[D3D12] 64bpp resolve and clear - GTA IV ingame
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@@ -29,6 +29,7 @@ namespace d3d12 {
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// Generated with `xb buildhlsl`.
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#include "xenia/gpu/d3d12/shaders/bin/edram_clear_32bpp_cs.h"
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#include "xenia/gpu/d3d12/shaders/bin/edram_clear_64bpp_cs.h"
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#include "xenia/gpu/d3d12/shaders/bin/edram_clear_depth_float_cs.h"
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#include "xenia/gpu/d3d12/shaders/bin/edram_load_color_32bpp_cs.h"
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#include "xenia/gpu/d3d12/shaders/bin/edram_load_color_64bpp_cs.h"
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@@ -194,6 +195,16 @@ bool RenderTargetCache::Initialize() {
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return false;
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}
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edram_clear_32bpp_pipeline_->SetName(L"EDRAM Clear 32bpp");
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// Clear 64-bit color.
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edram_clear_64bpp_pipeline_ = ui::d3d12::util::CreateComputePipeline(
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device, edram_clear_64bpp_cs, sizeof(edram_clear_64bpp_cs),
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edram_clear_root_signature_);
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if (edram_clear_64bpp_pipeline_ == nullptr) {
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XELOGE("Failed to create the EDRAM 64bpp clear pipeline");
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Shutdown();
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return false;
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}
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edram_clear_64bpp_pipeline_->SetName(L"EDRAM Clear 64bpp");
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// Clear float depth.
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edram_clear_depth_float_pipeline_ = ui::d3d12::util::CreateComputePipeline(
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device, edram_clear_depth_float_cs, sizeof(edram_clear_depth_float_cs),
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@@ -272,6 +283,7 @@ void RenderTargetCache::Shutdown() {
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ui::d3d12::util::ReleaseAndNull(edram_tile_sample_64bpp_pipeline_);
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ui::d3d12::util::ReleaseAndNull(edram_tile_sample_32bpp_pipeline_);
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ui::d3d12::util::ReleaseAndNull(edram_clear_depth_float_pipeline_);
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ui::d3d12::util::ReleaseAndNull(edram_clear_64bpp_pipeline_);
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ui::d3d12::util::ReleaseAndNull(edram_clear_32bpp_pipeline_);
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for (uint32_t i = 0; i < uint32_t(EDRAMLoadStoreMode::kCount); ++i) {
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ui::d3d12::util::ReleaseAndNull(edram_store_pipelines_[i]);
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@@ -1473,8 +1485,10 @@ bool RenderTargetCache::ResolveClear(uint32_t edram_base,
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}
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command_processor_->SetComputePipeline(edram_clear_depth_float_pipeline_);
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} else if (is_64bpp) {
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// TODO(Triang3l): 64bpp color clear.
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return false;
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// TODO(Triang3l): Check which 32-bit portion is in which register.
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root_constants.clear_color_high = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
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root_constants.clear_color_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
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command_processor_->SetComputePipeline(edram_clear_64bpp_pipeline_);
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} else {
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Register reg =
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is_depth ? XE_GPU_REG_RB_DEPTH_CLEAR : XE_GPU_REG_RB_COLOR_CLEAR;
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