;
+
+ m_bounding_box = BoundingBox::Create();
+ if (!m_bounding_box)
+ return false;
+
+ SetPixelShaderUAV(m_bounding_box->GetGPUDescriptor().cpu_handle);
+ return true;
+}
+
+void Renderer::Shutdown()
+{
+ m_bounding_box.reset();
+ m_swap_chain.reset();
+
+ ::Renderer::Shutdown();
+}
+
+std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
+{
+ return DXTexture::Create(config);
+}
+
+std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
+ const TextureConfig& config)
+{
+ return DXStagingTexture::Create(type, config);
+}
+
+std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
+ AbstractTexture* depth_attachment)
+{
+ return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
+ static_cast<DXTexture*>(depth_attachment));
+}
+
+std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
+ const char* source, size_t length)
+{
+ return DXShader::CreateFromSource(stage, source, length);
+}
+
+std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
+ const void* data, size_t length)
+{
+ return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
+}
+
+std::unique_ptr<NativeVertexFormat>
+Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
+{
+ return std::make_unique<DXVertexFormat>(vtx_decl);
+}
+
+std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
+{
+ return DXPipeline::Create(config);
+}
+
+u16 Renderer::BBoxRead(int index)
+{
+ return static_cast<u16>(m_bounding_box->Get(index));
+}
+
+void Renderer::BBoxWrite(int index, u16 value)
+{
+ m_bounding_box->Set(index, value);
+}
+
+void Renderer::BBoxFlush()
+{
+ m_bounding_box->Flush();
+ m_bounding_box->Invalidate();
+}
+
+void Renderer::Flush()
+{
+ ExecuteCommandList(false);
+}
+
+void Renderer::WaitForGPUIdle()
+{
+ ExecuteCommandList(true);
+}
+
+void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
+ bool z_enable, u32 color, u32 z)
+{
+ // Use a fast path without the shader if both color/alpha are enabled.
+ const bool fast_color_clear = color_enable && (alpha_enable || !EFBHasAlphaChannel());
+ if (fast_color_clear || z_enable)
+ {
+ MathUtil::Rectangle<int> native_rc = ConvertEFBRectangle(rc);
+ native_rc.ClampUL(0, 0, m_current_framebuffer->GetWidth(), m_current_framebuffer->GetHeight());
+ const D3D12_RECT d3d_clear_rc{native_rc.left, native_rc.top, native_rc.right, native_rc.bottom};
+
+ if (fast_color_clear)
+ {
+ static_cast<DXTexture*>(m_current_framebuffer->GetColorAttachment())
+ ->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ const std::array<float, 4> clear_color = {
+ {static_cast<float>((color >> 16) & 0xFF) / 255.0f,
+ static_cast<float>((color >> 8) & 0xFF) / 255.0f,
+ static_cast<float>((color >> 0) & 0xFF) / 255.0f,
+ static_cast<float>((color >> 24) & 0xFF) / 255.0f}};
+ g_dx_context->GetCommandList()->ClearRenderTargetView(
+ static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetRTVDescriptor().cpu_handle,
+ clear_color.data(), 1, &d3d_clear_rc);
+ color_enable = false;
+ alpha_enable = false;
+ }
+
+ if (z_enable)
+ {
+ static_cast<DXTexture*>(m_current_framebuffer->GetDepthAttachment())
+ ->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
+
+ // D3D does not support reversed depth ranges.
+ const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
+ g_dx_context->GetCommandList()->ClearDepthStencilView(
+ static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetDSVDescriptor().cpu_handle,
+ D3D12_CLEAR_FLAG_DEPTH, clear_depth, 0, 1, &d3d_clear_rc);
+ z_enable = false;
+ }
+ }
+
+ // Anything left over, fall back to clear triangle.
+ if (color_enable || alpha_enable || z_enable)
+ ::Renderer::ClearScreen(rc, color_enable, alpha_enable, z_enable, color, z);
+}
+
+void Renderer::SetPipeline(const AbstractPipeline* pipeline)
+{
+ const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
+ if (m_current_pipeline == dx_pipeline)
+ return;
+
+ m_current_pipeline = dx_pipeline;
+ m_dirty_bits |= DirtyState_Pipeline;
+
+ if (dx_pipeline)
+ {
+ if (dx_pipeline->GetRootSignature() != m_state.root_signature)
+ {
+ m_state.root_signature = dx_pipeline->GetRootSignature();
+ m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
+ DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
+ DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor;
+ }
+ if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
+ {
+ m_state.using_integer_rtv = dx_pipeline->UseIntegerRTV();
+ m_dirty_bits |= DirtyState_Framebuffer;
+ }
+ if (dx_pipeline->GetPrimitiveTopology() != m_state.primitive_topology)
+ {
+ m_state.primitive_topology = dx_pipeline->GetPrimitiveTopology();
+ m_dirty_bits |= DirtyState_PrimitiveTopology;
+ }
+ }
+}
+
+void Renderer::BindFramebuffer(DXFramebuffer* fb)
+{
+ if (fb->HasColorBuffer())
+ {
+ static_cast<DXTexture*>(fb->GetColorAttachment())
+ ->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+ if (fb->HasDepthBuffer())
+ {
+ static_cast<DXTexture*>(fb->GetDepthAttachment())
+ ->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ }
+
+ g_dx_context->GetCommandList()->OMSetRenderTargets(
+ fb->GetRTVDescriptorCount(),
+ m_state.using_integer_rtv ? fb->GetIntRTVDescriptorArray() : fb->GetRTVDescriptorArray(),
+ FALSE, fb->GetDSVDescriptorArray());
+ m_current_framebuffer = fb;
+ m_dirty_bits &= ~DirtyState_Framebuffer;
+}
+
+void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
+{
+ if (m_current_framebuffer == framebuffer)
+ return;
+
+ m_current_framebuffer = framebuffer;
+ m_dirty_bits |= DirtyState_Framebuffer;
+}
+
+void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
+{
+ BindFramebuffer(static_cast<DXFramebuffer*>(framebuffer));
+
+ static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
+ if (framebuffer->HasColorBuffer())
+ {
+ g_dx_context->GetCommandList()->DiscardResource(
+ static_cast<DXTexture*>(framebuffer->GetColorAttachment())->GetResource(), &dr);
+ }
+ if (framebuffer->HasDepthBuffer())
+ {
+ g_dx_context->GetCommandList()->DiscardResource(
+ static_cast<DXTexture*>(framebuffer->GetDepthAttachment())->GetResource(), &dr);
+ }
+}
+
+void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
+ const ClearColor& color_value, float depth_value)
+{
+ DXFramebuffer* dxfb = static_cast<DXFramebuffer*>(framebuffer);
+ BindFramebuffer(dxfb);
+
+ static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
+ if (framebuffer->HasColorBuffer())
+ {
+ g_dx_context->GetCommandList()->ClearRenderTargetView(dxfb->GetRTVDescriptor().cpu_handle,
+ color_value.data(), 0, nullptr);
+ }
+ if (framebuffer->HasDepthBuffer())
+ {
+ g_dx_context->GetCommandList()->ClearDepthStencilView(
+ dxfb->GetDSVDescriptor().cpu_handle, D3D12_CLEAR_FLAG_DEPTH, depth_value, 0, 0, nullptr);
+ }
+}
+
+void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
+{
+ if (m_state.scissor.left == rc.left && m_state.scissor.right == rc.right &&
+ m_state.scissor.top == rc.top && m_state.scissor.bottom == rc.bottom)
+ {
+ return;
+ }
+
+ m_state.scissor.left = rc.left;
+ m_state.scissor.right = rc.right;
+ m_state.scissor.top = rc.top;
+ m_state.scissor.bottom = rc.bottom;
+ m_dirty_bits |= DirtyState_ScissorRect;
+}
+
+void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
