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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_graphics_system.cc

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13 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/gpu/draw_util.h"
#include "xenia/ui/d3d12/d3d12_util.h"
#include "xenia/xbox.h"
namespace xe {
namespace gpu {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/gpu/d3d12/shaders/dxbc/fullscreen_vs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/stretch_gamma_ps.h"
#include "xenia/gpu/d3d12/shaders/dxbc/stretch_ps.h"
D3D12GraphicsSystem::D3D12GraphicsSystem() {}
D3D12GraphicsSystem::~D3D12GraphicsSystem() {}
bool D3D12GraphicsSystem::IsAvailable() {
return xe::ui::d3d12::D3D12Provider::IsD3D12APIAvailable();
}
std::string D3D12GraphicsSystem::name() const {
auto d3d12_command_processor =
static_cast<D3D12CommandProcessor*>(command_processor());
if (d3d12_command_processor != nullptr) {
return d3d12_command_processor->GetWindowTitleText();
}
return "Direct3D 12";
}
X_STATUS D3D12GraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
provider_ = xe::ui::d3d12::D3D12Provider::Create(target_window);
auto d3d12_provider = static_cast<xe::ui::d3d12::D3D12Provider*>(provider());
auto device = d3d12_provider->GetDevice();
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result != X_STATUS_SUCCESS) {
return result;
}
if (target_window) {
display_context_ = reinterpret_cast<xe::ui::d3d12::D3D12Context*>(
target_window->context());
}
// Create the stretch pipeline root signature, with 1 parameter (source
// texture) for raw stretch and 3 parameters (source texture, gamma ramp LUT,
// inverse of the size of the gamma ramp LUT) for gamma-correcting stretch.
// Raw.
D3D12_ROOT_PARAMETER stretch_root_parameters[3];
stretch_root_parameters[0].ParameterType =
D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
stretch_root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
D3D12_DESCRIPTOR_RANGE stretch_root_texture_range;
stretch_root_texture_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
stretch_root_texture_range.NumDescriptors = 1;
stretch_root_texture_range.BaseShaderRegister = 0;
stretch_root_texture_range.RegisterSpace = 0;
stretch_root_texture_range.OffsetInDescriptorsFromTableStart = 0;
stretch_root_parameters[0].DescriptorTable.pDescriptorRanges =
&stretch_root_texture_range;
stretch_root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_STATIC_SAMPLER_DESC stretch_sampler_desc;
stretch_sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
stretch_sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
stretch_sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
stretch_sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
stretch_sampler_desc.MipLODBias = 0.0f;
stretch_sampler_desc.MaxAnisotropy = 1;
stretch_sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
stretch_sampler_desc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
stretch_sampler_desc.MinLOD = 0.0f;
stretch_sampler_desc.MaxLOD = 0.0f;
stretch_sampler_desc.ShaderRegister = 0;
stretch_sampler_desc.RegisterSpace = 0;
stretch_sampler_desc.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC stretch_root_desc;
stretch_root_desc.NumParameters = 1;
stretch_root_desc.pParameters = stretch_root_parameters;
stretch_root_desc.NumStaticSamplers = 1;
stretch_root_desc.pStaticSamplers = &stretch_sampler_desc;
stretch_root_desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
stretch_root_signature_ =
ui::d3d12::util::CreateRootSignature(*d3d12_provider, stretch_root_desc);
if (stretch_root_signature_ == nullptr) {
XELOGE("Failed to create the front buffer stretch root signature");
return X_STATUS_UNSUCCESSFUL;
}
// Gamma.
