Files
Xenia-Canary/src/xenia/ui/d3d12/d3d12_immediate_drawer.cc
Triang3l fe3f0f26e4 [UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing
[UI] Add FidelityFX FSR and CAS post-processing
[UI] Add blue noise dithering from 10bpc to 8bpc
[GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color
[UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event
[UI] Allow variable refresh rate (or tearing)
[UI] Present the newest frame (restart) on DXGI
[UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management
[UI] Connect presentation to windows via the Surface class, not native window handles
[Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around
[Vulkan] Lower the minimum required Vulkan version to 1.0
[UI/GPU] Various cleanup, mainly ComPtr usage
[UI] Support per-monitor DPI awareness v2 on Windows
[UI] DPI-scale Dear ImGui
[UI] Replace the remaining non-detachable window delegates with unified window event and input listeners
[UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem
[UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing
[UI] Add explicit window lifecycle phases
[UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback
[UI] GTK: Apply the initial size to the drawing area
[UI] Limit internal UI frame rate to that of the monitor
[UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
2022-01-29 13:22:03 +03:00

708 lines
29 KiB
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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 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_presenter.h"
#include "xenia/ui/d3d12/d3d12_util.h"
namespace xe {
namespace ui {
namespace d3d12 {
// Generated with `xb buildshaders`.
namespace shaders {
#include "xenia/ui/shaders/bytecode/d3d12_5_1/immediate_ps.h"
#include "xenia/ui/shaders/bytecode/d3d12_5_1/immediate_vs.h"
} // namespace shaders
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) {}
D3D12ImmediateDrawer::D3D12ImmediateTexture::~D3D12ImmediateTexture() {
if (immediate_drawer_) {
immediate_drawer_->OnImmediateTextureDestroyed(*this);
}
}
void D3D12ImmediateDrawer::D3D12ImmediateTexture::OnImmediateDrawerDestroyed() {
immediate_drawer_ = nullptr;
// Lifetime is not managed anymore, so don't keep the resource either.
resource_.Reset();
}
D3D12ImmediateDrawer::~D3D12ImmediateDrawer() {
// Await GPU usage completion of all draws and texture uploads (which happen
// before draws).
auto d3d12_presenter = static_cast<D3D12Presenter*>(presenter());
if (d3d12_presenter) {
d3d12_presenter->AwaitUISubmissionCompletionFromUIThread(
last_paint_submission_index_);
}
// Texture resources and descriptors are owned and tracked by the immediate
// drawer. Zombie texture objects are supported, but are meaningless.
assert_true(textures_.empty());
for (D3D12ImmediateTexture* texture : textures_) {
texture->OnImmediateDrawerDestroyed();
}
textures_.clear();
}
bool D3D12ImmediateDrawer::Initialize() {
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::kCoordinateSpaceSizeInv)];
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_.ReleaseAndGetAddressOf()) =
util::CreateRootSignature(provider_, root_signature_desc);
if (!root_signature_) {
XELOGE("D3D12ImmediateDrawer: Failed to create the root signature");
return false;
}
// Create the pipelines.
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_desc = {};
pipeline_desc.pRootSignature = root_signature_.Get();
pipeline_desc.VS.pShaderBytecode = shaders::immediate_vs;
pipeline_desc.VS.BytecodeLength = sizeof(shaders::immediate_vs);
pipeline_desc.PS.pShaderBytecode = shaders::immediate_ps;
pipeline_desc.PS.BytecodeLength = sizeof(shaders::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;
pipeline_blend_desc.SrcBlendAlpha = D3D12_BLEND_ONE;
pipeline_blend_desc.DestBlendAlpha = D3D12_BLEND_ONE;
pipeline_blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeline_blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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] = D3D12Presenter::kSwapChainFormat;
pipeline_desc.SampleDesc.Count = 1;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_triangle_)))) {
XELOGE("D3D12ImmediateDrawer: Failed to create the triangle pipeline");
return false;
}
pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
if (FAILED(device->CreateGraphicsPipelineState(
&pipeline_desc, IID_PPV_ARGS(&pipeline_line_)))) {
XELOGE("D3D12ImmediateDrawer: Failed to create the line pipeline");
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(
"D3D12ImmediateDrawer: Failed to create the sampler descriptor heap");
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.
batch_open_ = false;
return true;
}
std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter,
bool is_repeated, const uint8_t* data) {
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;
Microsoft::WRL::ComPtr<ID3D12Resource> resource;
if (SUCCEEDED(device->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);
Microsoft::WRL::ComPtr<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.