+{
+ const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
+ if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr)
+ return;
+
+ m_state.textures[index].ptr = dxtex->GetSRVDescriptor().cpu_handle.ptr;
+ if (dxtex)
+ dxtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ m_dirty_bits |= DirtyState_Textures;
+}
+
+void Renderer::SetSamplerState(u32 index, const SamplerState& state)
+{
+ if (m_state.samplers.states[index] == state)
+ return;
+
+ m_state.samplers.states[index] = state;
+ m_dirty_bits |= DirtyState_Samplers;
+}
+
+void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
+{
+ const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
+ if (m_state.compute_image_texture == dxtex)
+ return;
+
+ m_state.compute_image_texture = dxtex;
+ m_dirty_bits |= DirtyState_ComputeImageTexture;
+}
+
+void Renderer::UnbindTexture(const AbstractTexture* texture)
+{
+ const auto srv_shadow_descriptor =
+ static_cast<const DXTexture*>(texture)->GetSRVDescriptor().cpu_handle;
+ for (u32 i = 0; i < MAX_TEXTURES; i++)
+ {
+ if (m_state.textures[i].ptr == srv_shadow_descriptor.ptr)
+ {
+ m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
+ m_dirty_bits |= DirtyState_Textures;
+ }
+ }
+ if (m_state.compute_image_texture == texture)
+ {
+ m_state.compute_image_texture = nullptr;
+ m_dirty_bits |= DirtyState_ComputeImageTexture;
+ }
+}
+
+void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
+ float far_depth)
+{
+ if (m_state.viewport.TopLeftX == x && m_state.viewport.TopLeftY == y &&
+ m_state.viewport.Width == width && m_state.viewport.Height == height &&
+ near_depth == m_state.viewport.MinDepth && far_depth == m_state.viewport.MaxDepth)
+ {
+ return;
+ }
+
+ m_state.viewport.TopLeftX = x;
+ m_state.viewport.TopLeftY = y;
+ m_state.viewport.Width = width;
+ m_state.viewport.Height = height;
+ m_state.viewport.MinDepth = near_depth;
+ m_state.viewport.MaxDepth = far_depth;
+ m_dirty_bits |= DirtyState_Viewport;
+}
+
+void Renderer::Draw(u32 base_vertex, u32 num_vertices)
+{
+ if (!ApplyState())
+ return;
+
+ g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0);
+}
+
+void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
+{
+ if (!ApplyState())
+ return;
+
+ g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
+}
+
+void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
+ u32 groups_z)
+{
+ SetRootSignatures();
+ SetDescriptorHeaps();
+ UpdateDescriptorTables();
+
+ if (m_dirty_bits & DirtyState_ComputeImageTexture && !UpdateComputeUAVDescriptorTable())
+ {
+ ExecuteCommandList(false);
+ SetRootSignatures();
+ SetDescriptorHeaps();
+ UpdateDescriptorTables();
+ UpdateComputeUAVDescriptorTable();
+ }
+
+ // Share graphics and compute state. No need to track now since dispatches are infrequent.
+ auto* const cmdlist = g_dx_context->GetCommandList();
+ cmdlist->SetPipelineState(static_cast<const DXShader*>(shader)->GetComputePipeline());
+ cmdlist->SetComputeRootConstantBufferView(CS_ROOT_PARAMETER_CBV, m_state.constant_buffers[0]);
+ cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SRV, m_state.srv_descriptor_base);
+ cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SAMPLERS,
+ m_state.sampler_descriptor_base);
+ cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_UAV,
+ m_state.compute_uav_descriptor_base);
+ cmdlist->Dispatch(groups_x, groups_y, groups_z);
+
+ // Compute and graphics state share the same pipeline object? :(
+ m_dirty_bits |= DirtyState_Pipeline;
+}
+
+void Renderer::BindBackbuffer(const ClearColor& clear_color)
+{
+ CheckForSwapChainChanges();
+ SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color);
+}
+
+void Renderer::CheckForSwapChainChanges()
+{
+ const bool surface_changed = m_surface_changed.TestAndClear();
+ const bool surface_resized =
+ m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
+ if (!surface_changed && !surface_resized)
+ return;
+
+ // The swap chain could be in use from a previous frame.
+ WaitForGPUIdle();
+ if (surface_changed)
+ {
+ m_swap_chain->ChangeSurface(m_new_surface_handle);
+ m_new_surface_handle = nullptr;
+ }
+ else
+ {
+ m_swap_chain->ResizeSwapChain();
+ }
+
+ m_backbuffer_width = m_swap_chain->GetWidth();
+ m_backbuffer_height = m_swap_chain->GetHeight();
+}
+
+void Renderer::PresentBackbuffer()
+{
+ m_current_framebuffer = nullptr;
+
+ m_swap_chain->GetCurrentTexture()->TransitionToState(D3D12_RESOURCE_STATE_PRESENT);
+ ExecuteCommandList(false);
+
+ m_swap_chain->Present();
+}
+
+void Renderer::OnConfigChanged(u32 bits)
+{
+ ::Renderer::OnConfigChanged(bits);
+
+ // For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
+ if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
+ {
+ ExecuteCommandList(true);
+ m_swap_chain->SetStereo(SwapChain::WantsStereo());
+ }
+
+ // Wipe sampler cache if force texture filtering or anisotropy changes.
+ if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
+ {
+ ExecuteCommandList(true);
+ g_dx_context->GetSamplerHeapManager().Clear();
+ g_dx_context->ResetSamplerAllocators();
+ }
+
+ // If the host config changed (e.g. bbox/per-pixel-shading), recreate the root signature.
+ if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
+ g_dx_context->RecreateGXRootSignature();
+}
+
+void Renderer::ExecuteCommandList(bool wait_for_completion)
+{
+ PerfQuery::GetInstance()->ResolveQueries();
+ g_dx_context->ExecuteCommandList(wait_for_completion);
+ m_dirty_bits = DirtyState_All;
+}
+
+void Renderer::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
+{
+ if (m_state.constant_buffers[index] == address)
+ return;
+
+ m_state.constant_buffers[index] = address;
+ m_dirty_bits |= DirtyState_PS_CBV << index;
+}
+
+void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
+{
+ if (m_state.textures[index].ptr == handle.ptr)
+ return;
+
+ m_state.textures[index].ptr = handle.ptr;
+ m_dirty_bits |= DirtyState_Textures;
+}
+
+void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
+{
+ if (m_state.ps_uav.ptr == handle.ptr)
+ return;
+
+ m_state.ps_uav = handle;
+ m_dirty_bits |= DirtyState_PS_UAV;
+}
+
+void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size)
+{
+ if (m_state.vertex_buffer.BufferLocation == address &&
+ m_state.vertex_buffer.StrideInBytes == stride && m_state.vertex_buffer.SizeInBytes == size)
+ {
+ return;
+ }
+
+ m_state.vertex_buffer.BufferLocation = address;
+ m_state.vertex_buffer.StrideInBytes = stride;
+ m_state.vertex_buffer.SizeInBytes = size;
+ m_dirty_bits |= DirtyState_VertexBuffer;
+}
+
+void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
+{
+ if (m_state.index_buffer.BufferLocation == address && m_state.index_buffer.SizeInBytes == size &&
+ m_state.index_buffer.Format == format)
+ {
+ return;
+ }
+
+ m_state.index_buffer.BufferLocation = address;
+ m_state.index_buffer.SizeInBytes = size;
+ m_state.index_buffer.Format = format;
+ m_dirty_bits |= DirtyState_IndexBuffer;
+}
+
+bool Renderer::ApplyState()
+{
+ if (!m_current_framebuffer || !m_current_pipeline)
+ return false;
+
+ // Updating the descriptor tables can cause command list execution if no descriptors remain.
