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https://github.com/dolphin-emu/dolphin.git
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549 lines
18 KiB
C++
549 lines
18 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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#include <algorithm>
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#include <dxgi1_2.h>
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#include <queue>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/DynamicLibrary.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/DXContext.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoBackends/D3D12/StreamBuffer.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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std::unique_ptr<DXContext> g_dx_context;
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// Private D3D12 state
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static Common::DynamicLibrary s_d3d12_library;
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static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device;
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static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface;
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static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature;
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DXContext::DXContext() = default;
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DXContext::~DXContext()
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{
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if (m_fence_event)
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CloseHandle(m_fence_event);
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}
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std::vector<u32> DXContext::GetAAModes(u32 adapter_index)
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{
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// Use a temporary device if we aren't booting.
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Common::DynamicLibrary temp_lib;
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ComPtr<ID3D12Device> temp_device = g_dx_context ? g_dx_context->m_device : nullptr;
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if (!temp_device)
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{
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ComPtr<IDXGIFactory2> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
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if (!temp_dxgi_factory)
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return {};
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ComPtr<IDXGIAdapter> adapter;
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temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
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PFN_D3D12_CREATE_DEVICE d3d12_create_device;
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if (!temp_lib.Open("d3d12.dll") ||
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!temp_lib.GetSymbol("D3D12CreateDevice", &d3d12_create_device))
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{
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return {};
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}
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HRESULT hr = d3d12_create_device(nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device));
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if (!SUCCEEDED(hr))
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return {};
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}
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std::vector<u32> aa_modes;
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for (u32 samples = 1; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
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{
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
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multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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multisample_quality_levels.SampleCount = samples;
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temp_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
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&multisample_quality_levels,
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sizeof(multisample_quality_levels));
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if (multisample_quality_levels.NumQualityLevels > 0)
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aa_modes.push_back(samples);
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}
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return aa_modes;
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}
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bool DXContext::SupportsTextureFormat(DXGI_FORMAT format)
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{
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constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
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D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {format};
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return SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support,
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sizeof(support))) &&
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(support.Support1 & required) == required;
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}
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bool DXContext::Create(u32 adapter_index, bool enable_debug_layer)
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{
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ASSERT(!g_dx_context);
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if (!s_d3d12_library.Open("d3d12.dll") ||
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!s_d3d12_library.GetSymbol("D3D12CreateDevice", &s_d3d12_create_device) ||
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!s_d3d12_library.GetSymbol("D3D12GetDebugInterface", &s_d3d12_get_debug_interface) ||
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!s_d3d12_library.GetSymbol("D3D12SerializeRootSignature", &s_d3d12_serialize_root_signature))
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{
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PanicAlertT("d3d12.dll could not be loaded.");
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s_d3d12_library.Close();
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return false;
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}
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if (!D3DCommon::LoadLibraries())
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{
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s_d3d12_library.Close();
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return false;
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}
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g_dx_context.reset(new DXContext());
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if (!g_dx_context->CreateDXGIFactory(enable_debug_layer) ||
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!g_dx_context->CreateDevice(adapter_index, enable_debug_layer) ||
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!g_dx_context->CreateCommandQueue() || !g_dx_context->CreateFence())
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{
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Destroy();
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return false;
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}
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return true;
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}
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bool DXContext::CreateGlobalResources()
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{
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return g_dx_context->CreateDescriptorHeaps() && g_dx_context->CreateRootSignatures() &&
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g_dx_context->CreateTextureUploadBuffer() && g_dx_context->CreateCommandLists();
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}
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void DXContext::Destroy()
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{
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if (g_dx_context)
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g_dx_context.reset();
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s_d3d12_serialize_root_signature = nullptr;
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s_d3d12_get_debug_interface = nullptr;
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s_d3d12_create_device = nullptr;
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s_d3d12_library.Close();
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D3DCommon::UnloadLibraries();
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}
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bool DXContext::CreateDXGIFactory(bool enable_debug_layer)
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{
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m_dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
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return m_dxgi_factory != nullptr;
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}
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bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer)
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{
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ComPtr<IDXGIAdapter> adapter;
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HRESULT hr = m_dxgi_factory->EnumAdapters(adapter_index, &adapter);
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if (FAILED(hr))
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{
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ERROR_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
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adapter = nullptr;
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}
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// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
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if (enable_debug_layer)
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{
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hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface));
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if (SUCCEEDED(hr))
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{
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m_debug_interface->EnableDebugLayer();
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}
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else
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{
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ERROR_LOG(VIDEO, "Debug layer requested but not available.");
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enable_debug_layer = false;
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}
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}
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// Create the actual device.