// 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.
PendingTextureUpload& pending_upload =
texture_uploads_pending_.emplace_back(resource.Get(),
upload_buffer.Get());
} else {
XELOGE(
"D3D12ImmediateDrawer: Failed to map an upload buffer for a {}x{} "
"texture",
width, height);
upload_buffer.Reset();
resource.Reset();
}
} else {
XELOGE(
"D3D12ImmediateDrawer: Failed to create an upload buffer for a {}x{} "
"texture",
width, height);
resource.Reset();
}
} else {
XELOGE("D3D12ImmediateDrawer: Failed to create a {}x{} texture", width,
height);
}
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.Get(), sampler_index,
resource ? this : nullptr, textures_.size());
if (resource) {
textures_.push_back(texture.get());
}
return std::move(texture);
}
void D3D12ImmediateDrawer::Begin(UIDrawContext& ui_draw_context,
float coordinate_space_width,
float coordinate_space_height) {
ImmediateDrawer::Begin(ui_draw_context, coordinate_space_width,
coordinate_space_height);
assert_false(batch_open_);
const D3D12UIDrawContext& d3d12_ui_draw_context =
static_cast<const D3D12UIDrawContext&>(ui_draw_context);
// Update the submission index to be used throughout the current immediate
// drawer paint.
last_paint_submission_index_ =
d3d12_ui_draw_context.submission_index_current();
last_completed_submission_index_ =
d3d12_ui_draw_context.submission_index_completed();
// Release deleted textures.
for (auto it = textures_deleted_.begin(); it != textures_deleted_.end();) {
if (it->second > last_completed_submission_index_) {
++it;
continue;
}
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->submission_index >
last_completed_submission_index_) {
break;
}
++erase_uploads_end;
}
texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
erase_uploads_end);
// Make sure textures created before the current frame are uploaded, even if
// nothing was drawn in the previous frames or nothing will be drawn in the
// current or subsequent ones, as that would result in upload buffers kept
// forever.
UploadTextures();
texture_descriptor_pool_->Reclaim(last_completed_submission_index_);
vertex_buffer_pool_->Reclaim(last_completed_submission_index_);
// Begin drawing.
ID3D12GraphicsCommandList* command_list =
d3d12_ui_draw_context.command_list();
D3D12_VIEWPORT viewport;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = float(d3d12_ui_draw_context.render_target_width());
viewport.Height = float(d3d12_ui_draw_context.render_target_height());
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
command_list->RSSetViewports(1, &viewport);
command_list->SetGraphicsRootSignature(root_signature_.Get());
float coordinate_space_size_inv[2];
coordinate_space_size_inv[0] = 1.0f / coordinate_space_width;
coordinate_space_size_inv[1] = 1.0f / coordinate_space_height;
command_list->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kCoordinateSpaceSizeInv), 2,
coordinate_space_size_inv, 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_);
const D3D12UIDrawContext& d3d12_ui_draw_context =
*static_cast<const D3D12UIDrawContext*>(ui_draw_context());
ID3D12GraphicsCommandList* command_list =
d3d12_ui_draw_context.command_list();
// 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(
last_paint_submission_index_, vertex_buffer_view.SizeInBytes,
sizeof(float), nullptr, nullptr, &vertex_buffer_view.BufferLocation);
if (vertex_buffer_mapping == nullptr) {
XELOGE("D3D12ImmediateDrawer: Failed to get a buffer for {} vertices",
batch.vertex_count);
return;
}
std::memcpy(vertex_buffer_mapping, batch.vertices,
vertex_buffer_view.SizeInBytes);
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(
last_paint_submission_index_, index_buffer_view.SizeInBytes,
sizeof(uint16_t), nullptr, nullptr, &index_buffer_view.BufferLocation);
if (index_buffer_mapping == nullptr) {
XELOGE("D3D12ImmediateDrawer: Failed to get a buffer for {} indices",
batch.index_count);
return;
}
std::memcpy(index_buffer_mapping, batch.indices,
index_buffer_view.SizeInBytes);
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;
}
const D3D12UIDrawContext& d3d12_ui_draw_context =
*static_cast<const D3D12UIDrawContext*>(ui_draw_context());
ID3D12GraphicsCommandList* command_list =
d3d12_ui_draw_context.command_list();
// Set the scissor rectangle.