+ SetRootSignatures();
+ SetDescriptorHeaps();
+ UpdateDescriptorTables();
+
+ // Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
+ // if utility pipelines are bound.
+ const u32 dirty_bits = m_dirty_bits;
+ m_dirty_bits &= ~(
+ DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport | DirtyState_ScissorRect |
+ DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
+ DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
+ DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology);
+
+ auto* const cmdlist = g_dx_context->GetCommandList();
+ if (dirty_bits & DirtyState_Pipeline)
+ cmdlist->SetPipelineState(static_cast<const DXPipeline*>(m_current_pipeline)->GetPipeline());
+
+ if (dirty_bits & DirtyState_Framebuffer)
+ BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
+
+ if (dirty_bits & DirtyState_Viewport)
+ cmdlist->RSSetViewports(1, &m_state.viewport);
+
+ if (dirty_bits & DirtyState_ScissorRect)
+ cmdlist->RSSetScissorRects(1, &m_state.scissor);
+
+ if (dirty_bits & DirtyState_VertexBuffer)
+ cmdlist->IASetVertexBuffers(0, 1, &m_state.vertex_buffer);
+
+ if (dirty_bits & DirtyState_IndexBuffer)
+ cmdlist->IASetIndexBuffer(&m_state.index_buffer);
+
+ if (dirty_bits & DirtyState_PrimitiveTopology)
+ cmdlist->IASetPrimitiveTopology(m_state.primitive_topology);
+
+ if (dirty_bits & DirtyState_SRV_Descriptor)
+ cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SRV, m_state.srv_descriptor_base);
+
+ if (dirty_bits & DirtyState_Sampler_Descriptor)
+ {
+ cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SAMPLERS,
+ m_state.sampler_descriptor_base);
+ }
+
+ if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() == AbstractPipelineUsage::GX)
+ {
+ if (dirty_bits & DirtyState_VS_CBV)
+ {
+ cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV,
+ m_state.constant_buffers[1]);
+
+ if (g_ActiveConfig.bEnablePixelLighting)
+ {
+ cmdlist->SetGraphicsRootConstantBufferView(
+ g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CBV2 : ROOT_PARAMETER_PS_UAV_OR_CBV2,
+ m_state.constant_buffers[1]);
+ }
+ }
+
+ if (dirty_bits & DirtyState_GS_CBV)
+ {
+ cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
+ m_state.constant_buffers[2]);
+ }
+
+ if (dirty_bits & DirtyState_UAV_Descriptor && g_ActiveConfig.bBBoxEnable)
+ {
+ cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_UAV_OR_CBV2,
+ m_state.uav_descriptor_base);
+ }
+ }
+
+ if (dirty_bits & DirtyState_PS_CBV)
+ {
+ cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_PS_CBV, m_state.constant_buffers[0]);
+ }
+
+ return true;
+}
+
+void Renderer::SetRootSignatures()
+{
+ const u32 dirty_bits = m_dirty_bits;
+ if (dirty_bits & DirtyState_RootSignature)
+ g_dx_context->GetCommandList()->SetGraphicsRootSignature(m_state.root_signature);
+ if (dirty_bits & DirtyState_ComputeRootSignature)
+ {
+ g_dx_context->GetCommandList()->SetComputeRootSignature(
+ g_dx_context->GetComputeRootSignature());
+ }
+ m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature);
+}
+
+void Renderer::SetDescriptorHeaps()
+{
+ if (m_dirty_bits & DirtyState_DescriptorHeaps)
+ {
+ g_dx_context->GetCommandList()->SetDescriptorHeaps(g_dx_context->GetGPUDescriptorHeapCount(),
+ g_dx_context->GetGPUDescriptorHeaps());
+ m_dirty_bits &= ~DirtyState_DescriptorHeaps;
+ }
+}
+
+void Renderer::UpdateDescriptorTables()
+{
+ // Samplers force a full sync because any of the samplers could be in use.
+ const bool texture_update_failed =
+ (m_dirty_bits & DirtyState_Textures) && !UpdateSRVDescriptorTable();
+ const bool sampler_update_failed =
+ (m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
+ const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
+ if (texture_update_failed || sampler_update_failed || uav_update_failed)
+ {
+ WARN_LOG(VIDEO, "Executing command list while waiting for temporary %s",
+ texture_update_failed ? "descriptors" : "samplers");
+ ExecuteCommandList(false);
+ SetRootSignatures();
+ SetDescriptorHeaps();
+ UpdateSRVDescriptorTable();
+ UpdateSamplerDescriptorTable();
+ UpdateUAVDescriptorTable();
+ }
+}
+
+bool Renderer::UpdateSRVDescriptorTable()
+{
+ static constexpr std::array<UINT, MAX_TEXTURES> src_sizes = {1, 1, 1, 1, 1, 1, 1, 1};
+ DescriptorHandle dst_base_handle;
+ const UINT dst_handle_sizes = 8;
+ if (!g_dx_context->GetDescriptorAllocator()->Allocate(MAX_TEXTURES, &dst_base_handle))
+ return false;
+
+ g_dx_context->GetDevice()->CopyDescriptors(
+ 1, &dst_base_handle.cpu_handle, &dst_handle_sizes, MAX_TEXTURES, m_state.textures.data(),
+ src_sizes.data(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+ m_state.srv_descriptor_base = dst_base_handle.gpu_handle;
+ m_dirty_bits = (m_dirty_bits & ~DirtyState_Textures) | DirtyState_SRV_Descriptor;
+ return true;
+}
+
+bool Renderer::UpdateSamplerDescriptorTable()
+{
+ if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers,
+ &m_state.sampler_descriptor_base))
+ {
+ g_dx_context->ResetSamplerAllocators();
+ return false;
+ }
+
+ m_dirty_bits = (m_dirty_bits & ~DirtyState_Samplers) | DirtyState_Sampler_Descriptor;
+ return true;
+}
+
+bool Renderer::UpdateUAVDescriptorTable()
+{
+ // We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise.
+ if (!g_ActiveConfig.bBBoxEnable)
+ return true;
+
+ DescriptorHandle handle;
+ if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
+ return false;
+
+ g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.ps_uav,
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+ m_state.uav_descriptor_base = handle.gpu_handle;
+ m_dirty_bits = (m_dirty_bits & ~DirtyState_PS_UAV) | DirtyState_UAV_Descriptor;
+ return true;
+}
+
+bool Renderer::UpdateComputeUAVDescriptorTable()
+{
+ DescriptorHandle handle;
+ if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
+ return false;
+
+ if (m_state.compute_image_texture)
+ {
+ g_dx_context->GetDevice()->CopyDescriptorsSimple(
+ 1, handle.cpu_handle, m_state.compute_image_texture->GetUAVDescriptor().cpu_handle,
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+ }
+ else
+ {
+ constexpr D3D12_UNORDERED_ACCESS_VIEW_DESC null_uav_desc = {};
+ g_dx_context->GetDevice()->CreateUnorderedAccessView(nullptr, nullptr, &null_uav_desc,
+ handle.cpu_handle);
+ }
+
+ m_dirty_bits &= ~DirtyState_ComputeImageTexture;
+ m_state.compute_uav_descriptor_base = handle.gpu_handle;
+ return true;
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/Renderer.h b/Source/Core/VideoBackends/D3D12/Renderer.h
new file mode 100644
index 0000000000..60e0000cff
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/Renderer.h
@@ -0,0 +1,172 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+#include <d3d12.h>
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoCommon/RenderBase.h"
+
+namespace DX12
+{
+class BoundingBox;
+class DXFramebuffer;
+class DXTexture;
+class DXShader;
+class DXPipeline;
+class SwapChain;
+
+class Renderer final : public ::Renderer
+{
+public:
+ Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
+ ~Renderer() override;
+
+ static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
+
+ bool IsHeadless() const override;
+
+ bool Initialize() override;
+ void Shutdown() override;
+
+ std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
+ std::unique_ptr<AbstractStagingTexture>
+ CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
+ std::unique_ptr<AbstractFramebuffer>
+ CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
+
+ std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
+ size_t length) override;
+ std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
+ size_t length) override;
+ std::unique_ptr<NativeVertexFormat>
+ CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
+ std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
+
+ u16 BBoxRead(int index) override;
+ void BBoxWrite(int index, u16 value) override;
+ void BBoxFlush() override;
+
+ void Flush() override;
+ void WaitForGPUIdle() override;
+
+ void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
+ u32 color, u32 z) override;
+
+ void SetPipeline(const AbstractPipeline* pipeline) override;
+ void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
+ void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
+ void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
+ float depth_value = 0.0f) override;
+ void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
+ void SetTexture(u32 index, const AbstractTexture* texture) override;
+ void SetSamplerState(u32 index, const SamplerState& state) override;
+ void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
+ void UnbindTexture(const AbstractTexture* texture) override;
+ void SetViewport(float x, float y, float width, float height, float near_depth,
+ float far_depth) override;
+ void Draw(u32 base_vertex, u32 num_vertices) override;
+ void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
+ void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
+ u32 groups_z) override;
+ void BindBackbuffer(const ClearColor& clear_color = {}) override;
+ void PresentBackbuffer() override;
+
+ // Completes the current render pass, executes the command buffer, and restores state ready for
+ // next render. Use when you want to kick the current buffer to make room for new data.