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hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
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CHECK(SUCCEEDED(hr), "Create D3D12 device");
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if (FAILED(hr))
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return false;
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if (enable_debug_layer)
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{
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ComPtr<ID3D12InfoQueue> info_queue;
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if (SUCCEEDED(m_device->QueryInterface(IID_PPV_ARGS(&info_queue))))
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{
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info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
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D3D12_INFO_QUEUE_FILTER filter = {};
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D3D12_MESSAGE_ID id_list[] = {
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D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
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D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
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D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
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D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE};
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filter.DenyList.NumIDs = static_cast<UINT>(ArraySize(id_list));
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filter.DenyList.pIDList = id_list;
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info_queue->PushStorageFilter(&filter);
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}
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}
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return true;
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}
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bool DXContext::CreateCommandQueue()
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{
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const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT,
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D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
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D3D12_COMMAND_QUEUE_FLAG_NONE};
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HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
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CHECK(SUCCEEDED(hr), "Create command queue");
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return SUCCEEDED(hr);
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}
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bool DXContext::CreateFence()
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{
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HRESULT hr =
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m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
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CHECK(SUCCEEDED(hr), "Create fence");
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if (FAILED(hr))
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return false;
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m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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CHECK(m_fence_event != NULL, "Create fence event");
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if (!m_fence_event)
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return false;
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return true;
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}
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bool DXContext::CreateDescriptorHeaps()
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{
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static constexpr size_t MAX_SRVS = 16384;
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static constexpr size_t MAX_RTVS = 8192;
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static constexpr size_t MAX_DSVS = 128;
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static constexpr size_t MAX_SAMPLERS = 16384;
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if (!m_descriptor_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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MAX_SRVS) ||
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!m_rtv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RTVS) ||
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!m_dsv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, MAX_DSVS) ||
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!m_sampler_heap_manager.Create(m_device.Get(), MAX_SAMPLERS))
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{
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return false;
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}
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m_gpu_descriptor_heaps[1] = m_sampler_heap_manager.GetDescriptorHeap();
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// Allocate null SRV descriptor for unbound textures.
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constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {
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DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
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if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor))
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{
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PanicAlert("Failed to allocate null descriptor");
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return false;
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}
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m_device->CreateShaderResourceView(nullptr, &null_srv_desc, m_null_srv_descriptor.cpu_handle);
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return true;
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}
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static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg,
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D3D12_SHADER_VISIBILITY visibility)
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{
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rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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rp->Descriptor.ShaderRegister = shader_reg;
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rp->Descriptor.RegisterSpace = 0;
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rp->ShaderVisibility = visibility;
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}
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static void SetRootParamTable(D3D12_ROOT_PARAMETER* rp, D3D12_DESCRIPTOR_RANGE* dr,
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D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg,
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u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility)
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{
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dr->RangeType = rt;
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dr->NumDescriptors = num_shader_regs;
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dr->BaseShaderRegister = start_shader_reg;
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dr->RegisterSpace = 0;
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dr->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rp->DescriptorTable.pDescriptorRanges = dr;
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rp->DescriptorTable.NumDescriptorRanges = 1;
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rp->ShaderVisibility = visibility;
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}
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static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_ptr,
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const D3D12_ROOT_PARAMETER* params, u32 num_params)
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{
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D3D12_ROOT_SIGNATURE_DESC desc = {};
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desc.pParameters = params;
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desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
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desc.NumParameters = num_params;
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ComPtr<ID3DBlob> root_signature_blob;
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ComPtr<ID3DBlob> root_signature_error_blob;
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HRESULT hr = s_d3d12_serialize_root_signature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
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&root_signature_blob, &root_signature_error_blob);
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if (FAILED(hr))
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{
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PanicAlert("Failed to serialize root signature: %s",
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static_cast<const char*>(root_signature_error_blob->GetBufferPointer()));
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return false;
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}
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hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(),
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root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr));
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CHECK(SUCCEEDED(hr), "Create root signature");
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return true;
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}
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bool DXContext::CreateRootSignatures()
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{
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return CreateGXRootSignature() && CreateUtilityRootSignature() && CreateComputeRootSignature();
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}
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bool DXContext::CreateGXRootSignature()
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{
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// GX:
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// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 1 visible in VS, 2 visible in GS.
