[D3D12] System constant setting and some cleanup
This commit is contained in:
@@ -9,6 +9,7 @@
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#include "xenia/gpu/d3d12/d3d12_command_processor.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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@@ -188,7 +189,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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if (pixel_textures > 0 && vertex_textures > 0) {
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assert_true(vertex_samplers > 0);
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desc.NumParameters = UINT(kRootParameter_Count_TwoStageTextures);
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desc.NumParameters = kRootParameter_Count_TwoStageTextures;
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// Vertex textures.
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{
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@@ -479,6 +480,8 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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return true;
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}
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bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base;
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// Shaders will have already been defined by previous loads.
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// We need them to do just about anything so validate here.
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auto vertex_shader = static_cast<D3D12Shader*>(active_vertex_shader());
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@@ -504,19 +507,25 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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ID3D12RootSignature* root_signature;
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auto pipeline_status = pipeline_cache_->ConfigurePipeline(
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vertex_shader, pixel_shader, primitive_type,
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index_buffer_info != nullptr ? index_buffer_info->format
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: IndexFormat::kInt16,
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&pipeline, &root_signature);
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indexed ? index_buffer_info->format : IndexFormat::kInt16, &pipeline,
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&root_signature);
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if (pipeline_status == PipelineCache::UpdateStatus::kError) {
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return false;
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}
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// Update viewport, scissor, blend factor and stencil reference.
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UpdateFixedFunctionState(command_list);
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// Bind the pipeline.
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if (current_pipeline_ != pipeline) {
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current_pipeline_ = pipeline;
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command_list->SetPipelineState(pipeline);
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}
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// Update system constants before uploading them.
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UpdateSystemConstantValues(indexed ? index_buffer_info->endianness
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: Endian::kUnspecified);
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// Update constant buffers, descriptors and root parameters.
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if (!UpdateBindings(command_list, vertex_shader, pixel_shader,
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root_signature)) {
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@@ -524,7 +533,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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}
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// Shared memory test.
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if (index_buffer_info != nullptr && index_buffer_info->guest_base != 0) {
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if (indexed) {
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uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32
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? sizeof(uint32_t)
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: sizeof(uint16_t);
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@@ -546,6 +555,12 @@ bool D3D12CommandProcessor::BeginFrame() {
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context->BeginSwap();
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current_queue_frame_ = context->GetCurrentQueueFrame();
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// Reset fixed-function state.
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ff_viewport_update_needed_ = true;
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ff_scissor_update_needed_ = true;
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ff_blend_factor_update_needed_ = true;
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ff_stencil_ref_update_needed_ = true;
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// Reset bindings, particularly because the buffers backing them are recycled.
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current_pipeline_ = nullptr;
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current_graphics_root_signature_ = nullptr;
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@@ -594,6 +609,265 @@ bool D3D12CommandProcessor::EndFrame() {
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return true;
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}
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void D3D12CommandProcessor::UpdateFixedFunctionState(
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ID3D12GraphicsCommandList* command_list) {
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auto& regs = *register_file_;
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// Window parameters.
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// http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h
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// See r200UpdateWindow:
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// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
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uint32_t pa_sc_window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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int16_t window_offset_x = pa_sc_window_offset & 0x7FFF;
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int16_t window_offset_y = (pa_sc_window_offset >> 16) & 0x7FFF;
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if (window_offset_x & 0x4000) {
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window_offset_x |= 0x8000;
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}
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if (window_offset_y & 0x4000) {
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window_offset_y |= 0x8000;
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}
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// Supersampling replacing multisampling due to difficulties of emulating
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// EDRAM with multisampling.
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MsaaSamples msaa_samples =
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MsaaSamples((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 >> 16) & 0x3);
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uint32_t ssaa_scale_x = msaa_samples >= MsaaSamples::k4X ? 2 : 1;
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uint32_t ssaa_scale_y = msaa_samples >= MsaaSamples::k2X ? 2 : 1;
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// Viewport.
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// PA_CL_VTE_CNTL contains whether offsets and scales are enabled.
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// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
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// In games, either all are enabled (for regular drawing) or none are (for
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// rectangle lists usually).