+ void ExecuteCommandList(bool wait_for_completion);
+
+ // Setting constant buffer handles.
+ void SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address);
+
+ // Setting textures via descriptor handles. This is assumed to be in the shadow heap.
+ void SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle);
+
+ // Pixel shader UAV.
+ void SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
+
+ // Graphics vertex/index buffer binding.
+ void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
+ void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
+
+protected:
+ void OnConfigChanged(u32 bits) override;
+
+private:
+ static const u32 MAX_TEXTURES = 8;
+ static const u32 NUM_CONSTANT_BUFFERS = 3;
+
+ // Dirty bits
+ enum DirtyStates
+ {
+ DirtyState_Framebuffer = (1 << 0),
+ DirtyState_Pipeline = (1 << 1),
+ DirtyState_Textures = (1 << 2),
+ DirtyState_Samplers = (1 << 3),
+ DirtyState_Viewport = (1 << 4),
+ DirtyState_ScissorRect = (1 << 5),
+ DirtyState_ComputeImageTexture = (1 << 6),
+ DirtyState_PS_UAV = (1 << 7),
+ DirtyState_PS_CBV = (1 << 8),
+ DirtyState_VS_CBV = (1 << 9),
+ DirtyState_GS_CBV = (1 << 10),
+ DirtyState_SRV_Descriptor = (1 << 11),
+ DirtyState_Sampler_Descriptor = (1 << 12),
+ DirtyState_UAV_Descriptor = (1 << 13),
+ DirtyState_VertexBuffer = (1 << 14),
+ DirtyState_IndexBuffer = (1 << 15),
+ DirtyState_PrimitiveTopology = (1 << 16),
+ DirtyState_RootSignature = (1 << 17),
+ DirtyState_ComputeRootSignature = (1 << 18),
+ DirtyState_DescriptorHeaps = (1 << 19),
+
+ DirtyState_All =
+ DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Textures | DirtyState_Samplers |
+ DirtyState_Viewport | DirtyState_ScissorRect | DirtyState_ComputeImageTexture |
+ DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
+ DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
+ DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology |
+ DirtyState_RootSignature | DirtyState_ComputeRootSignature | DirtyState_DescriptorHeaps
+ };
+
+ void CheckForSwapChainChanges();
+
+ // Binds all dirty state
+ bool ApplyState();
+ void BindFramebuffer(DXFramebuffer* fb);
+ void SetRootSignatures();
+ void SetDescriptorHeaps();
+ void UpdateDescriptorTables();
+ bool UpdateSRVDescriptorTable();
+ bool UpdateUAVDescriptorTable();
+ bool UpdateComputeUAVDescriptorTable();
+ bool UpdateSamplerDescriptorTable();
+
+ // Owned objects
+ std::unique_ptr<SwapChain> m_swap_chain;
+ std::unique_ptr<BoundingBox> m_bounding_box;
+
+ // Current state
+ struct
+ {
+ ID3D12RootSignature* root_signature = nullptr;
+ DXShader* compute_shader = nullptr;
+ std::array<D3D12_GPU_VIRTUAL_ADDRESS, 3> constant_buffers = {};
+ std::array<D3D12_CPU_DESCRIPTOR_HANDLE, MAX_TEXTURES> textures = {};
+ D3D12_CPU_DESCRIPTOR_HANDLE ps_uav = {};
+ SamplerStateSet samplers = {};
+ const DXTexture* compute_image_texture = nullptr;
+ D3D12_VIEWPORT viewport = {};
+ D3D12_RECT scissor = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE srv_descriptor_base = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE sampler_descriptor_base = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE uav_descriptor_base = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE compute_uav_descriptor_base = {};
+ D3D12_VERTEX_BUFFER_VIEW vertex_buffer = {};
+ D3D12_INDEX_BUFFER_VIEW index_buffer = {};
+ D3D12_PRIMITIVE_TOPOLOGY primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ bool using_integer_rtv = false;
+ } m_state;
+ u32 m_dirty_bits = DirtyState_All;
+};
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/StreamBuffer.cpp b/Source/Core/VideoBackends/D3D12/StreamBuffer.cpp
new file mode 100644
index 0000000000..a3702a7256
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/StreamBuffer.cpp
@@ -0,0 +1,249 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/StreamBuffer.h"
+
+#include <algorithm>
+#include <functional>
+
+#include "Common/Align.h"
+#include "Common/Assert.h"
+#include "Common/MsgHandler.h"
+
+#include "VideoBackends/D3D12/DXContext.h"
+
+namespace DX12
+{
+StreamBuffer::StreamBuffer() = default;
+
+StreamBuffer::~StreamBuffer()
+{
+ if (m_host_pointer)
+ {
+ const D3D12_RANGE written_range = {0, m_size};
+ m_buffer->Unmap(0, &written_range);
+ }
+
+ // These get destroyed at shutdown anyway, so no need to defer destruction.
+ if (m_buffer)
+ m_buffer->Release();
+}
+
+bool StreamBuffer::AllocateBuffer(u32 size)
+{
+ static const D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_UPLOAD};
+ 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};
+
+ HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr, IID_PPV_ARGS(&m_buffer));
+ CHECK(SUCCEEDED(hr), "Allocate buffer");
+ if (FAILED(hr))
+ return false;
+
+ static const D3D12_RANGE read_range = {};
+ hr = m_buffer->Map(0, &read_range, reinterpret_cast<void**>(&m_host_pointer));
+ CHECK(SUCCEEDED(hr), "Map buffer");
+ if (FAILED(hr))
+ return false;
+
+ m_size = size;
+ m_gpu_pointer = m_buffer->GetGPUVirtualAddress();
+ m_current_offset = 0;
+ m_current_gpu_position = 0;
+ m_tracked_fences.clear();
+ return true;
+}
+
+bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
+{
+ const u32 required_bytes = num_bytes + alignment;
+
+ // Check for sane allocations
+ if (required_bytes > m_size)
+ {
+ PanicAlert("Attempting to allocate %u bytes from a %u byte stream buffer",
+ static_cast<uint32_t>(num_bytes), static_cast<uint32_t>(m_size));
+
+ return false;
+ }
+
+ // Is the GPU behind or up to date with our current offset?
+ UpdateCurrentFencePosition();
+ if (m_current_offset >= m_current_gpu_position)
+ {
+ const u32 remaining_bytes = m_size - m_current_offset;
+ if (required_bytes <= remaining_bytes)
+ {
+ // Place at the current position, after the GPU position.
