dolphin/Source/Core/VideoBackends/D3D12/D3D12VertexManager.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

324 lines
14 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D12/D3D12VertexManager.h"
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
VertexManager::VertexManager() = default;
VertexManager::~VertexManager() = default;
bool VertexManager::Initialize()
{
if (!VertexManagerBase::Initialize())
return false;
if (!m_vertex_stream_buffer.AllocateBuffer(VERTEX_STREAM_BUFFER_SIZE) ||
!m_index_stream_buffer.AllocateBuffer(INDEX_STREAM_BUFFER_SIZE) ||
!m_uniform_stream_buffer.AllocateBuffer(UNIFORM_STREAM_BUFFER_SIZE) ||
!m_texel_stream_buffer.AllocateBuffer(TEXEL_STREAM_BUFFER_SIZE))
{
PanicAlertFmt("Failed to allocate streaming buffers");
return false;
}
static constexpr std::array<std::pair<TexelBufferFormat, DXGI_FORMAT>, NUM_TEXEL_BUFFER_FORMATS>
format_mapping = {{
{TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT},
{TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT},
{TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT},
{TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT},
}};
for (const auto& it : format_mapping)
{
DescriptorHandle& dh = m_texel_buffer_views[it.first];
if (!g_dx_context->GetDescriptorHeapManager().Allocate(&dh))
{
PanicAlertFmt("Failed to allocate descriptor for texel buffer");
return false;
}
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {it.second, D3D12_SRV_DIMENSION_BUFFER,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
srv_desc.Buffer.NumElements =
m_texel_stream_buffer.GetSize() / GetTexelBufferElementSize(it.first);
g_dx_context->GetDevice()->CreateShaderResourceView(m_texel_stream_buffer.GetBuffer(),
&srv_desc, dh.cpu_handle);
}
UploadAllConstants();
return true;
}
void VertexManager::ResetBuffer(u32 vertex_stride)
{
// Attempt to allocate from buffers
bool has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
bool has_ibuffer_allocation =
m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
if (!has_vbuffer_allocation || !has_ibuffer_allocation)
{
// Flush any pending commands first, so that we can wait on the fences
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
// Attempt to allocate again, this may cause a fence wait
if (!has_vbuffer_allocation)
has_vbuffer_allocation = m_vertex_stream_buffer.ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
if (!has_ibuffer_allocation)
has_ibuffer_allocation =
m_index_stream_buffer.ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
// If we still failed, that means the allocation was too large and will never succeed, so panic
if (!has_vbuffer_allocation || !has_ibuffer_allocation)
PanicAlertFmt("Failed to allocate space in streaming buffers for pending draw");
}
// Update pointers
m_base_buffer_pointer = m_vertex_stream_buffer.GetHostPointer();
m_end_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer() + MAXVBUFFERSIZE;
m_cur_buffer_pointer = m_vertex_stream_buffer.GetCurrentHostPointer();
m_index_generator.Start(reinterpret_cast<u16*>(m_index_stream_buffer.GetCurrentHostPointer()));
}
void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
const u32 vertex_data_size = num_vertices * vertex_stride;
const u32 index_data_size = num_indices * sizeof(u16);
*out_base_vertex =
vertex_stride > 0 ? (m_vertex_stream_buffer.GetCurrentOffset() / vertex_stride) : 0;
*out_base_index = m_index_stream_buffer.GetCurrentOffset() / sizeof(u16);
m_vertex_stream_buffer.CommitMemory(vertex_data_size);
m_index_stream_buffer.CommitMemory(index_data_size);
ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast<int>(vertex_data_size));
ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast<int>(index_data_size));
Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(), vertex_stride,
m_vertex_stream_buffer.GetSize());
Renderer::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);
}
void VertexManager::UploadUniforms()
{
UpdateVertexShaderConstants();
UpdateGeometryShaderConstants();
UpdatePixelShaderConstants();
}
void VertexManager::UpdateVertexShaderConstants()
{
if (!VertexShaderManager::dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(VertexShaderConstants));
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
void VertexManager::UpdateGeometryShaderConstants()
{
if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
void VertexManager::UpdatePixelShaderConstants()
{
if (!PixelShaderManager::dirty || !ReserveConstantStorage())
return;
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
bool VertexManager::ReserveConstantStorage()
{
static constexpr u32 reserve_size =
static_cast<u32>(std::max({sizeof(PixelShaderConstants), sizeof(VertexShaderConstants),
sizeof(GeometryShaderConstants)}));
if (m_uniform_stream_buffer.ReserveMemory(reserve_size,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
return true;
}
// The only places that call constant updates are safe to have state restored.