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//
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// If scale/offset is enabled, the Xenos shader is writing (neglecting W
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// division) position in the NDC (-1, -1, dx_clip_space_def - 1) -> (1, 1, 1)
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// box. If it's not, the position is in screen space. Since we can only use
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// the NDC in PC APIs, we use a viewport of the largest possible size, and
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// divide the position by it in translated shaders.
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uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
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float viewport_scale_x = (pa_cl_vte_cntl & (1 << 0))
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? regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32
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: 1280.0f;
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float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2))
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? regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
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: 1280.0f;
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// TODO(Triang3l): Investigate how unnormalized coordinates should work when
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// using a D24FS8 depth buffer. A 20e4 buffer can store values up to
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// 511.99985, however, in the depth buffer, something like 1/z is stored, and
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// if the shader writes 1/511.99985, it probably won't become 1 in the depth
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// buffer. Unnormalized coordinates are mostly used when clearing both depth
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// and color to 0 though.
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float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4))
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? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
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: 1.0f;
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float viewport_offset_x = (pa_cl_vte_cntl & (1 << 1))
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? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32
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: viewport_scale_x;
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float viewport_offset_y = (pa_cl_vte_cntl & (1 << 3))
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? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32
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: viewport_scale_y;
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float viewport_offset_z = (pa_cl_vte_cntl & (1 << 5))
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? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32
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: 0.0f;
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if (regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 16)) {
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viewport_offset_x += float(window_offset_x);
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viewport_offset_y += float(window_offset_y);
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}
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D3D12_VIEWPORT viewport;
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viewport.TopLeftX =
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(viewport_offset_x - viewport_scale_x) * float(ssaa_scale_x);
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viewport.TopLeftY =
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(viewport_offset_y - viewport_scale_y) * float(ssaa_scale_y);
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viewport.Width = viewport_scale_x * 2.0f * float(ssaa_scale_x);
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viewport.Height = viewport_scale_y * 2.0f * float(ssaa_scale_y);
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viewport.MinDepth = viewport_offset_z;
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viewport.MaxDepth = viewport_offset_z + viewport_scale_z;
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ff_viewport_update_needed_ |= ff_viewport_.TopLeftX != viewport.TopLeftX;
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ff_viewport_update_needed_ |= ff_viewport_.TopLeftY != viewport.TopLeftY;
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ff_viewport_update_needed_ |= ff_viewport_.Width != viewport.Width;
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ff_viewport_update_needed_ |= ff_viewport_.Height != viewport.Height;
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ff_viewport_update_needed_ |= ff_viewport_.MinDepth != viewport.MinDepth;
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ff_viewport_update_needed_ |= ff_viewport_.MaxDepth != viewport.MaxDepth;
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if (ff_viewport_update_needed_) {
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ff_viewport_ = viewport;
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command_list->RSSetViewports(1, &viewport);
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ff_viewport_update_needed_ = false;
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}
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// Scissor.
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uint32_t pa_sc_window_scissor_tl =
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regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t pa_sc_window_scissor_br =
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regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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D3D12_RECT scissor;
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scissor.left = pa_sc_window_scissor_tl & 0x7FFF;
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scissor.top = (pa_sc_window_scissor_tl >> 16) & 0x7FFF;
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scissor.right = pa_sc_window_scissor_br & 0x7FFF;
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scissor.bottom = (pa_sc_window_scissor_br >> 16) & 0x7FFF;
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if (!(pa_sc_window_scissor_tl & (1u << 31))) {
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// !WINDOW_OFFSET_DISABLE.
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scissor.left = std::max(scissor.left + window_offset_x, LONG(0));
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scissor.top = std::max(scissor.top + window_offset_y, LONG(0));
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scissor.right = std::max(scissor.right + window_offset_x, LONG(0));
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scissor.bottom = std::max(scissor.bottom + window_offset_y, LONG(0));
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}
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scissor.left *= ssaa_scale_x;
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scissor.top *= ssaa_scale_y;
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scissor.right *= ssaa_scale_x;
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scissor.bottom *= ssaa_scale_y;
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ff_scissor_update_needed_ |= ff_scissor_.left != scissor.left;
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ff_scissor_update_needed_ |= ff_scissor_.top != scissor.top;
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ff_scissor_update_needed_ |= ff_scissor_.right != scissor.right;
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ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor.bottom;
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if (ff_scissor_update_needed_) {
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ff_scissor_ = scissor;
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command_list->RSSetScissorRects(1, &scissor);
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ff_scissor_update_needed_ = false;
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}
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// Blend factor.