+ m_current_offset = Common::AlignUp(m_current_offset, alignment);
+ m_last_allocation_size = num_bytes;
+ return true;
+ }
+
+ // Check for space at the start of the buffer
+ // We use < here because we don't want to have the case of m_current_offset ==
+ // m_current_gpu_position. That would mean the code above would assume the
+ // GPU has caught up to us, which it hasn't.
+ if (required_bytes < m_current_gpu_position)
+ {
+ // Reset offset to zero, since we're allocating behind the gpu now
+ m_current_offset = 0;
+ m_last_allocation_size = num_bytes;
+ return true;
+ }
+ }
+ else
+ {
+ // We have from m_current_offset..m_current_gpu_position space to use.
+ const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
+ if (required_bytes < remaining_bytes)
+ {
+ // Place at the current position, since this is still behind the GPU.
+ m_current_offset = Common::AlignUp(m_current_offset, alignment);
+ m_last_allocation_size = num_bytes;
+ return true;
+ }
+ }
+
+ // Can we find a fence to wait on that will give us enough memory?
+ if (WaitForClearSpace(required_bytes))
+ {
+ m_current_offset = Common::AlignUp(m_current_offset, alignment);
+ m_last_allocation_size = num_bytes;
+ return true;
+ }
+
+ // We tried everything we could, and still couldn't get anything. This means that too much space
+ // in the buffer is being used by the command buffer currently being recorded. Therefore, the
+ // only option is to execute it, and wait until it's done.
+ return false;
+}
+
+void StreamBuffer::CommitMemory(u32 final_num_bytes)
+{
+ ASSERT((m_current_offset + final_num_bytes) <= m_size);
+ ASSERT(final_num_bytes <= m_last_allocation_size);
+ m_current_offset += final_num_bytes;
+}
+
+void StreamBuffer::UpdateCurrentFencePosition()
+{
+ // Don't create a tracking entry if the GPU is caught up with the buffer.
+ if (m_current_offset == m_current_gpu_position)
+ return;
+
+ // Has the offset changed since the last fence?
+ const u64 fence = g_dx_context->GetCurrentFenceValue();
+ if (!m_tracked_fences.empty() && m_tracked_fences.back().first == fence)
+ {
+ // Still haven't executed a command buffer, so just update the offset.
+ m_tracked_fences.back().second = m_current_offset;
+ return;
+ }
+
+ UpdateGPUPosition();
+ m_tracked_fences.emplace_back(fence, m_current_offset);
+}
+
+void StreamBuffer::UpdateGPUPosition()
+{
+ auto start = m_tracked_fences.begin();
+ auto end = start;
+
+ const u64 completed_counter = g_dx_context->GetCompletedFenceValue();
+ while (end != m_tracked_fences.end() && completed_counter >= end->first)
+ {
+ m_current_gpu_position = end->second;
+ ++end;
+ }
+
+ if (start != end)
+ m_tracked_fences.erase(start, end);
+}
+
+bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
+{
+ u32 new_offset = 0;
+ u32 new_gpu_position = 0;
+
+ auto iter = m_tracked_fences.begin();
+ for (; iter != m_tracked_fences.end(); iter++)
+ {
+ // Would this fence bring us in line with the GPU?
+ // This is the "last resort" case, where a command buffer execution has been forced
+ // after no additional data has been written to it, so we can assume that after the
+ // fence has been signaled the entire buffer is now consumed.
+ u32 gpu_position = iter->second;
+ if (m_current_offset == gpu_position)
+ {
+ new_offset = 0;
+ new_gpu_position = 0;
+ break;
+ }
+
+ // Assuming that we wait for this fence, are we allocating in front of the GPU?
+ if (m_current_offset > gpu_position)
+ {
+ // This would suggest the GPU has now followed us and wrapped around, so we have from
+ // m_current_position..m_size free, as well as and 0..gpu_position.
+ const u32 remaining_space_after_offset = m_size - m_current_offset;
+ if (remaining_space_after_offset >= num_bytes)
+ {
+ // Switch to allocating in front of the GPU, using the remainder of the buffer.
+ new_offset = m_current_offset;
+ new_gpu_position = gpu_position;
+ break;
+ }
+
+ // We can wrap around to the start, behind the GPU, if there is enough space.
+ // We use > here because otherwise we'd end up lining up with the GPU, and then the
+ // allocator would assume that the GPU has consumed what we just wrote.
+ if (gpu_position > num_bytes)
+ {
+ new_offset = 0;
+ new_gpu_position = gpu_position;
+ break;
+ }
+ }
+ else
+ {
+ // We're currently allocating behind the GPU. This would give us between the current
+ // offset and the GPU position worth of space to work with. Again, > because we can't
+ // align the GPU position with the buffer offset.
+ u32 available_space_inbetween = gpu_position - m_current_offset;
+ if (available_space_inbetween > num_bytes)
+ {
+ // Leave the offset as-is, but update the GPU position.
+ new_offset = m_current_offset;
+ new_gpu_position = gpu_position;
+ break;
+ }
+ }
+ }
+
+ // Did any fences satisfy this condition?
+ // Has the command buffer been executed yet? If not, the caller should execute it.
+ if (iter == m_tracked_fences.end() || iter->first == g_dx_context->GetCurrentFenceValue())
+ return false;
+
+ // Wait until this fence is signaled. This will fire the callback, updating the GPU position.
+ g_dx_context->WaitForFence(iter->first);
+ m_tracked_fences.erase(m_tracked_fences.begin(),
+ m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
+ m_current_offset = new_offset;
+ m_current_gpu_position = new_gpu_position;
+ return true;
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/StreamBuffer.h b/Source/Core/VideoBackends/D3D12/StreamBuffer.h
new file mode 100644
index 0000000000..0f17bd35ac
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/StreamBuffer.h
@@ -0,0 +1,56 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <deque>
+#include <utility>
+
+#include "Common/CommonTypes.h"
+#include "VideoBackends/D3D12/Common.h"
+
+namespace DX12
+{
+class StreamBuffer
+{
+public:
+ StreamBuffer();
+ ~StreamBuffer();
+
+ bool AllocateBuffer(u32 size);
+
+ ID3D12Resource* GetBuffer() const { return m_buffer; }
+ D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const { return m_gpu_pointer; }
+ u8* GetHostPointer() const { return m_host_pointer; }
+ u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
+ D3D12_GPU_VIRTUAL_ADDRESS GetCurrentGPUPointer() const
+ {
+ return m_gpu_pointer + m_current_offset;
+ }
+ u32 GetSize() const { return m_size; }
+ u32 GetCurrentOffset() const { return m_current_offset; }
+ bool ReserveMemory(u32 num_bytes, u32 alignment);
+ void CommitMemory(u32 final_num_bytes);
+
+private:
+ void UpdateCurrentFencePosition();
+ void UpdateGPUPosition();
+
+ // Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
+ bool WaitForClearSpace(u32 num_bytes);
+
+ u32 m_size = 0;
+ u32 m_current_offset = 0;
+ u32 m_current_gpu_position = 0;
+ u32 m_last_allocation_size = 0;
+
+ ID3D12Resource* m_buffer = nullptr;
+ D3D12_GPU_VIRTUAL_ADDRESS m_gpu_pointer = {};
+ u8* m_host_pointer = nullptr;
+
+ // List of fences and the corresponding positions in the buffer
+ std::deque<std::pair<u64, u32>> m_tracked_fences;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/SwapChain.cpp b/Source/Core/VideoBackends/D3D12/SwapChain.cpp
new file mode 100644
index 0000000000..6601004e16
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/SwapChain.cpp
@@ -0,0 +1,76 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/SwapChain.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/DXTexture.h"
+
+namespace DX12
+{
+SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory,
+ ID3D12CommandQueue* d3d_command_queue)
+ : D3DCommon::SwapChain(wsi, dxgi_factory, d3d_command_queue)
+{
+}
+
+SwapChain::~SwapChain() = default;
+
+std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
+{
+ std::unique_ptr<SwapChain> swap_chain = std::make_unique<SwapChain>(
+ wsi, g_dx_context->GetDXGIFactory(), g_dx_context->GetCommandQueue());
+ if (!swap_chain->CreateSwapChain(WantsStereo()))
+ return nullptr;
+
+ return swap_chain;
+}
+
+bool SwapChain::CreateSwapChainBuffers()
+{
+ for (u32 i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
+ {
+ ComPtr<ID3D12Resource> resource;
+ HRESULT hr = m_swap_chain->GetBuffer(i, IID_PPV_ARGS(&resource));
+ CHECK(SUCCEEDED(hr), "Get swap chain buffer");
+
+ BufferResources buffer;
+ buffer.texture = DXTexture::CreateAdopted(resource.Get());
+ CHECK(buffer.texture, "Create swap chain buffer texture");
+ if (!buffer.texture)
+ return false;
+
+ buffer.framebuffer = DXFramebuffer::Create(buffer.texture.get(), nullptr);
+ CHECK(buffer.texture, "Create swap chain buffer framebuffer");
+ if (!buffer.framebuffer)
+ return false;
+
+ m_buffers.push_back(std::move(buffer));
+ }
+
+ m_current_buffer = 0;
+ return true;
+}
+
+void SwapChain::DestroySwapChainBuffers()
+{
+ // Swap chain textures must be released before it can be resized, therefore we need to destroy all
+ // of them immediately, and not place them onto the deferred desturction queue.
