[D3D12] Switch from gflags to cvars
This commit is contained in:
@@ -7,18 +7,17 @@
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******************************************************************************
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*/
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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#include <gflags/gflags.h>
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#include "third_party/xxhash/xxhash.h"
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#include <algorithm>
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#include <cstring>
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/profiling.h"
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/xenos.h"
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@@ -26,27 +25,31 @@
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DEFINE_bool(d3d12_edram_rov, true,
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"Use rasterizer-ordered views for render target emulation where "
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"available.");
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"available.",
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"D3D12");
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// Some games (such as Banjo-Kazooie) are not aware of the half-pixel offset and
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// may be blurry or have texture sampling artifacts, in this case the user may
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// disable half-pixel offset by setting this to false.
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DEFINE_bool(d3d12_half_pixel_offset, true,
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"Enable half-pixel vertex and VPOS offset.");
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"Enable half-pixel vertex and VPOS offset.", "D3D12");
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DEFINE_bool(d3d12_readback_memexport, false,
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"Read data written by memory export in shaders on the CPU. This "
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"may be needed in some games (but many only access exported data "
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"on the GPU, and this flag isn't needed to handle such behavior), "
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"but causes mid-frame synchronization, so it has a huge "
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"performance impact.");
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"performance impact.",
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"D3D12");
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DEFINE_bool(d3d12_readback_resolve, false,
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"Read render-to-texture results on the CPU. This may be needed in "
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"some games, for instance, for screenshots in saved games, but "
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"causes mid-frame synchronization, so it has a huge performance "
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"impact.");
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"impact.",
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"D3D12");
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DEFINE_bool(d3d12_ssaa_custom_sample_positions, false,
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"Enable custom SSAA sample positions for the RTV/DSV rendering "
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"path where available instead of centers (experimental, not very "
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"high-quality).");
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"high-quality).",
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"D3D12");
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namespace xe {
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namespace gpu {
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@@ -78,7 +81,7 @@ void D3D12CommandProcessor::RequestFrameTrace(const std::wstring& root_path) {
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}
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bool D3D12CommandProcessor::IsROVUsedForEDRAM() const {
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if (!FLAGS_d3d12_edram_rov) {
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if (!cvars::d3d12_edram_rov) {
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return false;
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}
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auto provider = GetD3D12Context()->GetD3D12Provider();
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@@ -540,7 +543,7 @@ void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) {
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// for ROV output. There's hardly any difference between 2,6 (of 0 and 3 with
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// 4x MSAA) and 4,4 anyway.
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/nf-d3d12-id3d12graphicscommandlist1-setsamplepositions
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if (FLAGS_d3d12_ssaa_custom_sample_positions && !IsROVUsedForEDRAM()) {
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if (cvars::d3d12_ssaa_custom_sample_positions && !IsROVUsedForEDRAM()) {
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auto provider = GetD3D12Context()->GetD3D12Provider();
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auto tier = provider->GetProgrammableSamplePositionsTier();
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if (tier >= 2 &&
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@@ -1611,7 +1614,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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memexport_range.base_address_dwords << 2,
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memexport_range.size_dwords << 2);
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}
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if (FLAGS_d3d12_readback_memexport) {
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if (cvars::d3d12_readback_memexport) {
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// Read the exported data on the CPU.
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uint32_t memexport_total_size = 0;
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for (uint32_t i = 0; i < memexport_range_count; ++i) {
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@@ -1672,7 +1675,7 @@ bool D3D12CommandProcessor::IssueCopy() {
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written_length)) {
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return false;
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}
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if (FLAGS_d3d12_readback_resolve && !texture_cache_->IsResolutionScale2X() &&
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if (cvars::d3d12_readback_resolve && !texture_cache_->IsResolutionScale2X() &&
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written_length) {
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// Read the resolved data on the CPU.
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ID3D12Resource* readback_buffer = RequestReadbackBuffer(written_length);
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@@ -2274,7 +2277,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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// TODO(Triang3l): Check if ps_param_gen should give center positions in
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// OpenGL mode on the Xbox 360.
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float pixel_half_pixel_offset = 0.5f;
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if (FLAGS_d3d12_half_pixel_offset && !(pa_su_vtx_cntl & (1 << 0))) {
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if (cvars::d3d12_half_pixel_offset && !(pa_su_vtx_cntl & (1 << 0))) {
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// Signs are hopefully correct here, tested in GTA IV on both clearing
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// (without a viewport) and drawing things near the edges of the screen.
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if (pa_cl_vte_cntl & (1 << 0)) {
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@@ -2406,7 +2409,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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// be incorrect in this case, but there's no other way without using ROV,
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// though there's an option to limit the range to -1...1).