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// - 8 textures (visible in PS).
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// - 8 samplers (visible in PS).
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// - 1 UAV (visible in PS).
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std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
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std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
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u32 param_count = 0;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_PIXEL);
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param_count++;
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SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0,
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8, D3D12_SHADER_VISIBILITY_PIXEL);
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param_count++;
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SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
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param_count++;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
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param_count++;
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// Since these must be contiguous, pixel lighting goes to bbox if not enabled.
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if (g_ActiveConfig.bBBoxEnable)
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{
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SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
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2, 1, D3D12_SHADER_VISIBILITY_PIXEL);
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param_count++;
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}
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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SetRootParamCBV(¶ms[param_count], 1, D3D12_SHADER_VISIBILITY_PIXEL);
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param_count++;
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}
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return BuildRootSignature(m_device.Get(), &m_gx_root_signature, params.data(), param_count);
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}
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bool DXContext::CreateUtilityRootSignature()
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{
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// Utility:
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// - 1 constant buffer (binding 0, visible in VS/PS).
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// - 8 textures (visible in PS).
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// - 8 samplers (visible in PS).
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std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
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std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
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SetRootParamCBV(¶ms[ROOT_PARAMETER_PS_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
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SetRootParamTable(¶ms[ROOT_PARAMETER_PS_SRV], &ranges[ROOT_PARAMETER_PS_SRV],
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
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SetRootParamTable(¶ms[ROOT_PARAMETER_PS_SAMPLERS], &ranges[ROOT_PARAMETER_PS_SAMPLERS],
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
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return BuildRootSignature(m_device.Get(), &m_utility_root_signature, params.data(), 3);
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}
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bool DXContext::CreateComputeRootSignature()
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{
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// Compute:
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// - 1 constant buffer (binding 0).
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// - 8 textures.
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// - 8 samplers.
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// - 1 UAV.
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std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
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std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
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SetRootParamCBV(¶ms[CS_ROOT_PARAMETER_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
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SetRootParamTable(¶ms[CS_ROOT_PARAMETER_SRV], &ranges[CS_ROOT_PARAMETER_CBV],
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
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SetRootParamTable(¶ms[CS_ROOT_PARAMETER_SAMPLERS], &ranges[CS_ROOT_PARAMETER_SAMPLERS],
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
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SetRootParamTable(¶ms[CS_ROOT_PARAMETER_UAV], &ranges[CS_ROOT_PARAMETER_UAV],
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, D3D12_SHADER_VISIBILITY_ALL);
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return BuildRootSignature(m_device.Get(), &m_compute_root_signature, params.data(), 4);
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}
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bool DXContext::CreateTextureUploadBuffer()
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{
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if (!m_texture_upload_buffer.AllocateBuffer(TEXTURE_UPLOAD_BUFFER_SIZE))
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{
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PanicAlert("Failed to create texture upload buffer");
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return false;
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}
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return true;
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}
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bool DXContext::CreateCommandLists()
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{
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static constexpr size_t MAX_DRAWS_PER_FRAME = 8192;
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static constexpr size_t TEMPORARY_SLOTS = MAX_DRAWS_PER_FRAME * 8;
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for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
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{
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CommandListResources& res = m_command_lists[i];
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HRESULT hr = m_device->CreateCommandAllocator(
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D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
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CHECK(SUCCEEDED(hr), "Create command allocator");
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if (FAILED(hr))
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return false;
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hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(),
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nullptr, IID_PPV_ARGS(res.command_list.GetAddressOf()));
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if (FAILED(hr))
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{
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PanicAlert("Failed to create command list.");
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return false;
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}
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// Close the command list, since the first thing we do is reset them.
