[D3D12] EDRAM storing and random cleanup
This commit is contained in:
@@ -21,13 +21,176 @@ namespace xe {
|
||||
namespace gpu {
|
||||
namespace d3d12 {
|
||||
|
||||
// Generated with `xb buildhlsl`.
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_load_color_32bpp_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_load_color_64bpp_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_load_color_7e3_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_load_depth_float_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_load_depth_unorm_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_store_color_32bpp_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_store_color_64bpp_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_store_color_7e3_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_store_depth_float_cs.h"
|
||||
#include "xenia/gpu/d3d12/shaders/bin/edram_store_depth_unorm_cs.h"
|
||||
|
||||
const RenderTargetCache::EDRAMLoadStorePipelineInfo
|
||||
RenderTargetCache::edram_load_store_pipeline_info_[size_t(
|
||||
RenderTargetCache::EDRAMLoadStorePipelineIndex::kCount)] = {
|
||||
{edram_load_color_32bpp_cs, sizeof(edram_load_color_32bpp_cs),
|
||||
L"EDRAM Load 32bpp Color"},
|
||||
{edram_store_color_32bpp_cs, sizeof(edram_store_color_32bpp_cs),
|
||||
L"EDRAM Store 32bpp Color"},
|
||||
{edram_load_color_64bpp_cs, sizeof(edram_load_color_64bpp_cs),
|
||||
L"EDRAM Load 64bpp Color"},
|
||||
{edram_store_color_64bpp_cs, sizeof(edram_store_color_64bpp_cs),
|
||||
L"EDRAM Store 64bpp Color"},
|
||||
{edram_load_color_7e3_cs, sizeof(edram_load_color_7e3_cs),
|
||||
L"EDRAM Load 7e3 Color"},
|
||||
{edram_store_color_7e3_cs, sizeof(edram_store_color_7e3_cs),
|
||||
L"EDRAM Store 7e3 Color"},
|
||||
{edram_load_depth_unorm_cs, sizeof(edram_load_depth_unorm_cs),
|
||||
L"EDRAM Load UNorm Depth"},
|
||||
{edram_store_depth_unorm_cs, sizeof(edram_store_depth_unorm_cs),
|
||||
L"EDRAM Store UNorm Depth"},
|
||||
{edram_load_depth_float_cs, sizeof(edram_load_depth_float_cs),
|
||||
L"EDRAM Load Float Depth"},
|
||||
{edram_store_depth_float_cs, sizeof(edram_store_depth_float_cs),
|
||||
L"EDRAM Store Float Depth"},
|
||||
};
|
||||
|
||||
RenderTargetCache::RenderTargetCache(D3D12CommandProcessor* command_processor,
|
||||
RegisterFile* register_file)
|
||||
: command_processor_(command_processor), register_file_(register_file) {}
|
||||
|
||||
RenderTargetCache::~RenderTargetCache() { Shutdown(); }
|
||||
|
||||
void RenderTargetCache::Shutdown() { ClearCache(); }
|
||||
bool RenderTargetCache::Initialize() {
|
||||
auto device =
|
||||
command_processor_->GetD3D12Context()->GetD3D12Provider()->GetDevice();
|
||||
|
||||
// Create the buffer for reinterpreting EDRAM contents.
|
||||
D3D12_RESOURCE_DESC edram_buffer_desc;
|
||||
edram_buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
edram_buffer_desc.Alignment = 0;
|
||||
// First 10 MB is guest pixel data, second 10 MB is 32-bit depth when using
|
||||
// D24FS8 so loads/stores don't corrupt multipass rendering.
|
||||
edram_buffer_desc.Width = 2 * 2048 * 5120;
|
||||
edram_buffer_desc.Height = 1;
|
||||
edram_buffer_desc.DepthOrArraySize = 1;
|
||||
edram_buffer_desc.MipLevels = 1;
|
||||
edram_buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
edram_buffer_desc.SampleDesc.Count = 1;
|
||||
edram_buffer_desc.SampleDesc.Quality = 0;
|
||||
edram_buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
edram_buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
D3D12_HEAP_PROPERTIES edram_buffer_heap_properties = {};
|
||||
edram_buffer_heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
// The first operation will be a clear.
