[D3D12] Render target binding

This commit is contained in:
Triang3l
2018-08-10 18:06:21 +03:00
parent c0c0ca263d
commit 952bb91c3f
8 changed files with 551 additions and 162 deletions

View File

@@ -15,6 +15,7 @@
#include "third_party/xxhash/xxhash.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/d3d12/render_target_cache.h"
#include "xenia/gpu/hlsl_shader_translator.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/xenos.h"
@@ -42,12 +43,12 @@ class PipelineCache {
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
UpdateStatus ConfigurePipeline(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type,
IndexFormat index_format,
ID3D12PipelineState** pipeline_out,
ID3D12RootSignature** root_signature_out);
UpdateStatus ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
ID3D12PipelineState** pipeline_out,
ID3D12RootSignature** root_signature_out);
void ClearCache();
@@ -57,25 +58,25 @@ class PipelineCache {
bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl);
UpdateStatus UpdateState(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type,
IndexFormat index_format);
UpdateStatus UpdateState(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format,
const RenderTargetCache::PipelineRenderTarget render_targets[5]);
// pRootSignature, VS, PS, GS, PrimitiveTopologyType.
UpdateStatus UpdateShaderStages(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type);
// BlendState.
UpdateStatus UpdateBlendState(D3D12Shader* pixel_shader);
// BlendState, NumRenderTargets, RTVFormats.
UpdateStatus UpdateBlendStateAndRenderTargets(
D3D12Shader* pixel_shader,
const RenderTargetCache::PipelineRenderTarget render_targets[4]);
// RasterizerState.
UpdateStatus UpdateRasterizerState(PrimitiveType primitive_type);
// DepthStencilState.
UpdateStatus UpdateDepthStencilState();
// DepthStencilState, DSVFormat.
UpdateStatus UpdateDepthStencilState(DXGI_FORMAT format);
// IBStripCutValue.
UpdateStatus UpdateIBStripCutValue(IndexFormat index_format);
// NumRenderTargets, RTVFormats, DSVFormat.
UpdateStatus UpdateRenderTargetFormats();
D3D12CommandProcessor* command_processor_;
RegisterFile* register_file_;
@@ -117,16 +118,17 @@ class PipelineCache {
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_shader_stages_regs_;
struct UpdateBlendStateRegisters {
struct UpdateBlendStateAndRenderTargetsRegisters {
RenderTargetCache::PipelineRenderTarget render_targets[5];
// RB_COLOR_MASK with unused render targets removed.
uint32_t color_mask;
// Blend control updated only for used render targets.
uint32_t blendcontrol[4];
bool colorcontrol_blend_enable;
UpdateBlendStateRegisters() { Reset(); }
UpdateBlendStateAndRenderTargetsRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_blend_state_regs_;
} update_blend_state_and_render_targets_regs_;
struct UpdateRasterizerStateRegisters {
// Polygon offset is in Xenos units.
@@ -142,6 +144,7 @@ class PipelineCache {
} update_rasterizer_state_regs_;
struct UpdateDepthStencilStateRegisters {
DXGI_FORMAT format;
uint32_t rb_depthcontrol;
uint32_t rb_stencilrefmask;