[D3D12] Various refactoring mostly on the immediate drawer side, cache immdraw scissor, force stretch alpha to 1

This commit is contained in:
Triang3l
2020-09-20 15:15:08 +03:00
parent 6ba0620b10
commit 183c7eee2b
21 changed files with 145 additions and 117 deletions

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@@ -99,7 +99,7 @@ class D3D12Context : public GraphicsContext {
// kSwapCommandAllocatorCount.
ID3D12GraphicsCommandList* swap_command_list_ = nullptr;
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_;
};
} // namespace d3d12

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@@ -158,7 +158,7 @@ bool D3D12ImmediateDrawer::Initialize() {
}
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kViewportInvSize)];
root_parameters[size_t(RootParameter::kViewportSizeInv)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
@@ -179,7 +179,7 @@ bool D3D12ImmediateDrawer::Initialize() {
return false;
}
// Create the pipelines.
// Create the pipeline states.
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_desc = {};
pipeline_desc.pRootSignature = root_signature_;
pipeline_desc.VS.pShaderBytecode = immediate_vs;
@@ -192,10 +192,13 @@ bool D3D12ImmediateDrawer::Initialize() {
pipeline_blend_desc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeline_blend_desc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeline_blend_desc.BlendOp = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
// Don't change alpha (always 1).
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_ZERO;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_ONE;
pipeline_blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED |
D3D12_COLOR_WRITE_ENABLE_GREEN |
D3D12_COLOR_WRITE_ENABLE_BLUE;
pipeline_desc.SampleMask = UINT_MAX;
pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
@@ -295,6 +298,7 @@ bool D3D12ImmediateDrawer::Initialize() {
// Reset the current state.
current_command_list_ = nullptr;
batch_open_ = false;
return true;
}
@@ -415,6 +419,9 @@ void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
assert_null(current_command_list_);
assert_false(batch_open_);
auto device = context_.GetD3D12Provider().GetDevice();
// Use the compositing command list.
@@ -479,13 +486,17 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
current_command_list_->RSSetViewports(1, &viewport);
current_scissor_.left = 0;
current_scissor_.top = 0;
current_scissor_.right = 0;
current_scissor_.bottom = 0;
current_command_list_->SetGraphicsRootSignature(root_signature_);
float viewport_inv_size[2];
viewport_inv_size[0] = 1.0f / viewport.Width;
viewport_inv_size[1] = 1.0f / viewport.Height;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kViewportInvSize), 2, viewport_inv_size, 0);
UINT(RootParameter::kViewportSizeInv), 2, viewport_inv_size, 0);
current_primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
current_texture_ = nullptr;
@@ -493,21 +504,18 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
}
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
assert_false(batch_open_);
assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
}
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
batch_open_ = false;
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
// Bind the vertices.
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
vertex_buffer_view.StrideInBytes = UINT(sizeof(ImmediateVertex));
vertex_buffer_view.SizeInBytes =
batch.vertex_count * uint32_t(sizeof(ImmediateVertex));
UINT(sizeof(ImmediateVertex)) * batch.vertex_count;
void* vertex_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value, vertex_buffer_view.SizeInBytes, sizeof(uint32_t),
current_fence_value, vertex_buffer_view.SizeInBytes, sizeof(float),
nullptr, nullptr, &vertex_buffer_view.BufferLocation);
if (vertex_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for {} vertices in the immediate drawer",
@@ -522,7 +530,7 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
batch_has_index_buffer_ = batch.indices != nullptr;
if (batch_has_index_buffer_) {
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.SizeInBytes = batch.index_count * sizeof(uint16_t);
index_buffer_view.SizeInBytes = UINT(sizeof(uint16_t)) * batch.index_count;
index_buffer_view.Format = DXGI_FORMAT_R16_UINT;
void* index_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value, index_buffer_view.SizeInBytes, sizeof(uint16_t),
@@ -541,11 +549,6 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
}
void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
assert_not_null(current_command_list_);
if (current_command_list_ == nullptr) {
return;
}
if (!batch_open_) {
// Could be an error while obtaining the vertex and index buffers.
return;
@@ -554,6 +557,32 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
auto& provider = context_.GetD3D12Provider();
auto device = provider.GetDevice();
// Set the scissor rectangle if enabled.
D3D12_RECT scissor;
if (draw.scissor) {
scissor.left = draw.scissor_rect[0];
scissor.top = current_render_target_height_ -
(draw.scissor_rect[1] + draw.scissor_rect[3]);
scissor.right = scissor.left + draw.scissor_rect[2];
scissor.bottom = scissor.top + draw.scissor_rect[3];
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = current_render_target_width_;
scissor.bottom = current_render_target_height_;
}
if (scissor.right <= scissor.left || scissor.bottom <= scissor.top) {
// Nothing is visible (used as the default current_scissor_ value also).
return;
}
if (current_scissor_.left != scissor.left ||
current_scissor_.top != scissor.top ||
current_scissor_.right != scissor.right ||
current_scissor_.bottom != scissor.bottom) {
current_scissor_ = scissor;
current_command_list_->RSSetScissorRects(1, &scissor);
}
// Bind the texture.
auto texture = reinterpret_cast<D3D12ImmediateTexture*>(draw.texture_handle);
ID3D12Resource* texture_resource;
@@ -580,6 +609,7 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
current_command_list_->SetDescriptorHeaps(2, descriptor_heaps);
}
if (bind_texture) {
current_texture_ = texture;
D3D12_SHADER_RESOURCE_VIEW_DESC texture_view_desc;
texture_view_desc.Format = D3D12ImmediateTexture::kFormat;
texture_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
@@ -599,7 +629,6 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
provider.OffsetViewDescriptor(
texture_descriptor_pool_->GetLastRequestHeapGPUStart(),
texture_descriptor_index));
current_texture_ = texture;
}
// Bind the sampler.
@@ -616,11 +645,11 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
sampler_index = SamplerIndex::kNearestClamp;
}
if (current_sampler_index_ != sampler_index) {
current_sampler_index_ = sampler_index;
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kSampler),
provider.OffsetSamplerDescriptor(sampler_heap_gpu_start_,
uint32_t(sampler_index)));
current_sampler_index_ = sampler_index;
}
// Set whether texture coordinates need to be restricted.
@@ -646,27 +675,11 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
return;
}
if (current_primitive_topology_ != primitive_topology) {
current_primitive_topology_ = primitive_topology;
current_command_list_->IASetPrimitiveTopology(primitive_topology);
current_command_list_->SetPipelineState(pipeline);
current_primitive_topology_ = primitive_topology;
}
// Set the scissor rectangle if enabled.
D3D12_RECT scissor;
if (draw.scissor) {
scissor.left = draw.scissor_rect[0];
scissor.top = current_render_target_height_ -
(draw.scissor_rect[1] + draw.scissor_rect[3]);
scissor.right = scissor.left + draw.scissor_rect[2];
scissor.bottom = scissor.top + draw.scissor_rect[3];
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = current_render_target_width_;
scissor.bottom = current_render_target_height_;
}
current_command_list_->RSSetScissorRects(1, &scissor);
// Draw.
if (batch_has_index_buffer_) {
current_command_list_->DrawIndexedInstanced(
@@ -678,7 +691,10 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; }
void D3D12ImmediateDrawer::End() {
assert_false(batch_open_);
current_command_list_ = nullptr;
}
} // namespace d3d12
} // namespace ui