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in uniform buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
// Since we are on a new command buffer, all constants have been invalidated, and we need
// to reupload them. We may as well do this now, since we're issuing a draw anyway.
UploadAllConstants();
return false;
}
void VertexManager::UploadAllConstants()
{
// We are free to re-use parts of the buffer now since we're uploading all constants.
const u32 pixel_constants_offset = 0;
constexpr u32 vertex_constants_offset =
Common::AlignUp(pixel_constants_offset + sizeof(PixelShaderConstants),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
constexpr u32 geometry_constants_offset =
Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
const u32 allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
// Allocate everything at once.
// We should only be here if the buffer was full and a command buffer was submitted anyway.
if (!m_uniform_stream_buffer.ReserveMemory(allocation_size,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
PanicAlertFmt("Failed to allocate space for constants in streaming buffer");
return;
}
// Update bindings
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer() +
pixel_constants_offset);
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
vertex_constants_offset);
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
geometry_constants_offset);
// Copy the actual data in
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
&PixelShaderManager::constants, sizeof(PixelShaderConstants));
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
// Finally, flush buffer memory after copying
m_uniform_stream_buffer.CommitMemory(allocation_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, allocation_size);
// Clear dirty flags
VertexShaderManager::dirty = false;
GeometryShaderManager::dirty = false;
PixelShaderManager::dirty = false;
}
void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size)
{
InvalidateConstants();
if (!m_uniform_stream_buffer.ReserveMemory(data_size,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
WARN_LOG_FMT(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
}
Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_uniform_stream_buffer.CommitMemory(data_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
}
bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
u32* out_offset)
{
if (data_size > m_texel_stream_buffer.GetSize())
return false;
const u32 elem_size = GetTexelBufferElementSize(format);
if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
{
// Try submitting cmdbuffer.
WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
if (!m_texel_stream_buffer.ReserveMemory(data_size, elem_size))
{
PanicAlertFmt("Failed to allocate {} bytes from texel buffer", data_size);
return false;
}
}
std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
*out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
m_texel_stream_buffer.CommitMemory(data_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
return true;
}
bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
u32* out_offset, const void* palette_data, u32 palette_size,
TexelBufferFormat palette_format, u32* out_palette_offset)
{
const u32 elem_size = GetTexelBufferElementSize(format);
const u32 palette_elem_size = GetTexelBufferElementSize(palette_format);
const u32 reserve_size = data_size + palette_size + palette_elem_size;
if (reserve_size > m_texel_stream_buffer.GetSize())
return false;
if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
{
// Try submitting cmdbuffer.
WARN_LOG_FMT(VIDEO, "Submitting command buffer while waiting for space in texel buffer");
Renderer::GetInstance()->ExecuteCommandList(false);
if (!m_texel_stream_buffer.ReserveMemory(reserve_size, elem_size))
{
PanicAlertFmt("Failed to allocate {} bytes from texel buffer", reserve_size);
return false;
}
}
const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size);
std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer(), data, data_size);
std::memcpy(m_texel_stream_buffer.GetCurrentHostPointer() + palette_byte_offset, palette_data,
palette_size);
*out_offset = static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) / elem_size;
*out_palette_offset =
(static_cast<u32>(m_texel_stream_buffer.GetCurrentOffset()) + palette_byte_offset) /
palette_elem_size;
m_texel_stream_buffer.CommitMemory(palette_byte_offset + palette_size);
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size);
Renderer::GetInstance()->SetTextureDescriptor(0, m_texel_buffer_views[format].cpu_handle);
Renderer::GetInstance()->SetTextureDescriptor(1, m_texel_buffer_views[palette_format].cpu_handle);
return true;
}
} // namespace DX12