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Xenia-Canary/src/xenia/ui/d3d12/d3d12_immediate_drawer.cc

730 lines
29 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
#include <cstring>
#include <memory>
#include <utility>
#include <vector>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/d3d12_util.h"
namespace xe {
namespace ui {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/ui/d3d12/shaders/dxbc/immediate_ps.h"
#include "xenia/ui/d3d12/shaders/dxbc/immediate_vs.h"
D3D12ImmediateDrawer::D3D12ImmediateTexture::D3D12ImmediateTexture(
uint32_t width, uint32_t height, ID3D12Resource* resource,
SamplerIndex sampler_index, D3D12ImmediateDrawer* immediate_drawer,
size_t immediate_drawer_index)
: ImmediateTexture(width, height),
resource_(resource),
sampler_index_(sampler_index),
immediate_drawer_(immediate_drawer),
immediate_drawer_index_(immediate_drawer_index) {
if (resource_) {
resource_->AddRef();
}
}
D3D12ImmediateDrawer::D3D12ImmediateTexture::~D3D12ImmediateTexture() {
if (immediate_drawer_) {
immediate_drawer_->OnImmediateTextureDestroyed(*this);
}
if (resource_) {
resource_->Release();
}
}
void D3D12ImmediateDrawer::D3D12ImmediateTexture::OnImmediateDrawerShutdown() {
immediate_drawer_ = nullptr;
// Lifetime is not managed anymore, so don't keep the resource either.
util::ReleaseAndNull(resource_);
}
D3D12ImmediateDrawer::D3D12ImmediateDrawer(D3D12Context& graphics_context)
: ImmediateDrawer(&graphics_context), context_(graphics_context) {}
D3D12ImmediateDrawer::~D3D12ImmediateDrawer() { Shutdown(); }
bool D3D12ImmediateDrawer::Initialize() {
const D3D12Provider& provider = context_.GetD3D12Provider();
ID3D12Device* device = provider.GetDevice();
// Create the root signature.
D3D12_ROOT_PARAMETER root_parameters[size_t(RootParameter::kCount)];
D3D12_DESCRIPTOR_RANGE descriptor_range_texture, descriptor_range_sampler;
{
auto& root_parameter = root_parameters[size_t(RootParameter::kTexture)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameter.DescriptorTable.NumDescriptorRanges = 1;
root_parameter.DescriptorTable.pDescriptorRanges =
&descriptor_range_texture;
descriptor_range_texture.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptor_range_texture.NumDescriptors = 1;
descriptor_range_texture.BaseShaderRegister = 0;
descriptor_range_texture.RegisterSpace = 0;
descriptor_range_texture.OffsetInDescriptorsFromTableStart = 0;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
}
{
auto& root_parameter = root_parameters[size_t(RootParameter::kSampler)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameter.DescriptorTable.NumDescriptorRanges = 1;
root_parameter.DescriptorTable.pDescriptorRanges =
&descriptor_range_sampler;
descriptor_range_sampler.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
descriptor_range_sampler.NumDescriptors = 1;
descriptor_range_sampler.BaseShaderRegister = 0;
descriptor_range_sampler.RegisterSpace = 0;
descriptor_range_sampler.OffsetInDescriptorsFromTableStart = 0;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
}
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kViewportSizeInv)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
root_parameter.Constants.Num32BitValues = 2;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
}
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
root_signature_desc.NumParameters = UINT(RootParameter::kCount);
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = nullptr;
root_signature_desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
root_signature_ = util::CreateRootSignature(provider, root_signature_desc);
if (root_signature_ == nullptr) {
XELOGE("Failed to create the Direct3D 12 immediate drawer root signature");
Shutdown();
return false;
}
// Create the pipelines.
