dolphin/Source/Core/VideoBackends/D3D12/DXContext.h
2019-04-01 11:24:55 +10:00

192 lines
6.4 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/DescriptorAllocator.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoBackends/D3D12/StreamBuffer.h"
#include <array>
#include <functional>
#include <map>
struct IDXGIFactory2;
namespace DX12
{
// Vertex/Pixel shader root parameters
enum ROOT_PARAMETER
{
ROOT_PARAMETER_PS_CBV,
ROOT_PARAMETER_PS_SRV,
ROOT_PARAMETER_PS_SAMPLERS,
ROOT_PARAMETER_VS_CBV,
ROOT_PARAMETER_GS_CBV,
ROOT_PARAMETER_PS_UAV_OR_CBV2,
ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled
NUM_ROOT_PARAMETERS
};
// Compute shader root parameters
enum CS_ROOT_PARAMETERS
{
CS_ROOT_PARAMETER_CBV,
CS_ROOT_PARAMETER_SRV,
CS_ROOT_PARAMETER_SAMPLERS,
CS_ROOT_PARAMETER_UAV,
NUM_CS_ROOT_PARAMETERS,
};
class DXContext
{
public:
~DXContext();
// Returns a list of AA modes.
static std::vector<u32> GetAAModes(u32 adapter_index);
// Creates new device and context.
static bool Create(u32 adapter_index, bool enable_debug_layer);
// Destroys active context.
static void Destroy();
IDXGIFactory2* GetDXGIFactory() const { return m_dxgi_factory.Get(); }
ID3D12Device* GetDevice() const { return m_device.Get(); }
ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); }
// Returns the current command list, commands can be recorded directly.
ID3D12GraphicsCommandList* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_list.Get();
}
DescriptorAllocator* GetDescriptorAllocator()
{
return &m_command_lists[m_current_command_list].descriptor_allocator;
}
SamplerAllocator* GetSamplerAllocator()
{
return &m_command_lists[m_current_command_list].sampler_allocator;
}
// Descriptor manager access.
DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
SamplerHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
ID3D12DescriptorHeap* const* GetGPUDescriptorHeaps() const
{
return m_gpu_descriptor_heaps.data();
}
u32 GetGPUDescriptorHeapCount() const { return static_cast<u32>(m_gpu_descriptor_heaps.size()); }
const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
// Root signature access.
ID3D12RootSignature* GetGXRootSignature() const { return m_gx_root_signature.Get(); }
ID3D12RootSignature* GetUtilityRootSignature() const { return m_utility_root_signature.Get(); }
ID3D12RootSignature* GetComputeRootSignature() const { return m_compute_root_signature.Get(); }
// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
// Texture streaming buffer for uploads.
StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
// Feature level to use when compiling shaders.
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
// Test for support for the specified texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
// Creates command lists, global buffers and descriptor heaps.
bool CreateGlobalResources();
// Executes the current command list.
void ExecuteCommandList(bool wait_for_completion);
// Waits for a specific fence.
void WaitForFence(u64 fence);
// Defers destruction of a D3D resource (associates it with the current list).
void DeferResourceDestruction(ID3D12Resource* resource);
// Defers destruction of a descriptor handle (associates it with the current list).
void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
// Clears all samplers from the per-frame allocators.
void ResetSamplerAllocators();
// Re-creates the root signature. Call when the host config changes (e.g. bbox/per-pixel shading).
void RecreateGXRootSignature();
private:
// Number of command lists. One is being built while the other(s) are executed.
static const u32 NUM_COMMAND_LISTS = 3;
// Textures that don't fit into this buffer will be uploaded with a staging buffer.
static const u32 TEXTURE_UPLOAD_BUFFER_SIZE = 32 * 1024 * 1024;
struct CommandListResources
{
ComPtr<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
DescriptorAllocator descriptor_allocator;
SamplerAllocator sampler_allocator;
std::vector<ID3D12Resource*> pending_resources;
std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
u64 ready_fence_value = 0;
};
DXContext();
bool CreateDXGIFactory(bool enable_debug_layer);
bool CreateDevice(u32 adapter_index, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateFence();
bool CreateDescriptorHeaps();
bool CreateRootSignatures();
bool CreateGXRootSignature();
bool CreateUtilityRootSignature();
bool CreateComputeRootSignature();
bool CreateTextureUploadBuffer();
bool CreateCommandLists();
void MoveToNextCommandList();
void DestroyPendingResources(CommandListResources& cmdlist);
ComPtr<IDXGIFactory2> m_dxgi_factory;
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<ID3D12Fence> m_fence = nullptr;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
DescriptorHeapManager m_descriptor_heap_manager;
DescriptorHeapManager m_rtv_heap_manager;
DescriptorHeapManager m_dsv_heap_manager;
SamplerHeapManager m_sampler_heap_manager;
std::array<ID3D12DescriptorHeap*, 2> m_gpu_descriptor_heaps = {};
DescriptorHandle m_null_srv_descriptor;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
ComPtr<ID3D12RootSignature> m_gx_root_signature;
ComPtr<ID3D12RootSignature> m_utility_root_signature;
ComPtr<ID3D12RootSignature> m_compute_root_signature;
StreamBuffer m_texture_upload_buffer;
};
extern std::unique_ptr<DXContext> g_dx_context;
} // namespace DX12