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