|
||||
edram_buffer_state_ = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
if (FAILED(device->CreateCommittedResource(
|
||||
&edram_buffer_heap_properties, D3D12_HEAP_FLAG_NONE,
|
||||
&edram_buffer_desc, edram_buffer_state_, nullptr,
|
||||
IID_PPV_ARGS(&edram_buffer_)))) {
|
||||
XELOGE("Failed to create the EDRAM buffer");
|
||||
return false;
|
||||
}
|
||||
edram_buffer_cleared_ = false;
|
||||
|
||||
// Create the root signature for EDRAM buffer load/store.
|
||||
D3D12_ROOT_PARAMETER root_parameters[2];
|
||||
// Parameter 0 is constants (changed for each render target binding).
|
||||
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||
root_parameters[0].Constants.ShaderRegister = 0;
|
||||
root_parameters[0].Constants.RegisterSpace = 0;
|
||||
root_parameters[0].Constants.Num32BitValues =
|
||||
sizeof(EDRAMLoadStoreRootConstants) / sizeof(uint32_t);
|
||||
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
// Parameter 1 is source and target.
|
||||
D3D12_DESCRIPTOR_RANGE root_load_store_ranges[2];
|
||||
root_load_store_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
root_load_store_ranges[0].NumDescriptors = 1;
|
||||
root_load_store_ranges[0].BaseShaderRegister = 0;
|
||||
root_load_store_ranges[0].RegisterSpace = 0;
|
||||
root_load_store_ranges[0].OffsetInDescriptorsFromTableStart = 0;
|
||||
root_load_store_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
||||
root_load_store_ranges[1].NumDescriptors = 1;
|
||||
root_load_store_ranges[1].BaseShaderRegister = 0;
|
||||
root_load_store_ranges[1].RegisterSpace = 0;
|
||||
root_load_store_ranges[1].OffsetInDescriptorsFromTableStart = 1;
|
||||
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
root_parameters[1].DescriptorTable.NumDescriptorRanges = 2;
|
||||
root_parameters[1].DescriptorTable.pDescriptorRanges = root_load_store_ranges;
|
||||
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
|
||||
root_signature_desc.NumParameters = UINT(xe::countof(root_parameters));
|
||||
root_signature_desc.pParameters = root_parameters;
|
||||
root_signature_desc.NumStaticSamplers = 0;
|
||||
root_signature_desc.pStaticSamplers = nullptr;
|
||||
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
|
||||
ID3DBlob* root_signature_blob;
|
||||
ID3DBlob* root_signature_error_blob = nullptr;
|
||||
if (FAILED(D3D12SerializeRootSignature(
|
||||
&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1,
|
||||
&root_signature_blob, &root_signature_error_blob))) {
|
||||
XELOGE("Failed to serialize the EDRAM buffer load/store root signature");
|
||||
if (root_signature_error_blob != nullptr) {
|
||||
XELOGE("%s", reinterpret_cast<const char*>(
|
||||
root_signature_error_blob->GetBufferPointer()));
|
||||
root_signature_error_blob->Release();
|
||||
}
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
if (root_signature_error_blob != nullptr) {
|
||||
root_signature_error_blob->Release();
|
||||
}
|
||||
if (FAILED(device->CreateRootSignature(
|
||||
0, root_signature_blob->GetBufferPointer(),
|
||||
root_signature_blob->GetBufferSize(),
|
||||
IID_PPV_ARGS(&edram_load_store_root_signature_)))) {
|
||||
XELOGE("Failed to create the EDRAM buffer load/store root signature");
|
||||
root_signature_blob->Release();
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
root_signature_blob->Release();
|
||||
|
||||
// Create the load/store pipelines.