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ff_blend_factor_update_needed_ |=
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ff_blend_factor_[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32;
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ff_blend_factor_update_needed_ |=
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ff_blend_factor_[1] != regs[XE_GPU_REG_RB_BLEND_GREEN].f32;
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ff_blend_factor_update_needed_ |=
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ff_blend_factor_[2] != regs[XE_GPU_REG_RB_BLEND_BLUE].f32;
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ff_blend_factor_update_needed_ |=
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ff_blend_factor_[3] != regs[XE_GPU_REG_RB_BLEND_ALPHA].f32;
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if (ff_blend_factor_update_needed_) {
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ff_blend_factor_[0] = regs[XE_GPU_REG_RB_BLEND_RED].f32;
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ff_blend_factor_[1] = regs[XE_GPU_REG_RB_BLEND_GREEN].f32;
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ff_blend_factor_[2] = regs[XE_GPU_REG_RB_BLEND_BLUE].f32;
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ff_blend_factor_[3] = regs[XE_GPU_REG_RB_BLEND_ALPHA].f32;
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command_list->OMSetBlendFactor(ff_blend_factor_);
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ff_blend_factor_update_needed_ = false;
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}
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// Stencil reference value.
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uint32_t stencil_ref = regs[XE_GPU_REG_RB_STENCILREFMASK].u32 & 0xFF;
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ff_stencil_ref_update_needed_ |= ff_stencil_ref_ != stencil_ref;
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if (ff_stencil_ref_update_needed_) {
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ff_stencil_ref_ = stencil_ref;
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command_list->OMSetStencilRef(stencil_ref);
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ff_stencil_ref_update_needed_ = false;
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}
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}
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void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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auto& regs = *register_file_;
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uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
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uint32_t pa_cl_clip_cntl = regs[XE_GPU_REG_PA_CL_CLIP_CNTL].u32;
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uint32_t pa_su_vtx_cntl = regs[XE_GPU_REG_PA_SU_VTX_CNTL].u32;
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uint32_t sq_program_cntl = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
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uint32_t sq_context_misc = regs[XE_GPU_REG_SQ_CONTEXT_MISC].u32;
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uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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bool dirty = false;
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// Index buffer endianness.
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dirty |= system_constants_.vertex_index_endian != uint32_t(index_endian);
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system_constants_.vertex_index_endian = uint32_t(index_endian);
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// W0 division control.
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// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
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// VTX_XY_FMT = true: the incoming XY have already been multiplied by 1/W0.
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// = false: multiply the X, Y coordinates by 1/W0.
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// VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0.
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// = false: multiply the Z coordinate by 1/W0.
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// VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to
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// get 1/W0.
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float vtx_xy_fmt = (pa_cl_vte_cntl & (1 << 8)) ? 1.0f : 0.0f;
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float vtx_z_fmt = (pa_cl_vte_cntl & (1 << 9)) ? 1.0f : 0.0f;
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float vtx_w0_fmt = (pa_cl_vte_cntl & (1 << 10)) ? 1.0f : 0.0f;
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dirty |= system_constants_.mul_rcp_w[0] != vtx_xy_fmt;
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dirty |= system_constants_.mul_rcp_w[1] != vtx_z_fmt;
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dirty |= system_constants_.mul_rcp_w[2] != vtx_w0_fmt;
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system_constants_.mul_rcp_w[0] = vtx_xy_fmt;
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system_constants_.mul_rcp_w[1] = vtx_z_fmt;
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system_constants_.mul_rcp_w[2] = vtx_w0_fmt;
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// Conversion to Direct3D 12 normalized device coordinates.
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// See viewport configuration in UpdateFixedFunctionState for explanations.
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// X and Y scale/offset is to convert unnormalized coordinates generated by
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// shaders (for rectangle list drawing, for instance) to the 2560x2560
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// viewport that is used to emulate unnormalized coordinates.
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// Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed.