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_desc = {};
pipeline_desc.pRootSignature = root_signature_;
pipeline_desc.VS.pShaderBytecode = immediate_vs;
pipeline_desc.VS.BytecodeLength = sizeof(immediate_vs);
pipeline_desc.PS.pShaderBytecode = immediate_ps;
pipeline_desc.PS.BytecodeLength = sizeof(immediate_ps);
D3D12_RENDER_TARGET_BLEND_DESC& pipeline_blend_desc =
pipeline_desc.BlendState.RenderTarget[0];
pipeline_blend_desc.BlendEnable = TRUE;
pipeline_blend_desc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeline_blend_desc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeline_blend_desc.BlendOp = D3D12_BLEND_OP_ADD;
// Don't change alpha (always 1).
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_ZERO;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_ONE;
pipeline_blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED |
D3D12_COLOR_WRITE_ENABLE_GREEN |
D3D12_COLOR_WRITE_ENABLE_BLUE;
pipeline_desc.SampleMask = UINT_MAX;
pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeline_desc.RasterizerState.FrontCounterClockwise = FALSE;
pipeline_desc.RasterizerState.DepthClipEnable = TRUE;
D3D12_INPUT_ELEMENT_DESC pipeline_input_elements[3] = {};
pipeline_input_elements[0].SemanticName = "POSITION";
pipeline_input_elements[0].Format = DXGI_FORMAT_R32G32_FLOAT;
pipeline_input_elements[0].AlignedByteOffset = offsetof(ImmediateVertex, x);
pipeline_input_elements[1].SemanticName = "TEXCOORD";
pipeline_input_elements[1].Format = DXGI_FORMAT_R32G32_FLOAT;
pipeline_input_elements[1].AlignedByteOffset = offsetof(ImmediateVertex, u);
pipeline_input_elements[2].SemanticName = "COLOR";
pipeline_input_elements[2].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
pipeline_input_elements[2].AlignedByteOffset =
offsetof(ImmediateVertex, color);
pipeline_desc.InputLayout.pInputElementDescs = pipeline_input_elements;
pipeline_desc.InputLayout.NumElements =
UINT(xe::countof(pipeline_input_elements));
pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_desc.NumRenderTargets = 1;
pipeline_desc.RTVFormats[0] = D3D12Context::kSwapChainFormat;
pipeline_desc.SampleDesc.Count = 1;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_triangle_)))) {
XELOGE(
"Failed to create the Direct3D 12 immediate drawer triangle pipeline "
"state");
Shutdown();
return false;
}
pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_line_)))) {
XELOGE(
"Failed to create the Direct3D 12 immediate drawer line pipeline "
"state");
Shutdown();
return false;
}
// Create the samplers.
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc;
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
sampler_heap_desc.NumDescriptors = UINT(SamplerIndex::kCount);
sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
sampler_heap_desc.NodeMask = 0;
if (FAILED(device->CreateDescriptorHeap(&sampler_heap_desc,
IID_PPV_ARGS(&sampler_heap_)))) {
XELOGE(
"Failed to create the Direct3D 12 immediate drawer sampler descriptor "
"heap");
Shutdown();
return false;
}
sampler_heap_cpu_start_ = sampler_heap_->GetCPUDescriptorHandleForHeapStart();
sampler_heap_gpu_start_ = sampler_heap_->GetGPUDescriptorHandleForHeapStart();
uint32_t sampler_size = provider.GetSamplerDescriptorSize();
// Nearest neighbor, clamp.
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.MaxAnisotropy = 1;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestClamp) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Bilinear, clamp.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearClamp) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Bilinear, repeat.
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Nearest neighbor, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Create pools for draws.
vertex_buffer_pool_ = std::make_unique<D3D12UploadBufferPool>(provider);
texture_descriptor_pool_ = std::make_unique<D3D12DescriptorHeapPool>(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2048);
// Reset the current state.