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@@ -54,7 +54,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
kRestrictTextureSamples,
kTexture,
kSampler,
kViewportInvSize,
kViewportSizeInv,
kCount
};
@@ -75,8 +75,8 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
std::unique_ptr<D3D12UploadBufferPool> vertex_buffer_pool_ = nullptr;
std::unique_ptr<D3D12DescriptorHeapPool> texture_descriptor_pool_ = nullptr;
std::unique_ptr<D3D12UploadBufferPool> vertex_buffer_pool_;
std::unique_ptr<D3D12DescriptorHeapPool> texture_descriptor_pool_;
uint64_t texture_descriptor_pool_heap_index_;
struct PendingTextureUpload {
@@ -95,6 +95,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
int current_render_target_width_, current_render_target_height_;
bool batch_open_ = false;
bool batch_has_index_buffer_;
D3D12_RECT current_scissor_;
D3D_PRIMITIVE_TOPOLOGY current_primitive_topology_;
ImmediateTexture* current_texture_;
SamplerIndex current_sampler_index_;

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@@ -1,8 +1,8 @@
// generated from `xb buildhlsl`
// source: immediate.vs.hlsl
const uint8_t immediate_vs[] = {
0x44, 0x58, 0x42, 0x43, 0x6A, 0xC1, 0xC3, 0xE8, 0xA7, 0x09, 0x30, 0xF3,
0x48, 0x84, 0xA3, 0x3C, 0x7D, 0x90, 0xA1, 0x09, 0x01, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0xC3, 0x3E, 0x79, 0xCB, 0x09, 0x65, 0x04, 0xF0,
0x71, 0x43, 0x47, 0x45, 0xAC, 0xE1, 0xA9, 0x03, 0x01, 0x00, 0x00, 0x00,
0x00, 0x04, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x54, 0x01, 0x00, 0x00, 0xC4, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00,
0x64, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x18, 0x01, 0x00, 0x00,
@@ -21,8 +21,8 @@ const uint8_t immediate_vs[] = {
0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0xCC, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x78, 0x65, 0x5F, 0x76,
0x69, 0x65, 0x77, 0x70, 0x6F, 0x72, 0x74, 0x5F, 0x69, 0x6E, 0x76, 0x5F,
0x73, 0x69, 0x7A, 0x65, 0x00, 0x66, 0x6C, 0x6F, 0x61, 0x74, 0x32, 0x00,
0x69, 0x65, 0x77, 0x70, 0x6F, 0x72, 0x74, 0x5F, 0x73, 0x69, 0x7A, 0x65,
0x5F, 0x69, 0x6E, 0x76, 0x00, 0x66, 0x6C, 0x6F, 0x61, 0x74, 0x32, 0x00,
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xC5, 0x00, 0x00, 0x00,

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@@ -7,7 +7,7 @@
// cbuffer $Globals
// {
//
// float2 xe_viewport_inv_size; // Offset: 0 Size: 8
// float2 xe_viewport_size_inv; // Offset: 0 Size: 8
//
// }
//

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@@ -1,4 +1,4 @@
float2 xe_viewport_inv_size : register(b0);
float2 xe_viewport_size_inv : register(b0);
struct XeVertexShaderInput {
float2 position : POSITION;
@@ -15,7 +15,7 @@ struct XeVertexShaderOutput {
XeVertexShaderOutput main(XeVertexShaderInput input) {
XeVertexShaderOutput output;
output.position = float4(
input.position * xe_viewport_inv_size * float2(2.0, -2.0) +
input.position * xe_viewport_size_inv * float2(2.0, -2.0) +
float2(-1.0, 1.0), 0.0, 1.0);
output.texcoord = input.texcoord;
output.color = input.color;