stretch_root_parameters[1].ParameterType =
D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
stretch_root_parameters[1].DescriptorTable.NumDescriptorRanges = 1;
D3D12_DESCRIPTOR_RANGE stretch_root_gamma_ramp_range;
stretch_root_gamma_ramp_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
stretch_root_gamma_ramp_range.NumDescriptors = 1;
stretch_root_gamma_ramp_range.BaseShaderRegister = 1;
stretch_root_gamma_ramp_range.RegisterSpace = 0;
stretch_root_gamma_ramp_range.OffsetInDescriptorsFromTableStart = 0;
stretch_root_parameters[1].DescriptorTable.pDescriptorRanges =
&stretch_root_gamma_ramp_range;
stretch_root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
stretch_root_parameters[2].ParameterType =
D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
stretch_root_parameters[2].Constants.ShaderRegister = 0;
stretch_root_parameters[2].Constants.RegisterSpace = 0;
stretch_root_parameters[2].Constants.Num32BitValues = 1;
stretch_root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
stretch_root_desc.NumParameters = 3;
stretch_root_desc.pParameters = stretch_root_parameters;
stretch_gamma_root_signature_ =
ui::d3d12::util::CreateRootSignature(*d3d12_provider, stretch_root_desc);
if (stretch_gamma_root_signature_ == nullptr) {
XELOGE(
"Failed to create the gamma-correcting front buffer stretch root "
"signature");
stretch_root_signature_->Release();
stretch_root_signature_ = nullptr;
return X_STATUS_UNSUCCESSFUL;
}
// Create the stretch pipelines.
D3D12_GRAPHICS_PIPELINE_STATE_DESC stretch_pipeline_desc = {};
stretch_pipeline_desc.pRootSignature = stretch_root_signature_;
stretch_pipeline_desc.VS.pShaderBytecode = fullscreen_vs;
stretch_pipeline_desc.VS.BytecodeLength = sizeof(fullscreen_vs);
stretch_pipeline_desc.PS.pShaderBytecode = stretch_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(stretch_ps);
// The shader will set alpha to 1, don't use output-merger to preserve it.
stretch_pipeline_desc.BlendState.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
stretch_pipeline_desc.SampleMask = UINT_MAX;
stretch_pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
stretch_pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
stretch_pipeline_desc.RasterizerState.DepthClipEnable = TRUE;
stretch_pipeline_desc.PrimitiveTopologyType =
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
stretch_pipeline_desc.NumRenderTargets = 1;
stretch_pipeline_desc.RTVFormats[0] =
ui::d3d12::D3D12Context::kSwapChainFormat;
stretch_pipeline_desc.SampleDesc.Count = 1;
if (FAILED(device->CreateGraphicsPipelineState(
&stretch_pipeline_desc, IID_PPV_ARGS(&stretch_pipeline_)))) {
XELOGE("Failed to create the front buffer stretch pipeline state");
stretch_gamma_root_signature_->Release();
stretch_gamma_root_signature_ = nullptr;
stretch_root_signature_->Release();
stretch_root_signature_ = nullptr;
return X_STATUS_UNSUCCESSFUL;
}
stretch_pipeline_desc.pRootSignature = stretch_gamma_root_signature_;
stretch_pipeline_desc.PS.pShaderBytecode = stretch_gamma_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(stretch_gamma_ps);
if (FAILED(device->CreateGraphicsPipelineState(
&stretch_pipeline_desc, IID_PPV_ARGS(&stretch_gamma_pipeline_)))) {
XELOGE(
"Failed to create the gamma-correcting front buffer stretch "
"pipeline state");
stretch_pipeline_->Release();
stretch_pipeline_ = nullptr;
stretch_gamma_root_signature_->Release();
stretch_gamma_root_signature_ = nullptr;
stretch_root_signature_->Release();
stretch_root_signature_ = nullptr;
return X_STATUS_UNSUCCESSFUL;
}
return X_STATUS_SUCCESS;
}
void D3D12GraphicsSystem::Shutdown() {
ui::d3d12::util::ReleaseAndNull(stretch_gamma_pipeline_);
ui::d3d12::util::ReleaseAndNull(stretch_pipeline_);
ui::d3d12::util::ReleaseAndNull(stretch_gamma_root_signature_);
ui::d3d12::util::ReleaseAndNull(stretch_root_signature_);
GraphicsSystem::Shutdown();
}
std::unique_ptr<xe::ui::RawImage> D3D12GraphicsSystem::Capture() {