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bool gl_clip_space_def =
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!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
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float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f / 1280.0f : 1.0f;
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float ndc_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? 1.0f / 1280.0f : 1.0f;
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float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
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float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? -1.0f : 0.0f;
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float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? -1.0f : 0.0f;
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float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
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dirty |= system_constants_.ndc_scale[0] != ndc_scale_x;
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dirty |= system_constants_.ndc_scale[1] != ndc_scale_y;
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dirty |= system_constants_.ndc_scale[2] != ndc_scale_z;
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dirty |= system_constants_.ndc_offset[0] != ndc_offset_x;
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dirty |= system_constants_.ndc_offset[1] != ndc_offset_y;
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dirty |= system_constants_.ndc_offset[2] != ndc_offset_z;
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system_constants_.ndc_scale[0] = ndc_scale_x;
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system_constants_.ndc_scale[1] = ndc_scale_y;
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system_constants_.ndc_scale[2] = ndc_scale_z;
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system_constants_.ndc_offset[0] = ndc_offset_x;
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system_constants_.ndc_offset[1] = ndc_offset_y;
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system_constants_.ndc_offset[2] = ndc_offset_z;
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// Half-pixel offset for vertex and pixel coordinates.
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// TODO(Triang3l): Check if pixel coordinates need to offset depending on a
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// different register.
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float vertex_half_pixel_offset[2], pixel_half_pixel_offset;
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if (pa_su_vtx_cntl & (1 << 0)) {
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if (pa_cl_vte_cntl & (1 << 0)) {
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float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
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vertex_half_pixel_offset[0] =
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viewport_scale_x != 0.0f ? -0.5f / viewport_scale_x : 0.0f;
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} else {
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vertex_half_pixel_offset[0] = -1.0f / 2560.0f;
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}
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if (pa_cl_vte_cntl & (1 << 2)) {
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float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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vertex_half_pixel_offset[1] =
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viewport_scale_y != 0.0f ? -0.5f / viewport_scale_y : 0.0f;
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} else {
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vertex_half_pixel_offset[1] = -1.0f / 2560.0f;
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}
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pixel_half_pixel_offset = -0.5f;
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} else {
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vertex_half_pixel_offset[0] = 0.0f;
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vertex_half_pixel_offset[1] = 0.0f;
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pixel_half_pixel_offset = 0.0f;
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}
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dirty |= system_constants_.vertex_half_pixel_offset[0] !=
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vertex_half_pixel_offset[0];
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dirty |= system_constants_.vertex_half_pixel_offset[1] !=
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vertex_half_pixel_offset[1];
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dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset;
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system_constants_.vertex_half_pixel_offset[0] = vertex_half_pixel_offset[0];
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system_constants_.vertex_half_pixel_offset[1] = vertex_half_pixel_offset[1];
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system_constants_.pixel_half_pixel_offset = pixel_half_pixel_offset;
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// Pixel position register.
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uint32_t pixel_pos_reg =
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(sq_program_cntl & (1 << 18)) ? (sq_context_misc >> 8) & 0xFF : UINT_MAX;
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dirty |= system_constants_.pixel_pos_reg != pixel_pos_reg;
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system_constants_.pixel_pos_reg = pixel_pos_reg;
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// Supersampling anti-aliasing pixel scale inverse for pixel positions.
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MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
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float ssaa_inv_scale_x = msaa_samples >= MsaaSamples::k4X ? 0.5f : 1.0f;
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float ssaa_inv_scale_y = msaa_samples >= MsaaSamples::k2X ? 0.5f : 1.0f;
|
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dirty |= system_constants_.ssaa_inv_scale[0] != ssaa_inv_scale_x;
|
||||
dirty |= system_constants_.ssaa_inv_scale[1] != ssaa_inv_scale_y;
|
||||
system_constants_.ssaa_inv_scale[0] = ssaa_inv_scale_x;
|
||||
system_constants_.ssaa_inv_scale[1] = ssaa_inv_scale_y;
|
||||
|
||||
// TODO(Triang3l): Whether textures are 3D or stacked.
|
||||
|
||||
cbuffer_bindings_system_.up_to_date &= dirty;
|
||||
}
|
||||
|
||||
bool D3D12CommandProcessor::UpdateBindings(
|
||||
ID3D12GraphicsCommandList* command_list, const D3D12Shader* vertex_shader,
|
||||
const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) {
|
||||
@@ -617,32 +891,27 @@ bool D3D12CommandProcessor::UpdateBindings(
|
||||
|
||||
// Update constant buffers.
|
||||
// TODO(Triang3l): Update the system constant buffer - will crash without it.
