mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-25 07:09:48 -06:00
D3D12: Initial commit for D3D12 backend implementation.
This commit is contained in:
218
Source/Core/VideoBackends/D3D12/VertexManager.cpp
Normal file
218
Source/Core/VideoBackends/D3D12/VertexManager.cpp
Normal file
@ -0,0 +1,218 @@
|
||||
// Copyright 2010 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
|
||||
#include "VideoBackends/D3D12/BoundingBox.h"
|
||||
#include "VideoBackends/D3D12/D3DBase.h"
|
||||
#include "VideoBackends/D3D12/D3DCommandListManager.h"
|
||||
#include "VideoBackends/D3D12/D3DState.h"
|
||||
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
|
||||
#include "VideoBackends/D3D12/FramebufferManager.h"
|
||||
#include "VideoBackends/D3D12/Render.h"
|
||||
#include "VideoBackends/D3D12/ShaderCache.h"
|
||||
#include "VideoBackends/D3D12/VertexManager.h"
|
||||
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/Debugger.h"
|
||||
#include "VideoCommon/IndexGenerator.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/Statistics.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace DX12
|
||||
{
|
||||
|
||||
static constexpr unsigned int MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16;
|
||||
static constexpr unsigned int MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 4;
|
||||
|
||||
void VertexManager::SetIndexBuffer()
|
||||
{
|
||||
D3D12_INDEX_BUFFER_VIEW ib_view = {
|
||||
m_index_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
|
||||
m_index_stream_buffer->GetSize(), // UINT SizeInBytes;
|
||||
DXGI_FORMAT_R16_UINT // DXGI_FORMAT Format;
|
||||
};
|
||||
|
||||
D3D::current_command_list->IASetIndexBuffer(&ib_view);
|
||||
}
|
||||
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
m_vertex_draw_offset = 0;
|
||||
m_index_draw_offset = 0;
|
||||
|
||||
m_vertex_stream_buffer = new D3DStreamBuffer(VertexManager::MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated);
|
||||
m_index_stream_buffer = new D3DStreamBuffer(VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 2, VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated);
|
||||
|
||||
SetIndexBuffer();
|
||||
|
||||
// Use CPU-only memory if the GPU won't be reading from the buffers,
|
||||
// since reading upload heaps on the CPU is slow..
|
||||
m_vertex_cpu_buffer.resize(MAXVBUFFERSIZE);
|
||||
m_index_cpu_buffer.resize(MAXIBUFFERSIZE);
|
||||
}
|
||||
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
SAFE_DELETE(m_vertex_stream_buffer);
|
||||
SAFE_DELETE(m_index_stream_buffer);
|
||||
|
||||
m_vertex_cpu_buffer.clear();
|
||||
m_index_cpu_buffer.clear();
|
||||
}
|
||||
|
||||
VertexManager::VertexManager()
|
||||
{
|
||||
CreateDeviceObjects();
|
||||
}
|
||||
|
||||
VertexManager::~VertexManager()
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void VertexManager::PrepareDrawBuffers(u32 stride)
|
||||
{
|
||||
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
|
||||
u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
|
||||
|
||||
m_vertex_stream_buffer->OverrideSizeOfPreviousAllocation(vertex_data_size);
|
||||
m_index_stream_buffer->OverrideSizeOfPreviousAllocation(index_data_size);
|
||||
|
||||
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
|
||||
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
|
||||
}
|
||||
|
||||
void VertexManager::Draw(u32 stride)
|
||||
{
|
||||
static u32 s_previous_stride = UINT_MAX;
|
||||
|
||||
u32 indices = IndexGenerator::GetIndexLen();
|
||||
|
||||
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER) || s_previous_stride != stride)
|
||||
{
|
||||
D3D12_VERTEX_BUFFER_VIEW vb_view = {
|
||||
m_vertex_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
|
||||
m_vertex_stream_buffer->GetSize(), // UINT SizeInBytes;
|
||||
stride // UINT StrideInBytes;
|
||||
};
|
||||
|
||||
D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
|
||||
|
||||
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, false);
|
||||
s_previous_stride = stride;
|
||||
}
|
||||
|
||||
D3D_PRIMITIVE_TOPOLOGY d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
|
||||
|
||||
switch (current_primitive_type)
|
||||
{
|
||||
case PRIMITIVE_POINTS:
|
||||
d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
|
||||
break;
|
||||
case PRIMITIVE_LINES:
|
||||
d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
|
||||
break;
|
||||
}
|
||||
|
||||
if (D3D::command_list_mgr->GetCommandListPrimitiveTopology() != d3d_primitive_topology)
|
||||
{
|
||||
D3D::current_command_list->IASetPrimitiveTopology(d3d_primitive_topology);
|
||||
D3D::command_list_mgr->SetCommandListPrimitiveTopology(d3d_primitive_topology);
|
||||
}
|
||||
|
||||
u32 base_vertex = m_vertex_draw_offset / stride;
|
||||
u32 start_index = m_index_draw_offset / sizeof(u16);
|
||||
|
||||
D3D::current_command_list->DrawIndexedInstanced(indices, 1, start_index, base_vertex, 0);
|
||||
|
||||
INCSTAT(stats.thisFrame.numDrawCalls);
|
||||
}
|
||||
|
||||
void VertexManager::vFlush(bool use_dst_alpha)
|
||||
{
|
||||
ShaderCache::LoadAndSetActiveShaders(use_dst_alpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, current_primitive_type);
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
|
||||
{
|
||||
// D3D12TODO: Support GPU-side bounding box.