auto d3d12_command_processor =
static_cast<D3D12CommandProcessor*>(command_processor());
if (!d3d12_command_processor) {
return nullptr;
}
return d3d12_command_processor->Capture();
}
void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
D3D12_GPU_DESCRIPTOR_HANDLE handle,
D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
ID3D12GraphicsCommandList* command_list) {
if (gamma_ramp_handle != nullptr) {
command_list->SetPipelineState(stretch_gamma_pipeline_);
command_list->SetGraphicsRootSignature(stretch_gamma_root_signature_);
command_list->SetGraphicsRootDescriptorTable(1, *gamma_ramp_handle);
command_list->SetGraphicsRoot32BitConstants(2, 1, &gamma_ramp_inv_size, 0);
} else {
command_list->SetPipelineState(stretch_pipeline_);
command_list->SetGraphicsRootSignature(stretch_root_signature_);
}
command_list->SetGraphicsRootDescriptorTable(0, handle);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list->DrawInstanced(3, 1, 0, 0);
}
void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
D3D12_GPU_DESCRIPTOR_HANDLE handle,
D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
DeferredCommandList& command_list) {
if (gamma_ramp_handle != nullptr) {
command_list.D3DSetPipelineState(stretch_gamma_pipeline_);
command_list.D3DSetGraphicsRootSignature(stretch_gamma_root_signature_);
command_list.D3DSetGraphicsRootDescriptorTable(1, *gamma_ramp_handle);
command_list.D3DSetGraphicsRoot32BitConstants(2, 1, &gamma_ramp_inv_size,
0);
} else {
command_list.D3DSetPipelineState(stretch_pipeline_);
command_list.D3DSetGraphicsRootSignature(stretch_root_signature_);
}
command_list.D3DSetGraphicsRootDescriptorTable(0, handle);
command_list.D3DIASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list.D3DDrawInstanced(3, 1, 0, 0);
}
std::unique_ptr<CommandProcessor>
D3D12GraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new D3D12CommandProcessor(this, kernel_state_));
}
void D3D12GraphicsSystem::Swap(xe::ui::UIEvent* e) {
if (display_context_->WasLost()) {
// We're crashing. Cheese it.
return;
}
if (!command_processor_) {
return;
}
auto& swap_state = command_processor_->swap_state();
ID3D12DescriptorHeap* swap_srv_heap;
{
std::lock_guard<std::mutex> lock(swap_state.mutex);
swap_state.pending = false;
swap_srv_heap = reinterpret_cast<ID3D12DescriptorHeap*>(
swap_state.front_buffer_texture);
}
if (swap_srv_heap == nullptr) {
// Not ready yet.
return;
}
uint32_t window_width, window_height;
display_context_->GetSwapChainSize(window_width, window_height);
int32_t target_x, target_y;
uint32_t target_width, target_height;
draw_util::GetPresentArea(swap_state.width, swap_state.height, window_width,
window_height, target_x, target_y, target_width,
target_height);
// For safety.
target_x = clamp(target_x, int32_t(D3D12_VIEWPORT_BOUNDS_MIN),
int32_t(D3D12_VIEWPORT_BOUNDS_MAX));
target_y = clamp(target_y, int32_t(D3D12_VIEWPORT_BOUNDS_MIN),
int32_t(D3D12_VIEWPORT_BOUNDS_MAX));
target_width = std::min(
target_width, uint32_t(int32_t(D3D12_VIEWPORT_BOUNDS_MAX) - target_x));
target_height = std::min(
target_height, uint32_t(int32_t(D3D12_VIEWPORT_BOUNDS_MAX) - target_y));
auto command_list = display_context_->GetSwapCommandList();
// Assuming the window has already been cleared to the needed letterbox color.
D3D12_VIEWPORT viewport;
viewport.TopLeftX = float(target_x);
viewport.TopLeftY = float(target_y);
viewport.Width = float(target_width);
viewport.Height = float(target_height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 0.0f;
command_list->RSSetViewports(1, &viewport);
D3D12_RECT scissor;
scissor.left = 0;
scissor.top = 0;
scissor.right = window_width;
scissor.bottom = window_height;
command_list->RSSetScissorRects(1, &scissor);
command_list->SetDescriptorHeaps(1, &swap_srv_heap);
StretchTextureToFrontBuffer(
swap_srv_heap->GetGPUDescriptorHandleForHeapStart(), nullptr, 0.0f,
command_list);
}
} // namespace d3d12
} // namespace gpu
} // namespace xe