mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
6b08194728
Anything these macros provided can be obsoleted by using the correct standard library types.
168 lines
5.3 KiB
C++
168 lines
5.3 KiB
C++
// Copyright 2015 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <memory>
|
|
|
|
#include "VideoBackends/D3D12/D3DBase.h"
|
|
#include "VideoBackends/D3D12/D3DCommandListManager.h"
|
|
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
|
|
#include "VideoBackends/D3D12/ShaderConstantsManager.h"
|
|
|
|
#include "VideoCommon/GeometryShaderManager.h"
|
|
#include "VideoCommon/PixelShaderManager.h"
|
|
#include "VideoCommon/Statistics.h"
|
|
#include "VideoCommon/VertexShaderManager.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
namespace DX12
|
|
{
|
|
|
|
enum SHADER_STAGE
|
|
{
|
|
SHADER_STAGE_GEOMETRY_SHADER = 0,
|
|
SHADER_STAGE_PIXEL_SHADER = 1,
|
|
SHADER_STAGE_VERTEX_SHADER = 2,
|
|
SHADER_STAGE_COUNT = 3
|
|
};
|
|
|
|
static std::array<std::unique_ptr<D3DStreamBuffer>, SHADER_STAGE_COUNT> s_shader_constant_stream_buffers;
|
|
|
|
static const unsigned int s_shader_constant_buffer_padded_sizes[SHADER_STAGE_COUNT] = {
|
|
(sizeof(GeometryShaderConstants) + 0xff) & ~0xff,
|
|
(sizeof(PixelShaderConstants) + 0xff) & ~0xff,
|
|
(sizeof(VertexShaderConstants) + 0xff) & ~0xff
|
|
};
|
|
|
|
void ShaderConstantsManager::Init()
|
|
{
|
|
// Allow a large maximum size, as we want to minimize stalls here
|
|
std::generate(std::begin(s_shader_constant_stream_buffers), std::end(s_shader_constant_stream_buffers), []() {
|
|
return std::make_unique<D3DStreamBuffer>(2 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
|
|
});
|
|
}
|
|
|
|
void ShaderConstantsManager::Shutdown()
|
|
{
|
|
for (auto& buffer : s_shader_constant_stream_buffers)
|
|
buffer.reset();
|
|
}
|
|
|
|
bool ShaderConstantsManager::LoadAndSetGeometryShaderConstants()
|
|
{
|
|
bool command_list_executed = false;
|
|
|
|
if (GeometryShaderManager::dirty)
|
|
{
|
|
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->AllocateSpaceInBuffer(
|
|
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_GEOMETRY_SHADER],
|
|
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
|
|
);
|
|
|
|
memcpy(
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->GetCPUAddressOfCurrentAllocation(),
|
|
&GeometryShaderManager::constants,
|
|
sizeof(GeometryShaderConstants));
|
|
|
|
GeometryShaderManager::dirty = false;
|
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, true);
|
|
}
|
|
|
|
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV))
|
|
{
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_GS_CBV,
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->GetGPUAddressOfCurrentAllocation()
|
|
);
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, false);
|
|
}
|
|
|
|
return command_list_executed;
|
|
}
|
|
|
|
bool ShaderConstantsManager::LoadAndSetPixelShaderConstants()
|
|
{
|
|
bool command_list_executed = false;
|
|
|
|
if (PixelShaderManager::dirty)
|
|
{
|
|
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->AllocateSpaceInBuffer(
|
|
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_PIXEL_SHADER],
|
|
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
|
|
);
|
|
|
|
memcpy(
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->GetCPUAddressOfCurrentAllocation(),
|
|
&PixelShaderManager::constants,
|
|
sizeof(PixelShaderConstants));
|
|
|
|
PixelShaderManager::dirty = false;
|
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
|
|
}
|
|
|
|
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV))
|
|
{
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_PS_CBVONE,
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->GetGPUAddressOfCurrentAllocation()
|
|
);
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, false);
|
|
}
|
|
|
|
return command_list_executed;
|
|
}
|
|
|
|
bool ShaderConstantsManager::LoadAndSetVertexShaderConstants()
|
|
{
|
|
bool command_list_executed = false;
|
|
|
|
if (VertexShaderManager::dirty)
|
|
{
|
|
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->AllocateSpaceInBuffer(
|
|
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_VERTEX_SHADER],
|
|
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
|
|
);
|
|
|
|
memcpy(
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->GetCPUAddressOfCurrentAllocation(),
|
|
&VertexShaderManager::constants,
|
|
sizeof(VertexShaderConstants));
|
|
|
|
VertexShaderManager::dirty = false;
|
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, true);
|
|
}
|
|
|
|
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV))
|
|
{
|
|
const D3D12_GPU_VIRTUAL_ADDRESS calculated_gpu_va =
|
|
s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->GetGPUAddressOfCurrentAllocation();
|
|
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_VS_CBV,
|
|
calculated_gpu_va
|
|
);
|
|
|
|
if (g_ActiveConfig.bEnablePixelLighting)
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_PS_CBVTWO,
|
|
calculated_gpu_va
|
|
);
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, false);
|
|
}
|
|
|
|
return command_list_executed;
|
|
}
|
|
|
|
} |