|
||||
// D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
|
||||
}
|
||||
|
||||
u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
|
||||
|
||||
PrepareDrawBuffers(stride);
|
||||
|
||||
g_renderer->ApplyState(use_dst_alpha);
|
||||
|
||||
Draw(stride);
|
||||
|
||||
D3D::command_list_mgr->m_draws_since_last_execution++;
|
||||
|
||||
// Many Gamecube/Wii titles read from the EFB each frame to determine what new rendering work to submit, e.g. where sun rays are
|
||||
// occluded and where they aren't. When the CPU wants to read this data (done in Renderer::AccessEFB), it requires that the GPU
|
||||
// finish all oustanding work. As an optimization, when we detect that the CPU is likely to read back data this frame, we break
|
||||
// up the rendering work and submit it more frequently to the GPU (via ExecuteCommandList). Thus, when the CPU finally needs the
|
||||
// the GPU to finish all of its work, there is (hopefully) less work outstanding to wait on at that moment.
|
||||
|
||||
// D3D12TODO: Decide right threshold for drawCountSinceAsyncFlush at runtime depending on
|
||||
// amount of stall measured in AccessEFB.
|
||||
|
||||
if (D3D::command_list_mgr->m_draws_since_last_execution > 100 && D3D::command_list_mgr->m_cpu_access_last_frame)
|
||||
{
|
||||
D3D::command_list_mgr->m_draws_since_last_execution = 0;
|
||||
|
||||
D3D::command_list_mgr->ExecuteQueuedWork();
|
||||
|
||||
g_renderer->SetViewport();
|
||||
|
||||
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::ResetBuffer(u32 stride)
|
||||
{
|
||||
if (s_cull_all)
|
||||
{
|
||||
s_pCurBufferPointer = m_vertex_cpu_buffer.data();
|
||||
s_pBaseBufferPointer = m_vertex_cpu_buffer.data();
|
||||
s_pEndBufferPointer = m_vertex_cpu_buffer.data() + MAXVBUFFERSIZE;
|
||||
|
||||
IndexGenerator::Start(reinterpret_cast<u16*>(m_index_cpu_buffer.data()));
|
||||
return;
|
||||
}
|
||||
|
||||
bool command_list_executed = m_vertex_stream_buffer->AllocateSpaceInBuffer(MAXVBUFFERSIZE, stride);
|
||||
|
||||
if (m_vertex_stream_buffer_reallocated)
|
||||
{
|
||||
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
|
||||
m_vertex_stream_buffer_reallocated = false;
|
||||
}
|
||||
|
||||
s_pBaseBufferPointer = static_cast<u8*>(m_vertex_stream_buffer->GetBaseCPUAddress());
|
||||
s_pEndBufferPointer = s_pBaseBufferPointer + m_vertex_stream_buffer->GetSize();
|
||||
s_pCurBufferPointer = static_cast<u8*>(m_vertex_stream_buffer->GetCPUAddressOfCurrentAllocation());
|
||||
m_vertex_draw_offset = m_vertex_stream_buffer->GetOffsetOfCurrentAllocation();
|
||||
|
||||
command_list_executed |= m_index_stream_buffer->AllocateSpaceInBuffer(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
|
||||
if (command_list_executed)
|
||||
{
|
||||
g_renderer->SetViewport();
|
||||
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
|
||||
}
|
||||
|
||||
if (m_index_stream_buffer_reallocated)
|
||||
{
|
||||
SetIndexBuffer();
|
||||
m_index_stream_buffer_reallocated = false;
|
||||
}
|
||||
|
||||
m_index_draw_offset = m_index_stream_buffer->GetOffsetOfCurrentAllocation();
|
||||
IndexGenerator::Start(reinterpret_cast<u16*>(m_index_stream_buffer->GetCPUAddressOfCurrentAllocation()));
|
||||
}
|
||||
|
||||
} // namespace
|
Reference in New Issue
Block a user