+ for (BufferResources& res : m_buffers)
+ {
+ res.framebuffer.reset();
+ res.texture->DestroyResource();
+ res.texture.release();
+ }
+ m_buffers.clear();
+}
+
+bool SwapChain::Present()
+{
+ if (!D3DCommon::SwapChain::Present())
+ return false;
+
+ m_current_buffer = (m_current_buffer + 1) % SWAP_CHAIN_BUFFER_COUNT;
+ return true;
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/SwapChain.h b/Source/Core/VideoBackends/D3D12/SwapChain.h
new file mode 100644
index 0000000000..8291c32c7b
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/SwapChain.h
@@ -0,0 +1,55 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <d3d12.h>
+#include <dxgi.h>
+#include <memory>
+#include <vector>
+
+#include "Common/CommonTypes.h"
+#include "Common/WindowSystemInfo.h"
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3DCommon/SwapChain.h"
+#include "VideoCommon/TextureConfig.h"
+
+namespace DX12
+{
+class DXTexture;
+class DXFramebuffer;
+
+class SwapChain : public D3DCommon::SwapChain
+{
+public:
+ SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory,
+ ID3D12CommandQueue* d3d_command_queue);
+ ~SwapChain();
+
+ static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
+
+ bool Present() override;
+
+ DXTexture* GetCurrentTexture() const { return m_buffers[m_current_buffer].texture.get(); }
+ DXFramebuffer* GetCurrentFramebuffer() const
+ {
+ return m_buffers[m_current_buffer].framebuffer.get();
+ }
+
+protected:
+ bool CreateSwapChainBuffers() override;
+ void DestroySwapChainBuffers() override;
+
+private:
+ struct BufferResources
+ {
+ std::unique_ptr<DXTexture> texture;
+ std::unique_ptr<DXFramebuffer> framebuffer;
+ };
+
+ std::vector<BufferResources> m_buffers;
+ u32 m_current_buffer = 0;
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/VertexManager.cpp b/Source/Core/VideoBackends/D3D12/VertexManager.cpp
new file mode 100644
index 0000000000..de5facc7a8
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/VertexManager.cpp
@@ -0,0 +1,321 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "Common/CommonTypes.h"
+
+#include "VideoBackends/D3D12/VertexManager.h"
+
+#include "Common/Align.h"
+#include "Common/CommonTypes.h"
+#include "Common/Logging/Log.h"
+#include "Common/MsgHandler.h"
+
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/Renderer.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+
+#include "VideoCommon/GeometryShaderManager.h"
+#include "VideoCommon/IndexGenerator.h"
+#include "VideoCommon/PixelShaderManager.h"
+#include "VideoCommon/Statistics.h"
+#include "VideoCommon/VertexLoaderManager.h"
+#include "VideoCommon/VertexShaderManager.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+VertexManager::VertexManager() = default;
+
+VertexManager::~VertexManager() = default;
+
+bool VertexManager::Initialize()
+{
+ if (!m_vertex_stream_buffer.AllocateBuffer(VERTEX_STREAM_BUFFER_SIZE) ||
+ !m_index_stream_buffer.AllocateBuffer(INDEX_STREAM_BUFFER_SIZE) ||
+ !m_uniform_stream_buffer.AllocateBuffer(UNIFORM_STREAM_BUFFER_SIZE) ||
+ !m_texel_stream_buffer.AllocateBuffer(TEXEL_STREAM_BUFFER_SIZE))
+ {
+ PanicAlert("Failed to allocate streaming buffers");
+ return false;
+ }
+
+ static constexpr std::array<std::pair<TexelBufferFormat, DXGI_FORMAT>, NUM_TEXEL_BUFFER_FORMATS>
+ format_mapping = {{
+ {TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT},
+ {TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT},
+ {TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT},
+ {TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT},
+ }};
+ for (const auto& it : format_mapping)
+ {
+ DescriptorHandle& dh = m_texel_buffer_views[it.first];
+ if (!g_dx_context->GetDescriptorHeapManager().Allocate(&dh))
+ {
+ PanicAlert("Failed to allocate descriptor for texel buffer");
+ return false;
+ }
+
+ D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {it.second, D3D12_SRV_DIMENSION_BUFFER,
+ D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
+ srv_desc.Buffer.NumElements =
+ m_texel_stream_buffer.GetSize() / GetTexelBufferElementSize(it.first);
+ g_dx_context->GetDevice()->CreateShaderResourceView(m_texel_stream_buffer.GetBuffer(),
+ &srv_desc, dh.cpu_handle);
+ }
+
+ UploadAllConstants();
+ return true;
+}
+
+void VertexManager::ResetBuffer(u32 vertex_stride)
+{
+ // Attempt to allocate from buffers
+ bool has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
+ bool has_ibuffer_allocation =
+ m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
+ if (!has_vbuffer_allocation || !has_ibuffer_allocation)
+ {
+ // Flush any pending commands first, so that we can wait on the fences
+ WARN_LOG(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+
+ // Attempt to allocate again, this may cause a fence wait
+ if (!has_vbuffer_allocation)
+ has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
+ if (!has_ibuffer_allocation)
+ has_ibuffer_allocation =
+ m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
+
+ // If we still failed, that means the allocation was too large and will never succeed, so panic
+ if (!has_vbuffer_allocation || !has_ibuffer_allocation)
+ PanicAlert("Failed to allocate space in streaming buffers for pending draw");
+ }
+
+ // Update pointers
+ m_base_buffer_pointer = m_vertex_stream_buffer.GetHostPointer();
+ m_end_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer() + MAXVBUFFERSIZE;
+ m_cur_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer();
+ IndexGenerator::Start(reinterpret_cast<u16*>(m_index_stream_buffer.GetCurrentHostPointer()));
+}
+
+void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
+ u32* out_base_vertex, u32* out_base_index)
+{
+ const u32 vertex_data_size = num_vertices * vertex_stride;
+ const u32 index_data_size = num_indices * sizeof(u16);
+
+ *out_base_vertex =
+ vertex_stride > 0 ? (m_vertex_stream_buffer.GetCurrentOffset() / vertex_stride) : 0;
+ *out_base_index = m_index_stream_buffer.GetCurrentOffset() / sizeof(u16);
+
+ m_vertex_stream_buffer.CommitMemory(vertex_data_size);
+ m_index_stream_buffer.CommitMemory(index_data_size);
+
+ ADDSTAT(stats.thisFrame.bytesVertexStreamed, static_cast<int>(vertex_data_size));
+ ADDSTAT(stats.thisFrame.bytesIndexStreamed, static_cast<int>(index_data_size));
+
+ Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(), vertex_stride,
+ m_vertex_stream_buffer.GetSize());
+ Renderer::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
+ m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);
+}
+
+void VertexManager::UploadUniforms()
+{
+ UpdateVertexShaderConstants();
+ UpdateGeometryShaderConstants();
+ UpdatePixelShaderConstants();
+}
+
+void VertexManager::UpdateVertexShaderConstants()
+{
+ if (!VertexShaderManager::dirty || !ReserveConstantStorage())
+ return;
+
+ Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &VertexShaderManager::constants,
+ sizeof(VertexShaderConstants));
+ m_uniform_stream_buffer.CommitMemory(sizeof(VertexShaderConstants));
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
+ VertexShaderManager::dirty = false;
+}
+
+void VertexManager::UpdateGeometryShaderConstants()
+{
+ if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
+ return;
+
+ Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &GeometryShaderManager::constants,
+ sizeof(GeometryShaderConstants));
+ m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
+ GeometryShaderManager::dirty = false;
+}
+
+void VertexManager::UpdatePixelShaderConstants()
+{
+ if (!PixelShaderManager::dirty || !ReserveConstantStorage())
+ return;
+
+ Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &PixelShaderManager::constants,
+ sizeof(PixelShaderConstants));
+ m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
+ PixelShaderManager::dirty = false;
+}
+
+bool VertexManager::ReserveConstantStorage()
+{
+ static constexpr u32 reserve_size =
+ static_cast<u32>(std::max({sizeof(PixelShaderConstants), sizeof(VertexShaderConstants),
+ sizeof(GeometryShaderConstants)}));
+ if (m_uniform_stream_buffer.ReserveMemory(reserve_size,
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
+ {
+ return true;
+ }
+
+ // The only places that call constant updates are safe to have state restored.