current_command_list_ = nullptr;
batch_open_ = false;
return true;
}
void D3D12ImmediateDrawer::Shutdown() {
for (auto& deleted_texture : textures_deleted_) {
deleted_texture.first->Release();
}
textures_deleted_.clear();
for (auto& texture_upload : texture_uploads_submitted_) {
texture_upload.buffer->Release();
texture_upload.texture->Release();
}
texture_uploads_submitted_.clear();
for (auto& texture_upload : texture_uploads_pending_) {
texture_upload.buffer->Release();
texture_upload.texture->Release();
}
texture_uploads_pending_.clear();
for (D3D12ImmediateTexture* texture : textures_) {
texture->OnImmediateDrawerShutdown();
}
textures_.clear();
texture_descriptor_pool_.reset();
vertex_buffer_pool_.reset();
util::ReleaseAndNull(sampler_heap_);
util::ReleaseAndNull(pipeline_line_);
util::ReleaseAndNull(pipeline_triangle_);
util::ReleaseAndNull(root_signature_);
}
std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter,
bool is_repeated, const uint8_t* data) {
const D3D12Provider& provider = context_.GetD3D12Provider();
ID3D12Device* device = provider.GetDevice();
D3D12_HEAP_FLAGS heap_flag_create_not_zeroed =
provider.GetHeapFlagCreateNotZeroed();
D3D12_RESOURCE_DESC resource_desc;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = width;
resource_desc.Height = height;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = D3D12ImmediateTexture::kFormat;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* resource;
if (SUCCEEDED(provider.GetDevice()->CreateCommittedResource(
&util::kHeapPropertiesDefault, heap_flag_create_not_zeroed,
&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS(&resource)))) {
// Create and fill the upload buffer.
D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint;
UINT64 upload_size;
device->GetCopyableFootprints(&resource_desc, 0, 1, 0, &upload_footprint,
nullptr, nullptr, &upload_size);
D3D12_RESOURCE_DESC upload_buffer_desc;
util::FillBufferResourceDesc(upload_buffer_desc, upload_size,
D3D12_RESOURCE_FLAG_NONE);
ID3D12Resource* upload_buffer;
if (SUCCEEDED(device->CreateCommittedResource(
&util::kHeapPropertiesUpload, heap_flag_create_not_zeroed,
&upload_buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&upload_buffer)))) {
D3D12_RANGE upload_buffer_read_range;
upload_buffer_read_range.Begin = 0;
upload_buffer_read_range.End = 0;
void* upload_buffer_mapping;
if (SUCCEEDED(upload_buffer->Map(0, &upload_buffer_read_range,
&upload_buffer_mapping))) {
size_t data_row_length = sizeof(uint32_t) * width;
if (data_row_length == upload_footprint.Footprint.RowPitch) {
std::memcpy(upload_buffer_mapping, data, data_row_length * height);
} else {
uint8_t* upload_buffer_row =
reinterpret_cast<uint8_t*>(upload_buffer_mapping) +
upload_footprint.Offset;
const uint8_t* data_row = data;
for (uint32_t i = 0; i < height; ++i) {
std::memcpy(upload_buffer_row, data_row, data_row_length);
data_row += data_row_length;
upload_buffer_row += upload_footprint.Footprint.RowPitch;
}
}
upload_buffer->Unmap(0, nullptr);
// Defer uploading and transition to the next draw.
PendingTextureUpload& pending_upload =
texture_uploads_pending_.emplace_back();
// While the upload has not been yet completed, keep a reference to the
// resource because its lifetime is not tied to that of the
// ImmediateTexture (and thus to context's submissions) now.
resource->AddRef();
pending_upload.texture = resource;
pending_upload.buffer = upload_buffer;
} else {
XELOGE(
"Failed to map a Direct3D 12 upload buffer for a {}x{} texture for "
"immediate drawing",
width, height);
upload_buffer->Release();
resource->Release();
resource = nullptr;
}
} else {
XELOGE(
"Failed to create a Direct3D 12 upload buffer for a {}x{} texture "
"for immediate drawing",
width, height);
resource->Release();
resource = nullptr;
}
} else {
XELOGE("Failed to create a {}x{} Direct3D 12 texture for immediate drawing",
width, height);
resource = nullptr;
}
SamplerIndex sampler_index;
if (filter == ImmediateTextureFilter::kLinear) {
sampler_index =
is_repeated ? SamplerIndex::kLinearRepeat : SamplerIndex::kLinearClamp;
} else {
sampler_index = is_repeated ? SamplerIndex::kNearestRepeat
: SamplerIndex::kNearestClamp;
}
// Manage by this immediate drawer if successfully created a resource.