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// http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/inferred_lighting.pdf
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if (!IsROVUsedForEDRAM() && FLAGS_d3d12_16bit_rtv_full_range) {
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if (!IsROVUsedForEDRAM() && cvars::d3d12_16bit_rtv_full_range) {
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color_exp_bias -= 5;
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}
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}
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@@ -9,8 +9,6 @@
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#include "xenia/gpu/d3d12/pipeline_cache.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include <cinttypes>
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#include <cmath>
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@@ -20,6 +18,7 @@
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#include "third_party/xxhash/xxhash.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/profiling.h"
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@@ -28,21 +27,24 @@
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#include "xenia/gpu/gpu_flags.h"
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DEFINE_bool(d3d12_dxbc_disasm, false,
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"Disassemble DXBC shaders after generation.");
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"Disassemble DXBC shaders after generation.", "D3D12");
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DEFINE_int32(
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d3d12_pipeline_creation_threads, -1,
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"Number of threads used for graphics pipeline state creation. -1 to "
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"calculate automatically (75% of logical CPU cores), 1-16 to specify the "
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"number of threads explicitly, 0 to disable multithreaded pipeline state "
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"creation.");
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"creation.",
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"D3D12");
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DEFINE_bool(
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d3d12_tessellation_adaptive, false,
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"Allow games to use adaptive tessellation - may be disabled if the game "
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"has issues with memexport, the maximum factor will be used in this case. "
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"Temporarily disabled by default since there are visible cracks currently "
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"in Halo 3.");
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"in Halo 3.",
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"D3D12");
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DEFINE_bool(d3d12_tessellation_wireframe, false,
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"Display tessellated surfaces as wireframe for debugging.");
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"Display tessellated surfaces as wireframe for debugging.",
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"D3D12");
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namespace xe {
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namespace gpu {
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@@ -81,18 +83,18 @@ PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
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PipelineCache::~PipelineCache() { Shutdown(); }
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bool PipelineCache::Initialize() {
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if (FLAGS_d3d12_pipeline_creation_threads != 0) {
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if (cvars::d3d12_pipeline_creation_threads != 0) {
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creation_threads_busy_ = 0;
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creation_completion_event_ =
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xe::threading::Event::CreateManualResetEvent(true);
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creation_completion_set_event_ = false;
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creation_threads_shutdown_ = false;
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uint32_t creation_thread_count;
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if (FLAGS_d3d12_pipeline_creation_threads < 0) {
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if (cvars::d3d12_pipeline_creation_threads < 0) {
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creation_thread_count = std::max(
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xe::threading::logical_processor_count() * 3 / 4, uint32_t(1));
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} else {
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creation_thread_count = uint32_t(FLAGS_d3d12_pipeline_creation_threads);
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creation_thread_count = uint32_t(cvars::d3d12_pipeline_creation_threads);
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}
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creation_thread_count = std::min(creation_thread_count, uint32_t(16));
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for (uint32_t i = 0; i < creation_thread_count; ++i) {
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@@ -331,7 +333,7 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
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}
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// Disassemble the shader for dumping.
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if (FLAGS_d3d12_dxbc_disasm) {
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if (cvars::d3d12_dxbc_disasm) {
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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if (!shader->DisassembleDxbc(provider)) {
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XELOGE("Failed to disassemble DXBC shader %.16" PRIX64,
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@@ -340,8 +342,8 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
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}
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// Dump shader files if desired.