|
|
hr = res.command_list->Close();
|
|
CHECK(SUCCEEDED(hr), "Closing new command list failed");
|
|
if (FAILED(hr))
|
|
return false;
|
|
|
|
if (!res.descriptor_allocator.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
TEMPORARY_SLOTS) ||
|
|
!res.sampler_allocator.Create(m_device.Get()))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
MoveToNextCommandList();
|
|
return true;
|
|
}
|
|
|
|
void DXContext::MoveToNextCommandList()
|
|
{
|
|
m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
|
|
m_current_fence_value++;
|
|
|
|
// We may have to wait if this command list hasn't finished on the GPU.
|
|
CommandListResources& res = m_command_lists[m_current_command_list];
|
|
WaitForFence(res.ready_fence_value);
|
|
|
|
// Begin command list.
|
|
res.command_allocator->Reset();
|
|
res.command_list->Reset(res.command_allocator.Get(), nullptr);
|
|
res.descriptor_allocator.Reset();
|
|
if (res.sampler_allocator.ShouldReset())
|
|
res.sampler_allocator.Reset();
|
|
m_gpu_descriptor_heaps[0] = res.descriptor_allocator.GetDescriptorHeap();
|
|
m_gpu_descriptor_heaps[1] = res.sampler_allocator.GetDescriptorHeap();
|
|
res.ready_fence_value = m_current_fence_value;
|
|
}
|
|
|
|
void DXContext::ExecuteCommandList(bool wait_for_completion)
|
|
{
|
|
CommandListResources& res = m_command_lists[m_current_command_list];
|
|
|
|
// Close and queue command list.
|
|
HRESULT hr = res.command_list->Close();
|
|
CHECK(SUCCEEDED(hr), "Close command list");
|
|
ID3D12CommandList* const execute_lists[] = {res.command_list.Get()};
|
|
m_command_queue->ExecuteCommandLists(static_cast<UINT>(ArraySize(execute_lists)), execute_lists);
|
|
|
|
// Update fence when GPU has completed.
|
|
hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value);
|
|
CHECK(SUCCEEDED(hr), "Signal fence");
|
|
|
|
MoveToNextCommandList();
|
|
if (wait_for_completion)
|
|
WaitForFence(res.ready_fence_value);
|
|
}
|
|
|
|
void DXContext::DeferResourceDestruction(ID3D12Resource* resource)
|
|
{
|
|
resource->AddRef();
|
|
m_command_lists[m_current_command_list].pending_resources.push_back(resource);
|
|
}
|
|
|
|
void DXContext::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index)
|
|
{
|
|
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index);
|
|
}
|
|
|
|
void DXContext::ResetSamplerAllocators()
|
|
{
|
|
for (CommandListResources& res : m_command_lists)
|
|
res.sampler_allocator.Reset();
|
|
}
|
|
|
|
void DXContext::RecreateGXRootSignature()
|
|
{
|
|
m_gx_root_signature.Reset();
|
|
if (!CreateGXRootSignature())
|
|
PanicAlert("Failed to re-create GX root signature.");
|
|
}
|
|
|
|
void DXContext::DestroyPendingResources(CommandListResources& cmdlist)
|
|
{
|
|
for (const auto& dd : cmdlist.pending_descriptors)
|
|
dd.first.Free(dd.second);
|
|
cmdlist.pending_descriptors.clear();
|
|
|
|
for (ID3D12Resource* res : cmdlist.pending_resources)
|
|
res->Release();
|
|
cmdlist.pending_resources.clear();
|
|
}
|
|
|
|
void DXContext::WaitForFence(u64 fence)
|
|
{
|
|
if (m_completed_fence_value >= fence)
|
|
return;
|
|
|
|
// Try non-blocking check.
|
|
m_completed_fence_value = m_fence->GetCompletedValue();
|
|
if (m_completed_fence_value < fence)
|
|
{
|
|
// Fall back to event.
|
|
HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
|
|
CHECK(SUCCEEDED(hr), "Set fence event on completion");
|
|
WaitForSingleObject(m_fence_event, INFINITE);
|
|
m_completed_fence_value = m_fence->GetCompletedValue();
|
|
}
|
|
|
|
// Release resources for as many command lists which have completed.
|
|
u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
|
|
for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
|
|
{
|
|
CommandListResources& res = m_command_lists[index];
|
|
if (m_completed_fence_value < res.ready_fence_value)
|
|
break;
|
|
|
|
DestroyPendingResources(res);
|
|
index = (index + 1) % NUM_COMMAND_LISTS;
|
|
}
|
|
}
|
|
} // namespace DX12
|