std::unique_ptr<D3D12ImmediateTexture> texture =
std::make_unique<D3D12ImmediateTexture>(
width, height, resource, sampler_index, resource ? this : nullptr,
textures_.size());
if (resource) {
textures_.push_back(texture.get());
// D3D12ImmediateTexture now holds a reference.
resource->Release();
}
return std::move(texture);
}
void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
assert_null(current_command_list_);
assert_false(batch_open_);
ID3D12Device* device = context_.GetD3D12Provider().GetDevice();
// Use the compositing command list.
current_command_list_ = context_.GetSwapCommandList();
uint64_t completed_fence_value = context_.GetSwapCompletedFenceValue();
// Release deleted textures.
for (auto it = textures_deleted_.begin(); it != textures_deleted_.end();) {
if (it->second > completed_fence_value) {
++it;
continue;
}
it->first->Release();
if (std::next(it) != textures_deleted_.end()) {
*it = textures_deleted_.back();
}
textures_deleted_.pop_back();
}
// Release upload buffers for completed texture uploads.
auto erase_uploads_end = texture_uploads_submitted_.begin();
while (erase_uploads_end != texture_uploads_submitted_.end()) {
if (erase_uploads_end->fence_value > completed_fence_value) {
break;
}
erase_uploads_end->buffer->Release();
// Release the texture reference held for uploading.
erase_uploads_end->texture->Release();
++erase_uploads_end;
}
texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
erase_uploads_end);
vertex_buffer_pool_->Reclaim(completed_fence_value);
texture_descriptor_pool_->Reclaim(completed_fence_value);
current_render_target_width_ = render_target_width;
current_render_target_height_ = render_target_height;
D3D12_VIEWPORT viewport;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = float(render_target_width);
viewport.Height = float(render_target_height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
current_command_list_->RSSetViewports(1, &viewport);
current_command_list_->SetGraphicsRootSignature(root_signature_);
float viewport_inv_size[2];
viewport_inv_size[0] = 1.0f / viewport.Width;
viewport_inv_size[1] = 1.0f / viewport.Height;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kViewportSizeInv), 2, viewport_inv_size, 0);
current_scissor_.left = 0;
current_scissor_.top = 0;
current_scissor_.right = 0;
current_scissor_.bottom = 0;
current_primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
current_texture_ = nullptr;
current_texture_descriptor_heap_index_ =
D3D12DescriptorHeapPool::kHeapIndexInvalid;
current_sampler_index_ = SamplerIndex::kInvalid;
}
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
assert_false(batch_open_);
assert_not_null(current_command_list_);
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
// Bind the vertices.
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
vertex_buffer_view.StrideInBytes = UINT(sizeof(ImmediateVertex));
vertex_buffer_view.SizeInBytes =
UINT(sizeof(ImmediateVertex)) * batch.vertex_count;
void* vertex_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value, vertex_buffer_view.SizeInBytes, sizeof(float),
nullptr, nullptr, &vertex_buffer_view.BufferLocation);
if (vertex_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for {} vertices in the immediate drawer",
batch.vertex_count);
return;
}
std::memcpy(vertex_buffer_mapping, batch.vertices,
vertex_buffer_view.SizeInBytes);
current_command_list_->IASetVertexBuffers(0, 1, &vertex_buffer_view);
// Bind the indices.
batch_has_index_buffer_ = batch.indices != nullptr;
if (batch_has_index_buffer_) {
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.SizeInBytes = UINT(sizeof(uint16_t)) * batch.index_count;
index_buffer_view.Format = DXGI_FORMAT_R16_UINT;
void* index_buffer_mapping = vertex_buffer_pool_->Request(
current_fence_value, index_buffer_view.SizeInBytes, sizeof(uint16_t),
nullptr, nullptr, &index_buffer_view.BufferLocation);
if (index_buffer_mapping == nullptr) {
XELOGE("Failed to get a buffer for {} indices in the immediate drawer",
batch.index_count);
return;
}
std::memcpy(index_buffer_mapping, batch.indices,
index_buffer_view.SizeInBytes);
current_command_list_->IASetIndexBuffer(&index_buffer_view);
}
batch_open_ = true;
}
void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
if (!batch_open_) {
// Could be an error while obtaining the vertex and index buffers.
return;
}
// Set the scissor rectangle if enabled.
