D3D12: Implement non-blocking EFB access when EFB has not been modified

This commit is contained in:
Stenzek
2016-02-21 17:18:02 +10:00
parent 6bbf836ea9
commit 1d909ec7a4
4 changed files with 279 additions and 227 deletions

View File

@ -22,11 +22,7 @@ unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
@ -105,11 +101,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
// EFB depth buffer - primary depth buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
@ -118,24 +109,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
// Render buffer for AccessEFB (depth data)
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
@ -159,6 +132,8 @@ FramebufferManager::FramebufferManager()
m_efb.resolved_depth_tex = nullptr;
}
InitializeEFBAccessCopies();
s_xfbEncoder.Init();
}
@ -166,17 +141,12 @@ FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
DestroyEFBAccessCopies();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
@ -235,6 +205,217 @@ void FramebufferManager::ResolveDepthTexture()
g_renderer->RestoreAPIState();
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
{
if (!m_efb.color_access_readback_map)
MapEFBColorAccessCopy();
u32 color;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
return color;
}
float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
{
if (!m_efb.depth_access_readback_map)
MapEFBDepthAccessCopy();
float depth;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
return depth;
}
void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
{
if (!m_efb.color_access_readback_map)
return;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
}
void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
{
if (!m_efb.depth_access_readback_map)
return;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
}
void FramebufferManager::InitializeEFBAccessCopies()
{
D3D12_CLEAR_VALUE optimized_color_clear_value = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
D3D12_CLEAR_VALUE optimized_depth_clear_value = { DXGI_FORMAT_R32_FLOAT, { 1.0f } };
CD3DX12_RESOURCE_DESC texdesc12;
ID3D12Resource* buf12;
HRESULT hr;
// EFB access - color resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
m_efb.color_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer");
buf12->Release();
// EFB access - color staging/readback buffer
m_efb.color_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
// EFB access - depth resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer");
buf12->Release();
// EFB access - depth staging/readback buffer
m_efb.depth_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
}
void FramebufferManager::MapEFBColorAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Block until completion
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.color_tex->GetTex12())
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
// Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now
m_efb.color_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
}
void FramebufferManager::MapEFBDepthAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
(g_ActiveConfig.iMultisamples > 1) ? StaticShaderCache::GetDepthResolveToColorPixelShader() : StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, 1.0f, 0, DXGI_FORMAT_R32_FLOAT, false, false);
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0,{ DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Block until completion
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.depth_tex->GetTex12())
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now
m_efb.depth_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
}
void FramebufferManager::InvalidateEFBAccessCopies()
{
if (m_efb.color_access_readback_map)
{
m_efb.color_access_readback_buffer->Unmap(0, nullptr);
m_efb.color_access_readback_map = nullptr;
}
if (m_efb.depth_access_readback_map)
{
m_efb.depth_access_readback_buffer->Unmap(0, nullptr);
m_efb.depth_access_readback_map = nullptr;
}
}
void FramebufferManager::DestroyEFBAccessCopies()
{
InvalidateEFBAccessCopies();
SAFE_RELEASE(m_efb.color_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_access_readback_buffer);
m_efb.color_access_readback_buffer = nullptr;
SAFE_RELEASE(m_efb.depth_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_access_readback_buffer);
m_efb.depth_access_readback_buffer = nullptr;
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
// DX12's XFB decoder does not use this function.