[D3D12] Minor RT code style/comments cleanup

This commit is contained in:
Triang3l
2022-03-22 21:48:26 +03:00
parent ee8e71cea8
commit 32ab1a2df1
4 changed files with 151 additions and 146 deletions

View File

@@ -126,95 +126,6 @@ class D3D12RenderTargetCache final : public RenderTargetCache {
xenos::DepthRenderTargetFormat format);
protected:
class D3D12RenderTarget final : public RenderTarget {
public:
// descriptor_draw_srgb is only used for k_8_8_8_8 render targets when host
// sRGB (gamma_render_target_as_srgb) is used. descriptor_load is present
// when the DXGI formats are different for drawing and bit-exact loading
// (for NaN pattern preservation across EDRAM tile ownership transfers in
// floating-point formats, and to distinguish between two -1 representations
// in snorm formats).
D3D12RenderTarget(
RenderTargetKey key, ID3D12Resource* resource,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_draw,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_draw_srgb,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&&
descriptor_load_separate,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_srv,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_srv_stencil,
D3D12_RESOURCE_STATES resource_state)
: RenderTarget(key),
resource_(resource),
descriptor_draw_(std::move(descriptor_draw)),
descriptor_draw_srgb_(std::move(descriptor_draw_srgb)),
descriptor_load_separate_(std::move(descriptor_load_separate)),
descriptor_srv_(std::move(descriptor_srv)),
descriptor_srv_stencil_(std::move(descriptor_srv_stencil)),
resource_state_(resource_state) {}
ID3D12Resource* resource() const { return resource_.Get(); }
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_draw()
const {
return descriptor_draw_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_draw_srgb()
const {
return descriptor_draw_srgb_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_srv()
const {
return descriptor_srv_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor&
descriptor_srv_stencil() const {
return descriptor_srv_stencil_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor&
descriptor_load_separate() const {
return descriptor_load_separate_;
}
D3D12_RESOURCE_STATES SetResourceState(D3D12_RESOURCE_STATES new_state) {
D3D12_RESOURCE_STATES old_state = resource_state_;
resource_state_ = new_state;
return old_state;
}
uint32_t temporary_srv_descriptor_index() const {
return temporary_srv_descriptor_index_;
}
void SetTemporarySRVDescriptorIndex(uint32_t index) {
temporary_srv_descriptor_index_ = index;
}
uint32_t temporary_srv_descriptor_index_stencil() const {
return temporary_srv_descriptor_index_stencil_;
}
void SetTemporarySRVDescriptorIndexStencil(uint32_t index) {
temporary_srv_descriptor_index_stencil_ = index;
}
uint32_t temporary_sort_index() const { return temporary_sort_index_; }
void SetTemporarySortIndex(uint32_t index) {
temporary_sort_index_ = index;
}
private:
Microsoft::WRL::ComPtr<ID3D12Resource> resource_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_draw_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_draw_srgb_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_load_separate_;
// Texture SRV non-shader-visible descriptors, to prepare shader-visible
// descriptors faster, by copying rather than by creating every time.
// TODO(Triang3l): With bindless resources, persistently store them in the
// heap.
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_srv_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_srv_stencil_;
D3D12_RESOURCE_STATES resource_state_;
// Temporary storage for indices in operations like transfers and dumps.
uint32_t temporary_srv_descriptor_index_ = UINT32_MAX;
uint32_t temporary_srv_descriptor_index_stencil_ = UINT32_MAX;
uint32_t temporary_sort_index_ = 0;
};
uint32_t GetMaxRenderTargetWidth() const override {
return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
}
@@ -310,6 +221,95 @@ class D3D12RenderTargetCache final : public RenderTargetCache {
// For host render targets.
class D3D12RenderTarget final : public RenderTarget {
public:
// descriptor_draw_srgb is only used for k_8_8_8_8 render targets when host
// sRGB (gamma_render_target_as_srgb) is used. descriptor_load is present
// when the DXGI formats are different for drawing and bit-exact loading
// (for NaN pattern preservation across EDRAM tile ownership transfers in
// floating-point formats, and to distinguish between two -1 representations
// in snorm formats).
D3D12RenderTarget(
RenderTargetKey key, ID3D12Resource* resource,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_draw,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_draw_srgb,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&&
descriptor_load_separate,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_srv,
ui::d3d12::D3D12CpuDescriptorPool::Descriptor&& descriptor_srv_stencil,
D3D12_RESOURCE_STATES resource_state)
: RenderTarget(key),
resource_(resource),
descriptor_draw_(std::move(descriptor_draw)),
descriptor_draw_srgb_(std::move(descriptor_draw_srgb)),
descriptor_load_separate_(std::move(descriptor_load_separate)),
descriptor_srv_(std::move(descriptor_srv)),
descriptor_srv_stencil_(std::move(descriptor_srv_stencil)),
resource_state_(resource_state) {}
ID3D12Resource* resource() const { return resource_.Get(); }
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_draw()
const {
return descriptor_draw_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_draw_srgb()
const {
return descriptor_draw_srgb_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor& descriptor_srv()
const {
return descriptor_srv_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor&
descriptor_srv_stencil() const {
return descriptor_srv_stencil_;
}
const ui::d3d12::D3D12CpuDescriptorPool::Descriptor&
descriptor_load_separate() const {
return descriptor_load_separate_;
}
D3D12_RESOURCE_STATES SetResourceState(D3D12_RESOURCE_STATES new_state) {
D3D12_RESOURCE_STATES old_state = resource_state_;
resource_state_ = new_state;
return old_state;
}
uint32_t temporary_srv_descriptor_index() const {
return temporary_srv_descriptor_index_;
}
void SetTemporarySRVDescriptorIndex(uint32_t index) {
temporary_srv_descriptor_index_ = index;
}
uint32_t temporary_srv_descriptor_index_stencil() const {
return temporary_srv_descriptor_index_stencil_;
}
void SetTemporarySRVDescriptorIndexStencil(uint32_t index) {
temporary_srv_descriptor_index_stencil_ = index;
}
uint32_t temporary_sort_index() const { return temporary_sort_index_; }
void SetTemporarySortIndex(uint32_t index) {
temporary_sort_index_ = index;
}
private:
Microsoft::WRL::ComPtr<ID3D12Resource> resource_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_draw_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_draw_srgb_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_load_separate_;
// Texture SRV non-shader-visible descriptors, to prepare shader-visible
// descriptors faster, by copying rather than by creating every time.
// TODO(Triang3l): With bindless resources, persistently store them in the
// heap.
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_srv_;
ui::d3d12::D3D12CpuDescriptorPool::Descriptor descriptor_srv_stencil_;
D3D12_RESOURCE_STATES resource_state_;
// Temporary storage for indices in operations like transfers and dumps.
uint32_t temporary_srv_descriptor_index_ = UINT32_MAX;
uint32_t temporary_srv_descriptor_index_stencil_ = UINT32_MAX;
uint32_t temporary_sort_index_ = 0;
};
enum TransferCBVRegister : uint32_t {
kTransferCBVRegisterStencilMask,
kTransferCBVRegisterAddress,
@@ -438,7 +438,7 @@ class D3D12RenderTargetCache final : public RenderTargetCache {
// Last bits because this affects the root signature - after sorting, only
// change it as fewer times as possible. Depth buffers have an additional
// depth SRV.
// stencil SRV.
static_assert(size_t(TransferMode::kCount) <= (size_t(1) << 3));
TransferMode mode : 3;
};