730 lines
29 KiB
C++
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
|