|
||||
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline_desc;
|
||||
pipeline_desc.pRootSignature = edram_load_store_root_signature_;
|
||||
pipeline_desc.NodeMask = 0;
|
||||
pipeline_desc.CachedPSO.pCachedBlob = nullptr;
|
||||
pipeline_desc.CachedPSO.CachedBlobSizeInBytes = 0;
|
||||
pipeline_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
for (uint32_t i = 0; i < uint32_t(EDRAMLoadStorePipelineIndex::kCount); ++i) {
|
||||
const EDRAMLoadStorePipelineInfo& pipeline_info =
|
||||
edram_load_store_pipeline_info_[i];
|
||||
pipeline_desc.CS.pShaderBytecode = pipeline_info.shader;
|
||||
pipeline_desc.CS.BytecodeLength = pipeline_info.shader_size;
|
||||
if (FAILED(device->CreateComputePipelineState(
|
||||
&pipeline_desc, IID_PPV_ARGS(&edram_load_store_pipelines_[i])))) {
|
||||
XELOGE("Failed to create EDRAM load/store pipeline for mode %u", i);
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderTargetCache::Shutdown() {
|
||||
ClearCache();
|
||||
|
||||
if (edram_load_store_root_signature_ != nullptr) {
|
||||
edram_load_store_root_signature_->Release();
|
||||
edram_load_store_root_signature_ = nullptr;
|
||||
}
|
||||
|
||||
if (edram_buffer_ != nullptr) {
|
||||
edram_buffer_->Release();
|
||||
edram_buffer_ = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderTargetCache::ClearCache() {
|
||||
for (auto render_target_pair : render_targets_) {
|
||||
@@ -334,7 +497,7 @@ bool RenderTargetCache::UpdateRenderTargets() {
|
||||
uint32_t heap_usage[5] = {};
|
||||
if (full_update) {
|
||||
// Export the currently bound render targets before we ruin the bindings.
|
||||
WriteRenderTargetsToEDRAM();
|
||||
StoreRenderTargetsToEDRAM();
|
||||
|
||||
ClearBindings();
|
||||
current_surface_pitch_ = surface_pitch;
|
||||
@@ -527,7 +690,7 @@ bool RenderTargetCache::UpdateRenderTargets() {
|
||||
}
|
||||
|
||||
void RenderTargetCache::EndFrame() {
|
||||
WriteRenderTargetsToEDRAM();
|
||||
StoreRenderTargetsToEDRAM();
|
||||
ClearBindings();
|
||||
}
|
||||
|
||||
@@ -709,6 +872,7 @@ RenderTargetCache::RenderTarget* RenderTargetCache::FindOrCreateRenderTarget(
|
||||
}
|
||||
++descriptor_heap->descriptors_used;
|
||||
|
||||
// Get the layout for copying to the EDRAM buffer.
|
||||
RenderTarget* render_target = new RenderTarget;
|
||||
render_target->resource = resource;
|
||||
render_target->state = state;
|
||||
@@ -716,11 +880,245 @@ RenderTargetCache::RenderTarget* RenderTargetCache::FindOrCreateRenderTarget(
|
||||
render_target->key = key;
|
||||
render_target->heap_page_first = heap_page_first;
|
||||
render_target->heap_page_count = heap_page_count;
|
||||
UINT64 copy_buffer_size;
|
||||
device->GetCopyableFootprints(&resource_desc, 0, key.is_depth ? 2 : 1, 0,
|
||||
render_target->footprints, nullptr, nullptr,
|
||||
©_buffer_size);
|
||||
render_target->copy_buffer_size = uint32_t(copy_buffer_size);
|
||||
render_targets_.insert(std::make_pair(key.value, render_target));
|
||||
return render_target;
|
||||
}
|
||||
|
||||
void RenderTargetCache::WriteRenderTargetsToEDRAM() {}
|
||||
void RenderTargetCache::StoreRenderTargetsToEDRAM() {
|
||||
auto command_list = command_processor_->GetCurrentCommandList();
|
||||
if (command_list == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t surface_pitch_ss =
|
||||
current_surface_pitch_ *
|
||||
(current_msaa_samples_ >= MsaaSamples::k4X ? 2 : 1);
|
||||
uint32_t surface_pitch_tiles = (surface_pitch_ss + 79) / 80;
|
||||
assert_true(surface_pitch_tiles != 0);
|
||||
|
||||
// TODO(Triang3l): Clear the buffer if calling for the first time.
|
||||
|
||||
uint32_t store_bindings[5];
|
||||
uint32_t store_binding_count = 0;
|
||||
|
||||
D3D12_RESOURCE_BARRIER barriers[6];
|
||||
uint32_t barrier_count;
|
||||
|
||||
// Extract only the render targets that need to be stored, transition them to
|
||||
// copy sources and calculate intermediate buffer size.
|
||||
uint32_t copy_buffer_size = 0;
|
||||
barrier_count = 0;
|
||||
for (uint32_t i = 0; i < 5; ++i) {
|
||||
const RenderTargetBinding& binding = current_bindings_[i];
|
||||
RenderTarget* render_target = binding.render_target;
|
||||
// TODO(Triang3l): Change edram_dirty_length to dirty row count.