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if (!FLAGS_dump_shaders.empty()) {
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shader->Dump(FLAGS_dump_shaders, "d3d12");
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if (!cvars::dump_shaders.empty()) {
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shader->Dump(cvars::dump_shaders, "d3d12");
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}
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return shader->is_valid();
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@@ -390,7 +392,7 @@ bool PipelineCache::GetCurrentStateDescription(
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break;
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case TessellationMode::kAdaptive:
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description_out.tessellation_mode =
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FLAGS_d3d12_tessellation_adaptive
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cvars::d3d12_tessellation_adaptive
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? PipelineTessellationMode::kAdaptive
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: PipelineTessellationMode::kContinuous;
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break;
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@@ -549,7 +551,7 @@ bool PipelineCache::GetCurrentStateDescription(
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description_out.depth_bias_slope_scaled =
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poly_offset_scale * (1.0f / 16.0f);
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}
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if (FLAGS_d3d12_tessellation_wireframe && tessellated &&
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if (cvars::d3d12_tessellation_wireframe && tessellated &&
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(primitive_type == PrimitiveType::kTrianglePatch ||
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primitive_type == PrimitiveType::kQuadPatch)) {
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description_out.fill_mode_wireframe = 1;
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@@ -9,11 +9,10 @@
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#include "xenia/gpu/d3d12/primitive_converter.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/memory.h"
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@@ -26,7 +25,8 @@ DEFINE_bool(d3d12_convert_quads_to_triangles, false,
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"Convert quad lists to triangle lists on the CPU instead of using "
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"a geometry shader. Not recommended for playing, for debugging "
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"primarily (because PIX fails to display vertices when a geometry "
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"shader is used).");
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"shader is used).",
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"D3D12");
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namespace xe {
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namespace gpu {
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@@ -176,7 +176,7 @@ PrimitiveType PrimitiveConverter::GetReplacementPrimitiveType(
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case PrimitiveType::kLineLoop:
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return PrimitiveType::kLineStrip;
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case PrimitiveType::kQuadList:
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if (FLAGS_d3d12_convert_quads_to_triangles) {
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if (cvars::d3d12_convert_quads_to_triangles) {
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return PrimitiveType::kTriangleList;
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}
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break;
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@@ -213,7 +213,7 @@ PrimitiveConverter::ConversionResult PrimitiveConverter::ConvertPrimitives(
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return ConversionResult::kConversionNotNeeded;
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}
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} else if (source_type == PrimitiveType::kQuadList) {
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if (!FLAGS_d3d12_convert_quads_to_triangles) {
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if (!cvars::d3d12_convert_quads_to_triangles) {
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return ConversionResult::kConversionNotNeeded;
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}
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} else if (source_type != PrimitiveType::kTriangleFan &&
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@@ -731,7 +731,7 @@ D3D12_GPU_VIRTUAL_ADDRESS PrimitiveConverter::GetStaticIndexBuffer(
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kStaticIBTriangleFanOffset * sizeof(uint16_t);
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}
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if (source_type == PrimitiveType::kQuadList &&
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FLAGS_d3d12_convert_quads_to_triangles) {
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cvars::d3d12_convert_quads_to_triangles) {
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index_count_out = (index_count >> 2) * 6;
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return static_ib_gpu_address_ + kStaticIBQuadOffset * sizeof(uint16_t);
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}
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@@ -9,13 +9,12 @@
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#include "xenia/gpu/d3d12/render_target_cache.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/memory.h"
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@@ -27,12 +26,14 @@
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DEFINE_bool(d3d12_16bit_rtv_full_range, true,
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"Use full -32...32 range for RG16 and RGBA16 render targets "
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"(at the expense of blending correctness) without ROV.");
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"(at the expense of blending correctness) without ROV.",
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"D3D12");
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DEFINE_bool(d3d12_resolution_scale_resolve_edge_clamp, true,
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"When using resolution scale, apply the hack that duplicates the "
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"right/lower subpixel in the left and top sides of render target "
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"resolve areas to eliminate the gap caused by half-pixel offset "
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"(this is necessary for certain games like GTA IV to work).");
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"(this is necessary for certain games like GTA IV to work).",
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"D3D12");
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DECLARE_bool(d3d12_half_pixel_offset);
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namespace xe {
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@@ -1303,7 +1304,7 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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// there on the guest side.
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// http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/inferred_lighting.pdf
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if (command_processor_->IsROVUsedForEDRAM() ||
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FLAGS_d3d12_16bit_rtv_full_range) {
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cvars::d3d12_16bit_rtv_full_range) {
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dest_exp_bias += 5;
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}
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}
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@@ -1340,8 +1341,9 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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// sides of the screen caused by half-pixel offset becoming whole pixel offset
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// with scaled rendering resolution.
