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

@ -51,8 +51,6 @@ static bool s_last_xfb_mode = false;
static Television s_television;
static ID3D12Resource* s_access_efb_constant_buffer = nullptr;
enum CLEAR_BLEND_DESC
{
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
@ -110,25 +108,6 @@ static void SetupDeviceObjects()
g_framebuffer_manager = std::make_unique<FramebufferManager>();
float colmat[20] = { 0.0f };
colmat[0] = colmat[5] = colmat[10] = 1.0f;
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(colmat)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&s_access_efb_constant_buffer)
)
);
// Copy inital data to access_efb_cbuf12.
void* access_efb_constant_buffer_data = nullptr;
CheckHR(s_access_efb_constant_buffer->Map(0, nullptr, &access_efb_constant_buffer_data));
memcpy(access_efb_constant_buffer_data, colmat, sizeof(colmat));
D3D12_DEPTH_STENCIL_DESC depth_desc;
depth_desc.DepthEnable = FALSE;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
@ -197,9 +176,6 @@ static void TeardownDeviceObjects()
s_screenshot_texture = nullptr;
}
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_access_efb_constant_buffer);
s_access_efb_constant_buffer = nullptr;
s_television.Shutdown();
gx_state_cache.Clear();
@ -394,192 +370,60 @@ void Renderer::SetColorMask()
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// EXISTINGD3D11TODO: This function currently is broken if anti-aliasing is enabled
// Convert EFB dimensions to the ones of our render target
EFBRectangle efb_pixel_rc;
efb_pixel_rc.left = x;
efb_pixel_rc.top = y;
efb_pixel_rc.right = x + 1;
efb_pixel_rc.bottom = y + 1;
TargetRectangle target_pixel_rc = Renderer::ConvertEFBRectangle(efb_pixel_rc);
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
D3D12_RECT rect_to_lock;
if (type == PEEK_COLOR || type == PEEK_Z)
if (type == PEEK_COLOR)
{
rect_to_lock.left = (target_pixel_rc.left + target_pixel_rc.right) / 2;
rect_to_lock.top = (target_pixel_rc.top + target_pixel_rc.bottom) / 2;
rect_to_lock.right = rect_to_lock.left + 1;
rect_to_lock.bottom = rect_to_lock.top + 1;
}
else
{
rect_to_lock.left = target_pixel_rc.left;
rect_to_lock.right = target_pixel_rc.right;
rect_to_lock.top = target_pixel_rc.top;
rect_to_lock.bottom = target_pixel_rc.bottom;
}
u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
if (type == PEEK_Z)
{
D3D::command_list_mgr->CPUAccessNotify();
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using DrawShadedTexQuad instead
// D3D12TODO: Is above statement true on D3D12?
D3D12_VIEWPORT vp12 = { 0.f, 0.f, 1.f, 1.f, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_access_efb_constant_buffer->GetGPUVirtualAddress());
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
D3D::DrawShadedTexQuad(
FramebufferManager::GetEFBDepthTexture(),
&rect_to_lock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(),
1.0f,
0,
DXGI_FORMAT_R32_FLOAT,
false,
FramebufferManager::GetEFBDepthReadTexture()->GetMultisampled()
);
// copy to system memory
D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, 1, 1, 1);
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBDepthStagingBuffer();
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
dst_location.PlacedFootprint.Footprint.Width = 1;
dst_location.PlacedFootprint.Footprint.Height = 1;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.pResource = FramebufferManager::GetEFBDepthReadTexture()->GetTex12();
src_location.SubresourceIndex = 0;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
D3D::command_list_mgr->ExecuteQueuedWork(true);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
// read the data from system memory
void* readback_buffer_data = nullptr;
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
// depth buffer is inverted in the d3d backend
float val = 1.0f - reinterpret_cast<float*>(readback_buffer_data)[0];
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
}
// EXISTINGD3D11TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
else if (type == PEEK_COLOR)
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBColorStagingBuffer();
D3D12_BOX src_box = CD3DX12_BOX(rect_to_lock.left, rect_to_lock.top, 0, rect_to_lock.right, rect_to_lock.bottom, 1);
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dst_location.PlacedFootprint.Footprint.Width = 1;
dst_location.PlacedFootprint.Footprint.Height = 1;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.pResource = FramebufferManager::GetResolvedEFBColorTexture()->GetTex12();
src_location.SubresourceIndex = 0;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
FramebufferManager::GetResolvedEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
D3D::command_list_mgr->ExecuteQueuedWork(true);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
// read the data from system memory
void* readback_buffer_data = nullptr;
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
u32 ret = reinterpret_cast<u32*>(readback_buffer_data)[0];
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
ret = RGBA8ToRGBA6ToRGBA8(ret);
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
ret = RGBA8ToRGB565ToRGBA8(ret);
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
ret |= 0xFF000000;
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return ret; // GX_READ_NONE
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return (ret | 0xFF000000); // GX_READ_FF
return (color | 0xFF000000); // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return (ret & 0x00FFFFFF); // GX_READ_00
return (color & 0x00FFFFFF); // GX_READ_00
}
}
else // if (type == PEEK_Z)
{
// depth buffer is inverted in the d3d backend
float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
u32 ret = 0;
return 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
@ -706,6 +550,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
@ -906,6 +752,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
return;
}
// Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped when calling Present().
FramebufferManager::InvalidateEFBAccessCopies();
// Prepare to copy the XFBs to our backbuffer
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle target_rc = GetTargetRectangle();
@ -1272,6 +1121,9 @@ void Renderer::ApplyState(bool use_dst_alpha)
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
}
// Always called prior to drawing, so we can invalidate the CPU EFB copies here.
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::RestoreState()