+ WARN_LOG(VIDEO, "Executing command list while waiting for space in uniform buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+
+ // Since we are on a new command buffer, all constants have been invalidated, and we need
+ // to reupload them. We may as well do this now, since we're issuing a draw anyway.
+ UploadAllConstants();
+ return false;
+}
+
+void VertexManager::UploadAllConstants()
+{
+ // We are free to re-use parts of the buffer now since we're uploading all constants.
+ const u32 pixel_constants_offset = 0;
+ const u32 vertex_constants_offset =
+ Common::AlignUp(pixel_constants_offset + sizeof(PixelShaderConstants),
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
+ const u32 geometry_constants_offset =
+ Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants),
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
+ const u32 allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
+
+ // Allocate everything at once.
+ // We should only be here if the buffer was full and a command buffer was submitted anyway.
+ if (!m_uniform_stream_buffer.ReserveMemory(allocation_size,
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
+ {
+ PanicAlert("Failed to allocate space for constants in streaming buffer");
+ return;
+ }
+
+ // Update bindings
+ Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() +
+ pixel_constants_offset);
+ Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
+ vertex_constants_offset);
+ Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
+ geometry_constants_offset);
+
+ // Copy the actual data in
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
+ &PixelShaderManager::constants, sizeof(PixelShaderConstants));
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
+ &VertexShaderManager::constants, sizeof(VertexShaderConstants));
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
+ &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
+
+ // Finally, flush buffer memory after copying
+ m_uniform_stream_buffer.CommitMemory(allocation_size);
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, allocation_size);
+
+ // Clear dirty flags
+ VertexShaderManager::dirty = false;
+ GeometryShaderManager::dirty = false;
+ PixelShaderManager::dirty = false;
+}
+
+void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size)
+{
+ InvalidateConstants();
+ if (!m_uniform_stream_buffer.ReserveMemory(data_size,
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
+ {
+ WARN_LOG(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+ }
+
+ Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
+ std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
+ m_uniform_stream_buffer.CommitMemory(data_size);
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
+}
+
+bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
+ u32* out_offset)
+{
+ if (data_size > m_texel_stream_buffer.GetSize())
+ return false;
+
+ const u32 elem_size = GetTexelBufferElementSize(format);
+ if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
+ {
+ // Try submitting cmdbuffer.
+ WARN_LOG(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+ if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
+ {
+ PanicAlert("Failed to allocate %u bytes from texel buffer", data_size);
+ return false;
+ }
+ }
+
+ std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
+ *out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
+ m_texel_stream_buffer.CommitMemory(data_size);
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
+ Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
+ return true;
+}
+
+bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
+ u32* out_offset, const void* palette_data, u32 palette_size,
+ TexelBufferFormat palette_format, u32* out_palette_offset)
+{
+ const u32 elem_size = GetTexelBufferElementSize(format);
+ const u32 palette_elem_size = GetTexelBufferElementSize(palette_format);
+ const u32 reserve_size = data_size + palette_size + palette_elem_size;
+ if (reserve_size > m_texel_stream_buffer.GetSize())
+ return false;
+
+ if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
+ {
+ // Try submitting cmdbuffer.
+ WARN_LOG(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
+ Renderer::GetInstance()->ExecuteCommandList(false);
+ if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
+ {
+ PanicAlert("Failed to allocate %u bytes from texel buffer", reserve_size);
+ return false;
+ }
+ }
+
+ const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size);
+ std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
+ std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer() + palette_byte_offset, palette_data,
+ palette_size);
+ *out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
+ *out_palette_offset =
+ (static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) + palette_byte_offset) /
+ palette_elem_size;
+
+ m_texel_stream_buffer.CommitMemory(palette_byte_offset + palette_size);
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, palette_byte_offset + palette_size);
+ Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
+ Renderer::GetInstance()->SetTextureDescriptor(1, m_texel_buffer_views[palette_format].cpu_handle);
+ return true;
+}
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/VertexManager.h b/Source/Core/VideoBackends/D3D12/VertexManager.h
new file mode 100644
index 0000000000..c609b49bd0
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/VertexManager.h
@@ -0,0 +1,52 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <memory>
+#include "VideoBackends/D3D12/DescriptorHeapManager.h"
+#include "VideoBackends/D3D12/StreamBuffer.h"
+#include "VideoCommon/VertexManagerBase.h"
+
+namespace DX12
+{
+class VertexManager final : public VertexManagerBase
+{
+public:
+ VertexManager();
+ ~VertexManager();
+
+ bool Initialize() override;
+
+ void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
+ bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
+ u32* out_offset) override;
+ bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset,
+ const void* palette_data, u32 palette_size,
+ TexelBufferFormat palette_format, u32* out_palette_offset) override;
+
+protected:
+ void ResetBuffer(u32 vertex_stride) override;
+ void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
+ u32* out_base_index) override;
+ void UploadUniforms() override;
+
+ void UpdateVertexShaderConstants();
+ void UpdateGeometryShaderConstants();
+ void UpdatePixelShaderConstants();
+
+ // Allocates storage in the uniform buffer of the specified size. If this storage cannot be
+ // allocated immediately, the current command buffer will be submitted and all stage's
+ // constants will be re-uploaded. false will be returned in this case, otherwise true.