D3D12_RECT scissor;
if (draw.scissor) {
scissor.left = draw.scissor_rect[0];
scissor.top = current_render_target_height_ -
(draw.scissor_rect[1] + draw.scissor_rect[3]);
scissor.right = scissor.left + draw.scissor_rect[2];
scissor.bottom = scissor.top + draw.scissor_rect[3];
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = current_render_target_width_;
scissor.bottom = current_render_target_height_;
}
if (scissor.right <= scissor.left || scissor.bottom <= scissor.top) {
// Nothing is visible (used as the default current_scissor_ value also).
return;
}
if (current_scissor_.left != scissor.left ||
current_scissor_.top != scissor.top ||
current_scissor_.right != scissor.right ||
current_scissor_.bottom != scissor.bottom) {
current_scissor_ = scissor;
current_command_list_->RSSetScissorRects(1, &scissor);
}
// Ensure texture data is available if any texture is loaded, upload all in a
// batch, then transition all at once.
UploadTextures();
// Bind the texture. If this is the first draw in a frame, the descriptor heap
// index will be invalid initially, and the texture will be bound regardless
// of what's in current_texture_.
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
auto texture = static_cast<D3D12ImmediateTexture*>(draw.texture);
ID3D12Resource* texture_resource = texture ? texture->resource() : nullptr;
bool bind_texture = current_texture_ != texture_resource;
uint32_t texture_descriptor_index;
uint64_t texture_heap_index = texture_descriptor_pool_->Request(
current_fence_value, current_texture_descriptor_heap_index_,
bind_texture ? 1 : 0, 1, texture_descriptor_index);
if (texture_heap_index == D3D12DescriptorHeapPool::kHeapIndexInvalid) {
return;
}
if (texture_resource) {
texture->SetLastUsageFenceValue(current_fence_value);
}
if (current_texture_descriptor_heap_index_ != texture_heap_index) {
current_texture_descriptor_heap_index_ = texture_heap_index;
bind_texture = true;
ID3D12DescriptorHeap* descriptor_heaps[] = {
texture_descriptor_pool_->GetLastRequestHeap(), sampler_heap_};
current_command_list_->SetDescriptorHeaps(2, descriptor_heaps);
}
const D3D12Provider& provider = context_.GetD3D12Provider();
if (bind_texture) {
current_texture_ = texture_resource;
D3D12_SHADER_RESOURCE_VIEW_DESC texture_view_desc;
texture_view_desc.Format = D3D12ImmediateTexture::kFormat;
texture_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
if (texture_resource) {
texture_view_desc.Shader4ComponentMapping =
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
} else {
// No texture, solid color.
texture_view_desc.Shader4ComponentMapping =
D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
}
texture_view_desc.Texture2D.MostDetailedMip = 0;
texture_view_desc.Texture2D.MipLevels = 1;
texture_view_desc.Texture2D.PlaneSlice = 0;
texture_view_desc.Texture2D.ResourceMinLODClamp = 0.0f;
provider.GetDevice()->CreateShaderResourceView(
texture_resource, &texture_view_desc,
provider.OffsetViewDescriptor(
texture_descriptor_pool_->GetLastRequestHeapCPUStart(),
texture_descriptor_index));
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kTexture),
provider.OffsetViewDescriptor(
texture_descriptor_pool_->GetLastRequestHeapGPUStart(),
texture_descriptor_index));
}
// Bind the sampler. If the resource doesn't exist (solid color drawing), use
// nearest-neighbor and clamp so fetching is simpler.
SamplerIndex sampler_index =
texture_resource ? texture->sampler_index() : SamplerIndex::kNearestClamp;
if (current_sampler_index_ != sampler_index) {
current_sampler_index_ = sampler_index;
current_command_list_->SetGraphicsRootDescriptorTable(
UINT(RootParameter::kSampler),
provider.OffsetSamplerDescriptor(sampler_heap_gpu_start_,
uint32_t(sampler_index)));
}
// Set the primitive type and the pipeline for it.