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bool resolution_scale_edge_clamp =
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resolution_scale_2x_ && FLAGS_d3d12_resolution_scale_resolve_edge_clamp &&
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FLAGS_d3d12_half_pixel_offset &&
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resolution_scale_2x_ &&
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cvars::d3d12_resolution_scale_resolve_edge_clamp &&
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cvars::d3d12_half_pixel_offset &&
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!(regs[XE_GPU_REG_PA_SU_VTX_CNTL].u32 & 0x1);
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if (sample_select <= xenos::CopySampleSelect::k3 &&
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src_texture_format == dest_format && dest_exp_bias == 0) {
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@@ -10,10 +10,9 @@
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#ifndef XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
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#define XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
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#include <gflags/gflags.h>
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#include <unordered_map>
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#include "xenia/base/cvar.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/d3d12/shared_memory.h"
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#include "xenia/gpu/d3d12/texture_cache.h"
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@@ -9,12 +9,11 @@
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#include "xenia/gpu/d3d12/shared_memory.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include <cstring>
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/memory.h"
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@@ -26,7 +25,8 @@ DEFINE_bool(d3d12_tiled_shared_memory, true,
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"Enable tiled resources for shared memory emulation. Disabling "
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"them greatly increases video memory usage - a 512 MB buffer is "
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"created - but allows graphics debuggers that don't support tiled "
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"resources to work.");
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"resources to work.",
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"D3D12");
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namespace xe {
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namespace gpu {
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@@ -453,7 +453,7 @@ void SharedMemory::RangeWrittenByGPU(uint32_t start, uint32_t length) {
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}
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bool SharedMemory::AreTiledResourcesUsed() const {
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if (!FLAGS_d3d12_tiled_shared_memory) {
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if (!cvars::d3d12_tiled_shared_memory) {
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return false;
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}
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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@@ -9,7 +9,6 @@
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#include "xenia/gpu/d3d12/texture_cache.h"
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#include <gflags/gflags.h>
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#include "third_party/xxhash/xxhash.h"
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#include <algorithm>
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@@ -17,6 +16,7 @@
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#include "xenia/base/assert.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/profiling.h"
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@@ -27,20 +27,24 @@
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DEFINE_int32(d3d12_resolution_scale, 1,
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"Scale of rendering width and height (currently only 1 and 2 "
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"are available).");
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"are available).",
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"D3D12");
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DEFINE_int32(d3d12_texture_cache_limit_soft, 384,
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"Maximum host texture memory usage (in megabytes) above which old "
|
||||
"textures will be destroyed (lifetime configured with "
|
||||
"d3d12_texture_cache_limit_soft_lifetime). If using 2x resolution "
|
||||
"scale, 1.25x of this is used.");
|
||||
"scale, 1.25x of this is used.",
|
||||
"D3D12");
|
||||
DEFINE_int32(d3d12_texture_cache_limit_soft_lifetime, 30,
|
||||
"Seconds a texture should be unused to be considered old enough "
|
||||
"to be deleted if texture memory usage exceeds "
|
||||
"d3d12_texture_cache_limit_soft.");
|
||||
"d3d12_texture_cache_limit_soft.",
|
||||
"D3D12");
|
||||
DEFINE_int32(d3d12_texture_cache_limit_hard, 768,
|
||||
"Maximum host texture memory usage (in megabytes) above which "
|
||||
"textures will be destroyed as soon as possible. If using 2x "
|
||||
"resolution scale, 1.25x of this is used.");
|
||||
"resolution scale, 1.25x of this is used.",
|
||||
"D3D12");
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
@@ -484,7 +488,7 @@ bool TextureCache::Initialize() {
|
||||
// Try to create the tiled buffer 2x resolution scaling.
|
||||
// Not currently supported with the RTV/DSV output path for various reasons.
|
||||
// As of November 27th, 2018, PIX doesn't support tiled buffers.
|
||||
if (FLAGS_d3d12_resolution_scale >= 2 &&
|
||||
if (cvars::d3d12_resolution_scale >= 2 &&
|
||||
command_processor_->IsROVUsedForEDRAM() &&
|
||||
provider->GetTiledResourcesTier() >= 1 &&
|
||||
provider->GetGraphicsAnalysis() == nullptr &&
|
||||
@@ -738,14 +742,14 @@ void TextureCache::BeginFrame() {
|
||||
// If memory usage is too high, destroy unused textures.
|
||||
uint64_t last_completed_frame =
|
||||
command_processor_->GetD3D12Context()->GetLastCompletedFrame();
|
||||
uint32_t limit_soft_mb = FLAGS_d3d12_texture_cache_limit_soft;
|
||||
uint32_t limit_hard_mb = FLAGS_d3d12_texture_cache_limit_hard;
|
||||
uint32_t limit_soft_mb = cvars::d3d12_texture_cache_limit_soft;
|
||||
uint32_t limit_hard_mb = cvars::d3d12_texture_cache_limit_hard;
|
||||
if (IsResolutionScale2X()) {
|
||||
limit_soft_mb += limit_soft_mb >> 2;
|
||||
limit_hard_mb += limit_hard_mb >> 2;
|
||||
}
|
||||
uint32_t limit_soft_lifetime =
|
||||
std::max(FLAGS_d3d12_texture_cache_limit_soft_lifetime, 0) * 1000;
|
||||
std::max(cvars::d3d12_texture_cache_limit_soft_lifetime, 0) * 1000;
|
||||
bool destroyed_any = false;
|
||||
while (texture_used_first_ != nullptr) {
|
||||
uint64_t total_size_mb = textures_total_size_ >> 20;
|
||||
|
||||
Reference in New Issue
Block a user