|
||||
if (!binding.is_bound || render_target == nullptr ||
|
||||
binding.edram_dirty_length < surface_pitch_tiles) {
|
||||
continue;
|
||||
}
|
||||
store_bindings[store_binding_count] = i;
|
||||
copy_buffer_size =
|
||||
std::max(copy_buffer_size, render_target->copy_buffer_size);
|
||||
++store_binding_count;
|
||||
if (render_target->state != D3D12_RESOURCE_STATE_COPY_SOURCE) {
|
||||
D3D12_RESOURCE_BARRIER& barrier = barriers[barrier_count++];
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = render_target->resource;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = render_target->state;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
render_target->state = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
}
|
||||
}
|
||||
if (store_binding_count == 0) {
|
||||
return;
|
||||
}
|
||||
if (edram_buffer_state_ != D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
|
||||
// Also transition the EDRAM buffer to UAV.
|
||||
D3D12_RESOURCE_BARRIER& barrier = barriers[barrier_count++];
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = edram_buffer_;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = edram_buffer_state_;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
edram_buffer_state_ = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
}
|
||||
if (barrier_count != 0) {
|
||||
command_list->ResourceBarrier(barrier_count, barriers);
|
||||
}
|
||||
|
||||
// Allocate descriptors for the buffers.
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start;
|
||||
if (command_processor_->RequestViewDescriptors(0, 2, 2, descriptor_cpu_start,
|
||||
descriptor_gpu_start) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the buffer for copying.
|
||||
D3D12_RESOURCE_STATES copy_buffer_state = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
ID3D12Resource* copy_buffer = command_processor_->RequestScratchGPUBuffer(
|
||||
copy_buffer_size, copy_buffer_state);
|
||||
if (copy_buffer == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Prepare for writing.
|
||||
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
|
||||
auto device = provider->GetDevice();
|
||||
auto descriptor_size_view = provider->GetDescriptorSizeView();
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
|
||||
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
|
||||
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srv_desc.Buffer.FirstElement = 0;
|
||||
srv_desc.Buffer.NumElements = copy_buffer_size >> 2;
|
||||
srv_desc.Buffer.StructureByteStride = 0;
|
||||
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
|
||||
device->CreateShaderResourceView(copy_buffer, &srv_desc,
|
||||
descriptor_cpu_start);
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
|
||||
uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
|
||||
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
|
||||
uav_desc.Buffer.FirstElement = 0;
|
||||
uav_desc.Buffer.NumElements = 2 * 2048 * 1280;
|
||||
uav_desc.Buffer.StructureByteStride = 0;
|
||||
uav_desc.Buffer.CounterOffsetInBytes = 0;
|
||||
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE uav_cpu_handle;
|
||||
uav_cpu_handle.ptr = descriptor_cpu_start.ptr + descriptor_size_view;
|
||||
device->CreateUnorderedAccessView(edram_buffer_, nullptr, &uav_desc,
|
||||
uav_cpu_handle);
|
||||
command_list->SetComputeRootSignature(edram_load_store_root_signature_);
|
||||
command_list->SetComputeRootDescriptorTable(1, descriptor_gpu_start);
|
||||
|
||||
// Sort the bindings in ascending order of EDRAM base so data in the render
|
||||
// targets placed farther in EDRAM isn't lost in case of overlap.
|
||||
std::sort(
|
||||
store_bindings, store_bindings + store_binding_count,
|
||||
[this](uint32_t a, uint32_t b) {
|
||||
if (current_bindings_[a].edram_base < current_bindings_[b].edram_base) {
|
||||
return true;
|
||||
}
|
||||
return a < b;
|
||||
});
|
||||
|
||||
// Store each render target.