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
ID3D12PipelineState* pipeline;
switch (draw.primitive_type) {
case ImmediatePrimitiveType::kLines:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
pipeline = pipeline_line_;
break;
case ImmediatePrimitiveType::kTriangles:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
pipeline = pipeline_triangle_;
break;
default:
assert_unhandled_case(draw.primitive_type);
return;
}
if (current_primitive_topology_ != primitive_topology) {
current_primitive_topology_ = primitive_topology;
current_command_list_->IASetPrimitiveTopology(primitive_topology);
current_command_list_->SetPipelineState(pipeline);
}
// Draw.
if (batch_has_index_buffer_) {
current_command_list_->DrawIndexedInstanced(
draw.count, 1, draw.index_offset, draw.base_vertex, 0);
} else {
current_command_list_->DrawInstanced(draw.count, 1, draw.base_vertex, 0);
}
}
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
void D3D12ImmediateDrawer::End() {
assert_false(batch_open_);
if (current_command_list_) {
// Don't keep upload buffers forever if nothing was drawn in this frame.
UploadTextures();
current_command_list_ = nullptr;
}
}
void D3D12ImmediateDrawer::OnImmediateTextureDestroyed(
D3D12ImmediateTexture& texture) {
// Remove from the texture list.
size_t texture_index = texture.immediate_drawer_index();
assert_true(texture_index != SIZE_MAX);
D3D12ImmediateTexture*& texture_at_index = textures_[texture_index];
texture_at_index = textures_.back();
texture_at_index->SetImmediateDrawerIndex(texture_index);
textures_.pop_back();
// Queue for delayed release.
ID3D12Resource* resource = texture.resource();
uint64_t last_usage_fence_value = texture.last_usage_fence_value();
if (resource &&
last_usage_fence_value > context_.GetSwapCompletedFenceValue()) {
resource->AddRef();
textures_deleted_.push_back(
std::make_pair(resource, last_usage_fence_value));
}
}
void D3D12ImmediateDrawer::UploadTextures() {
assert_not_null(current_command_list_);
if (texture_uploads_pending_.empty()) {
// Called often - don't initialize anything.
return;
}
ID3D12Device* device = context_.GetD3D12Provider().GetDevice();
uint64_t current_fence_value = context_.GetSwapCurrentFenceValue();
// Copy all at once, then transition all at once (not interleaving copying and
// pipeline barriers).
std::vector<D3D12_RESOURCE_BARRIER> barriers;
barriers.reserve(texture_uploads_pending_.size());
for (const PendingTextureUpload& pending_upload : texture_uploads_pending_) {
ID3D12Resource* texture = pending_upload.texture;
D3D12_RESOURCE_DESC texture_desc = texture->GetDesc();
D3D12_TEXTURE_COPY_LOCATION location_source, location_dest;
location_source.pResource = pending_upload.buffer;
location_source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
device->GetCopyableFootprints(&texture_desc, 0, 1, 0,
&location_source.PlacedFootprint, nullptr,
nullptr, nullptr);
location_dest.pResource = texture;
location_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
location_dest.SubresourceIndex = 0;
current_command_list_->CopyTextureRegion(&location_dest, 0, 0, 0,
&location_source, nullptr);
D3D12_RESOURCE_BARRIER& barrier = barriers.emplace_back();
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = texture;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
SubmittedTextureUpload& submitted_upload =
texture_uploads_submitted_.emplace_back();
// Transfer the reference to the texture - need to keep it until the upload
// is completed.
submitted_upload.texture = texture;
submitted_upload.buffer = pending_upload.buffer;
submitted_upload.fence_value = current_fence_value;
}
texture_uploads_pending_.clear();
assert_false(barriers.empty());
current_command_list_->ResourceBarrier(UINT(barriers.size()),
barriers.data());
}
} // namespace d3d12
} // namespace ui
} // namespace xe