[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
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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// Align to D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT not to waste any space if
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// it's smaller (the size of the heap backing the buffer will be aligned to
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// D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT anyway).
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D3D12UploadBufferPool::D3D12UploadBufferPool(const D3D12Provider& provider,
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size_t page_size)
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: GraphicsUploadBufferPool(xe::align(
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page_size, size_t(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT))),
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provider_(provider) {}
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uint8_t* D3D12UploadBufferPool::Request(
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uint64_t submission_index, size_t size, size_t alignment,
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ID3D12Resource** buffer_out, size_t* offset_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
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size_t offset;
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const D3D12Page* page =
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static_cast<const D3D12Page*>(GraphicsUploadBufferPool::Request(
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submission_index, size, alignment, offset));
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if (!page) {
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_.Get();
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}
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if (offset_out) {
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*offset_out = offset;
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}
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if (gpu_address_out) {
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*gpu_address_out = page->gpu_address_ + offset;
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}
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return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
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}
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uint8_t* D3D12UploadBufferPool::RequestPartial(
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uint64_t submission_index, size_t size, size_t alignment,
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ID3D12Resource** buffer_out, size_t* offset_out, size_t* size_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out) {
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size_t offset, size_obtained;
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const D3D12Page* page =
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static_cast<const D3D12Page*>(GraphicsUploadBufferPool::RequestPartial(
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submission_index, size, alignment, offset, size_obtained));
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if (!page) {
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_.Get();
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}
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if (offset_out) {
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*offset_out = offset;
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}
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if (size_out) {
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*size_out = size_obtained;
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}
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if (gpu_address_out) {
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*gpu_address_out = page->gpu_address_ + offset;
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}
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return reinterpret_cast<uint8_t*>(page->mapping_) + offset;
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}
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GraphicsUploadBufferPool::Page*
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D3D12UploadBufferPool::CreatePageImplementation() {
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D3D12_RESOURCE_DESC buffer_desc;
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util::FillBufferResourceDesc(buffer_desc, page_size_,
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D3D12_RESOURCE_FLAG_NONE);
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Microsoft::WRL::ComPtr<ID3D12Resource> buffer;
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if (FAILED(provider_.GetDevice()->CreateCommittedResource(
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&util::kHeapPropertiesUpload, provider_.GetHeapFlagCreateNotZeroed(),
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&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&buffer)))) {
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XELOGE("Failed to create a D3D upload buffer with {} bytes", page_size_);
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return nullptr;
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}
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D3D12_RANGE read_range;
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read_range.Begin = 0;
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read_range.End = 0;
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void* mapping;
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if (FAILED(buffer->Map(0, &read_range, &mapping))) {
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XELOGE("Failed to map a D3D upload buffer with {} bytes", page_size_);
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buffer->Release();
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return nullptr;
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}
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// Unmapping will be done implicitly when the resource is destroyed.
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return new D3D12Page(buffer.Get(), mapping);
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}
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D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
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void* mapping)
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: buffer_(buffer), mapping_(mapping) {
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gpu_address_ = buffer_->GetGPUVirtualAddress();
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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