+ bool ReserveConstantStorage();
+ void UploadAllConstants();
+
+ StreamBuffer m_vertex_stream_buffer;
+ StreamBuffer m_index_stream_buffer;
+ StreamBuffer m_uniform_stream_buffer;
+ StreamBuffer m_texel_stream_buffer;
+ std::array<DescriptorHandle, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views = {};
+};
+
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/VideoBackend.cpp b/Source/Core/VideoBackends/D3D12/VideoBackend.cpp
new file mode 100644
index 0000000000..0ba778471b
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/VideoBackend.cpp
@@ -0,0 +1,166 @@
+// Copyright 2016 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <string>
+
+#include "Common/CommonTypes.h"
+#include "Common/StringUtil.h"
+
+#include "Core/ConfigManager.h"
+
+#include "VideoBackends/D3D12/Common.h"
+#include "VideoBackends/D3D12/DXContext.h"
+#include "VideoBackends/D3D12/PerfQuery.h"
+#include "VideoBackends/D3D12/Renderer.h"
+#include "VideoBackends/D3D12/SwapChain.h"
+#include "VideoBackends/D3D12/VertexManager.h"
+#include "VideoBackends/D3D12/VideoBackend.h"
+
+#include "VideoCommon/FramebufferManager.h"
+#include "VideoCommon/ShaderCache.h"
+#include "VideoCommon/TextureCacheBase.h"
+#include "VideoCommon/VideoCommon.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+std::string VideoBackend::GetName() const
+{
+ return "D3D12";
+}
+
+std::string VideoBackend::GetDisplayName() const
+{
+ return "Direct3D 12";
+}
+
+void VideoBackend::InitBackendInfo()
+{
+ if (!D3DCommon::LoadLibraries())
+ return;
+
+ FillBackendInfo();
+ D3DCommon::UnloadLibraries();
+}
+
+void VideoBackend::FillBackendInfo()
+{
+ g_Config.backend_info.api_type = APIType::D3D;
+ g_Config.backend_info.bUsesLowerLeftOrigin = false;
+ g_Config.backend_info.bSupportsExclusiveFullscreen = true;
+ g_Config.backend_info.bSupportsDualSourceBlend = true;
+ g_Config.backend_info.bSupportsPrimitiveRestart = true;
+ g_Config.backend_info.bSupportsOversizedViewports = false;
+ g_Config.backend_info.bSupportsGeometryShaders = true;
+ g_Config.backend_info.bSupports3DVision = false;
+ g_Config.backend_info.bSupportsEarlyZ = true;
+ g_Config.backend_info.bSupportsBindingLayout = false;
+ g_Config.backend_info.bSupportsBBox = true;
+ g_Config.backend_info.bSupportsGSInstancing = true;
+ g_Config.backend_info.bSupportsPaletteConversion = true;
+ g_Config.backend_info.bSupportsPostProcessing = true;
+ g_Config.backend_info.bSupportsClipControl = true;
+ g_Config.backend_info.bSupportsSSAA = true;
+ g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
+ g_Config.backend_info.bSupportsDepthClamp = true;
+ g_Config.backend_info.bSupportsReversedDepthRange = false;
+ g_Config.backend_info.bSupportsComputeShaders = true;
+ g_Config.backend_info.bSupportsLogicOp = true;
+ g_Config.backend_info.bSupportsMultithreading = true;
+ g_Config.backend_info.bSupportsGPUTextureDecoding = true;
+ g_Config.backend_info.bSupportsST3CTextures = false;
+ g_Config.backend_info.bSupportsCopyToVram = true;
+ g_Config.backend_info.bSupportsBitfield = false;
+ g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
+ g_Config.backend_info.bSupportsBPTCTextures = false;
+ g_Config.backend_info.bSupportsFramebufferFetch = false;
+ g_Config.backend_info.bSupportsBackgroundCompiling = true;
+ g_Config.backend_info.bSupportsLargePoints = false;
+ g_Config.backend_info.bSupportsPartialDepthCopies = false;
+ g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
+ g_Config.backend_info.AAModes = DXContext::GetAAModes(g_Config.iAdapter);
+
+ // We can only check texture support once we have a device.
+ if (g_dx_context)
+ {
+ g_Config.backend_info.bSupportsST3CTextures =
+ g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
+ g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
+ g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
+ g_Config.backend_info.bSupportsBPTCTextures =
+ g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
+ }
+}
+
+bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
+{
+ if (!DXContext::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
+ {
+ PanicAlert("Failed to create D3D12 context");
+ return false;
+ }
+
+ FillBackendInfo();
+ InitializeShared();
+
+ if (!g_dx_context->CreateGlobalResources())
+ {
+ PanicAlert("Failed to create D3D12 global resources");
+ DXContext::Destroy();
+ ShutdownShared();
+ return false;
+ }
+
+ std::unique_ptr<SwapChain> swap_chain;
+ if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
+ {
+ PanicAlertT("Failed to create D3D swap chain");
+ DXContext::Destroy();
+ ShutdownShared();
+ return false;
+ }
+
+ // Create main wrapper instances.
+ g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
+ g_vertex_manager = std::make_unique<VertexManager>();
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
+ g_framebuffer_manager = std::make_unique<FramebufferManager>();
+ g_texture_cache = std::make_unique<TextureCacheBase>();
+ g_perf_query = std::make_unique<PerfQuery>();
+
+ if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
+ !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
+ !g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
+ {
+ PanicAlert("Failed to initialize renderer classes");
+ Shutdown();
+ return false;
+ }
+
+ g_shader_cache->InitializeShaderCache();
+ return true;
+}
+
+void VideoBackend::Shutdown()
+{
+ // Keep the debug runtime happy...
+ if (g_renderer)
+ Renderer::GetInstance()->ExecuteCommandList(true);
+
+ if (g_shader_cache)
+ g_shader_cache->Shutdown();
+
+ if (g_renderer)
+ g_renderer->Shutdown();
+
+ g_perf_query.reset();
+ g_texture_cache.reset();
+ g_framebuffer_manager.reset();
+ g_shader_cache.reset();
+ g_vertex_manager.reset();
+ g_renderer.reset();
+ DXContext::Destroy();
+ ShutdownShared();
+}
+} // namespace DX12
diff --git a/Source/Core/VideoBackends/D3D12/VideoBackend.h b/Source/Core/VideoBackends/D3D12/VideoBackend.h
new file mode 100644
index 0000000000..f3fe4c4f89
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/VideoBackend.h
@@ -0,0 +1,25 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <string>
+#include "VideoCommon/VideoBackendBase.h"
+
+namespace DX12
+{
+class VideoBackend final : public VideoBackendBase
+{
+public:
+ bool Initialize(const WindowSystemInfo& wsi) override;
+ void Shutdown() override;
+
+ std::string GetName() const override;
+ std::string GetDisplayName() const override;
+ void InitBackendInfo() override;
+
+private:
+ void FillBackendInfo();
+};
+}
diff --git a/Source/Core/VideoCommon/VideoBackendBase.cpp b/Source/Core/VideoCommon/VideoBackendBase.cpp
index f310f68920..d09b32cf82 100644
--- a/Source/Core/VideoCommon/VideoBackendBase.cpp
+++ b/Source/Core/VideoCommon/VideoBackendBase.cpp
@@ -21,6 +21,7 @@
// TODO: ugly
#ifdef _WIN32
#include "VideoBackends/D3D/VideoBackend.h"
+#include "VideoBackends/D3D12/VideoBackend.h"
#endif
#include "VideoBackends/Null/VideoBackend.h"
#include "VideoBackends/OGL/VideoBackend.h"
@@ -184,6 +185,7 @@ void VideoBackendBase::PopulateList()
g_available_video_backends.push_back(std::make_unique<OGL::VideoBackend>());
#ifdef _WIN32
g_available_video_backends.push_back(std::make_unique<DX11::VideoBackend>());
+ g_available_video_backends.push_back(std::make_unique<DX12::VideoBackend>());
#endif
g_available_video_backends.push_back(std::make_unique<Vulkan::VideoBackend>());
g_available_video_backends.push_back(std::make_unique<SW::VideoSoftware>());