|
||||
ID3D12Resource* constant_buffer;
|
||||
uint32_t constant_buffer_offset;
|
||||
if (!cbuffer_bindings_system_.up_to_date) {
|
||||
uint8_t* system_constants = constant_buffer_pool_->RequestFull(
|
||||
xe::align(uint32_t(sizeof(cbuffer_system_)), 256u), constant_buffer,
|
||||
constant_buffer_offset);
|
||||
xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr,
|
||||
&cbuffer_bindings_system_.buffer_address);
|
||||
if (system_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
std::memcpy(system_constants, &cbuffer_system_, sizeof(cbuffer_system_));
|
||||
cbuffer_bindings_system_.buffer_address =
|
||||
constant_buffer->GetGPUVirtualAddress() + constant_buffer_offset;
|
||||
std::memcpy(system_constants, &system_constants_,
|
||||
sizeof(system_constants_));
|
||||
cbuffer_bindings_system_.up_to_date = true;
|
||||
write_common_constant_views = true;
|
||||
}
|
||||
if (!cbuffer_bindings_bool_loop_.up_to_date) {
|
||||
uint8_t* bool_loop_constants = constant_buffer_pool_->RequestFull(
|
||||
256, constant_buffer, constant_buffer_offset);
|
||||
256, nullptr, nullptr, &cbuffer_bindings_bool_loop_.buffer_address);
|
||||
if (bool_loop_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
std::memcpy(bool_loop_constants,
|
||||
®s[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].u32,
|
||||
40 * sizeof(uint32_t));
|
||||
cbuffer_bindings_bool_loop_.buffer_address =
|
||||
constant_buffer->GetGPUVirtualAddress() + constant_buffer_offset;
|
||||
cbuffer_bindings_bool_loop_.up_to_date = true;
|
||||
write_common_constant_views = true;
|
||||
}
|
||||
@@ -652,15 +921,13 @@ bool D3D12CommandProcessor::UpdateBindings(
|
||||
continue;
|
||||
}
|
||||
uint8_t* float_constants = constant_buffer_pool_->RequestFull(
|
||||
512, constant_buffer, constant_buffer_offset);
|
||||
512, nullptr, nullptr, &float_binding.buffer_address);
|
||||
if (float_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
std::memcpy(float_constants,
|
||||
®s[XE_GPU_REG_SHADER_CONSTANT_000_X + (i << 7)].f32,
|
||||
32 * 4 * sizeof(uint32_t));
|
||||
float_binding.buffer_address =
|
||||
constant_buffer->GetGPUVirtualAddress() + constant_buffer_offset;
|
||||
float_binding.up_to_date = true;
|
||||
if (i < 8) {
|
||||
write_vertex_float_constant_views = true;
|
||||
@@ -670,15 +937,13 @@ bool D3D12CommandProcessor::UpdateBindings(
|
||||
}
|
||||
if (!cbuffer_bindings_fetch_.up_to_date) {
|
||||
uint8_t* fetch_constants = constant_buffer_pool_->RequestFull(
|
||||
768, constant_buffer, constant_buffer_offset);
|
||||
768, nullptr, nullptr, &cbuffer_bindings_fetch_.buffer_address);
|
||||
if (fetch_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
std::memcpy(fetch_constants,
|
||||
®s[XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0].u32,
|
||||
32 * 6 * sizeof(uint32_t));
|
||||
cbuffer_bindings_fetch_.buffer_address =
|
||||
constant_buffer->GetGPUVirtualAddress() + constant_buffer_offset;
|
||||
cbuffer_bindings_fetch_.up_to_date = true;
|
||||
write_fetch_constant_view = true;
|
||||
}
|
||||
@@ -733,7 +998,7 @@ bool D3D12CommandProcessor::UpdateBindings(
|
||||
constant_buffer_desc.BufferLocation =
|
||||
cbuffer_bindings_system_.buffer_address;
|
||||
constant_buffer_desc.SizeInBytes =
|
||||
xe::align(uint32_t(sizeof(cbuffer_system_)), 256u);
|
||||
xe::align(uint32_t(sizeof(system_constants_)), 256u);
|
||||
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
|
||||
view_cpu_handle.ptr += view_handle_size;
|
||||
view_gpu_handle.ptr += view_handle_size;
|
||||
|
||||
Reference in New Issue
Block a user