|
||||
for (uint32_t i = 0; i < store_binding_count; ++i) {
|
||||
const RenderTargetBinding& binding = current_bindings_[store_bindings[i]];
|
||||
const RenderTarget* render_target = binding.render_target;
|
||||
EDRAMLoadStorePipelineIndex pipeline_index;
|
||||
bool is_64bpp = false;
|
||||
if (render_target->key.is_depth) {
|
||||
if (DepthRenderTargetFormat(render_target->key.format) ==
|
||||
DepthRenderTargetFormat::kD24FS8) {
|
||||
pipeline_index = EDRAMLoadStorePipelineIndex::kDepthFloatStore;
|
||||
} else {
|
||||
pipeline_index = EDRAMLoadStorePipelineIndex::kDepthUnormStore;
|
||||
}
|
||||
} else {
|
||||
switch (ColorRenderTargetFormat(render_target->key.format)) {
|
||||
case ColorRenderTargetFormat::k_8_8_8_8:
|
||||
case ColorRenderTargetFormat::k_8_8_8_8_GAMMA:
|
||||
case ColorRenderTargetFormat::k_2_10_10_10:
|
||||
case ColorRenderTargetFormat::k_16_16:
|
||||
case ColorRenderTargetFormat::k_16_16_FLOAT:
|
||||
case ColorRenderTargetFormat::k_2_10_10_10_AS_16_16_16_16:
|
||||
case ColorRenderTargetFormat::k_32_FLOAT:
|
||||
pipeline_index = EDRAMLoadStorePipelineIndex::kColor32bppStore;
|
||||
break;
|
||||
case ColorRenderTargetFormat::k_16_16_16_16:
|
||||
case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
|
||||
case ColorRenderTargetFormat::k_32_32_FLOAT:
|
||||
pipeline_index = EDRAMLoadStorePipelineIndex::kColor64bppStore;
|
||||
is_64bpp = true;
|
||||
break;
|
||||
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT:
|
||||
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_AS_16_16_16_16:
|
||||
pipeline_index = EDRAMLoadStorePipelineIndex::kColor7e3Store;
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(render_target->key.format);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION location_source, location_dest;
|
||||
location_source.pResource = render_target->resource;
|
||||
location_source.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
location_source.SubresourceIndex = 0;
|
||||
location_dest.pResource = copy_buffer;
|
||||
location_dest.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
location_dest.PlacedFootprint = render_target->footprints[0];
|
||||
// TODO(Triang3l): Box for color render targets.
|
||||
command_list->CopyTextureRegion(&location_dest, 0, 0, 0, &location_source,
|
||||
nullptr);
|
||||
EDRAMLoadStoreRootConstants root_constants;
|
||||
root_constants.base_tiles = binding.edram_base;
|
||||
root_constants.pitch_tiles = surface_pitch_tiles * (is_64bpp ? 2 : 1);
|
||||
root_constants.rt_color_depth_pitch =
|
||||
location_dest.PlacedFootprint.Footprint.RowPitch;
|
||||
if (render_target->key.is_depth) {
|
||||
location_source.SubresourceIndex = 1;
|
||||
location_dest.PlacedFootprint = render_target->footprints[1];
|
||||
command_list->CopyTextureRegion(&location_dest, 0, 0, 0, &location_source,
|
||||
nullptr);
|
||||
root_constants.rt_stencil_offset =
|
||||
uint32_t(location_dest.PlacedFootprint.Offset);
|
||||
root_constants.rt_stencil_pitch =
|
||||
location_dest.PlacedFootprint.Footprint.RowPitch;
|
||||
}
|
||||
|
||||
// Transition the copy buffer to SRV.
|
||||
barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barriers[0].Transition.pResource = copy_buffer;
|
||||
barriers[0].Transition.Subresource =
|
||||
D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barriers[0].Transition.StateAfter =
|
||||
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
copy_buffer_state = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
command_list->ResourceBarrier(1, barriers);
|
||||
|
||||
// Store the data.
|
||||
command_list->SetComputeRoot32BitConstants(
|
||||
0, sizeof(root_constants) / sizeof(uint32_t), &root_constants, 0);
|
||||
command_processor_->SetPipeline(
|
||||
edram_load_store_pipelines_[size_t(pipeline_index)]);
|
||||
command_list->Dispatch(
|
||||
root_constants.pitch_tiles,
|
||||
binding.edram_dirty_length / root_constants.pitch_tiles, 1);
|
||||
|
||||
// Commit the UAV write and prepare for copying again.
|
||||
barrier_count = 1;
|
||||
barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
||||
barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barriers[0].UAV.pResource = edram_buffer_;
|
||||
if (i + 1 < store_binding_count) {
|
||||
barrier_count = 2;
|
||||
barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barriers[1].Transition.pResource = copy_buffer;
|
||||
barriers[1].Transition.Subresource =
|
||||
D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barriers[1].Transition.StateBefore =
|
||||
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
copy_buffer_state = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
}
|
||||
command_list->ResourceBarrier(barrier_count, barriers);
|
||||
}
|
||||
|
||||
command_processor_->ReleaseScratchGPUBuffer(copy_buffer, copy_buffer_state);
|
||||
}
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace gpu
|
||||
|
||||
Reference in New Issue
Block a user