uint32_t scissor_left, scissor_top, scissor_width, scissor_height;
if (!ScissorToRenderTarget(draw, scissor_left, scissor_top, scissor_width,
scissor_height)) {
// Nothing is visible (zero area is used as the default current_scissor_
// value also).
return;
}
D3D12_RECT scissor;
scissor.left = LONG(scissor_left);
scissor.top = LONG(scissor_top);
scissor.right = LONG(scissor_left + scissor_width);
scissor.bottom = LONG(scissor_top + scissor_height);
if (current_scissor_.left != scissor.left ||
current_scissor_.top != scissor.top ||
current_scissor_.right != scissor.right ||
current_scissor_.bottom != scissor.bottom) {
current_scissor_ = scissor;
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_.
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(
last_paint_submission_index_, current_texture_descriptor_heap_index_,
bind_texture ? 1 : 0, 1, texture_descriptor_index);
if (texture_heap_index == D3D12DescriptorHeapPool::kHeapIndexInvalid) {
return;
}
if (texture_resource) {
texture->SetLastUsageSubmissionIndex(last_paint_submission_index_);
}
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_.Get()};
command_list->SetDescriptorHeaps(2, descriptor_heaps);
}
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));
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;
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_.Get();
break;
case ImmediatePrimitiveType::kTriangles:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
pipeline = pipeline_triangle_.Get();
break;
default:
assert_unhandled_case(draw.primitive_type);
return;
}
if (current_primitive_topology_ != primitive_topology) {
current_primitive_topology_ = primitive_topology;
command_list->IASetPrimitiveTopology(primitive_topology);
command_list->SetPipelineState(pipeline);
}
// Draw.
if (batch_has_index_buffer_) {
command_list->DrawIndexedInstanced(draw.count, 1, draw.index_offset,
draw.base_vertex, 0);
} else {
command_list->DrawInstanced(draw.count, 1, draw.base_vertex, 0);
}
}
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
void D3D12ImmediateDrawer::End() {
assert_false(batch_open_);
ImmediateDrawer::End();
}
void D3D12ImmediateDrawer::OnLeavePresenter() {
// Leaving the presenter's submission timeline - await GPU usage completion of
// all draws and texture uploads (which happen before draws) and reset
// submission indices.
D3D12Presenter& d3d12_presenter = *static_cast<D3D12Presenter*>(presenter());
d3d12_presenter.AwaitUISubmissionCompletionFromUIThread(
last_paint_submission_index_);
for (D3D12ImmediateTexture* texture : textures_) {
texture->SetLastUsageSubmissionIndex(0);
}
texture_uploads_submitted_.clear();
vertex_buffer_pool_->ChangeSubmissionTimeline();
texture_descriptor_pool_->ChangeSubmissionTimeline();
last_paint_submission_index_ = 0;
last_completed_submission_index_ = 0;
}
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 last_usage_submission_index = texture.last_usage_submission_index();
if (resource &&
last_usage_submission_index > last_completed_submission_index_) {
textures_deleted_.emplace_back(resource, last_usage_submission_index);
}
}
void D3D12ImmediateDrawer::UploadTextures() {
if (texture_uploads_pending_.empty()) {
// Called often - don't initialize anything.
return;
}
ID3D12Device* device = provider_.GetDevice();
const D3D12UIDrawContext& d3d12_ui_draw_context =
*static_cast<const D3D12UIDrawContext*>(ui_draw_context());
ID3D12GraphicsCommandList* command_list =
d3d12_ui_draw_context.command_list();
// 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.Get();
D3D12_RESOURCE_DESC texture_desc = texture->GetDesc();
D3D12_TEXTURE_COPY_LOCATION location_source, location_dest;
location_source.pResource = pending_upload.buffer.Get();
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;
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;
texture_uploads_submitted_.emplace_back(
texture, pending_upload.buffer.Get(), last_paint_submission_index_);
}
texture_uploads_pending_.clear();
assert_false(barriers.empty());
command_list->ResourceBarrier(UINT(barriers.size()), barriers.data());
}
} // namespace d3d12
} // namespace ui
} // namespace xe