void ResourceManager::AddSRV(ID3D12Resource* tex, D3D12_SHADER_RESOURCE_VIEW_DESC* desc, D3D12_CPU_DESCRIPTOR_HANDLE& handleCPU, D3D12_GPU_DESCRIPTOR_HANDLE& handleGPU) { if (m_indexFirstFreeSlotCBVSRVUAV >= m_numCBVSRVUAVs || m_indexFirstFreeSlotCBVSRVUAV < 0) { throw GFX_Exception("Error adding SRV to CBV/SRV/UAV Heap. No space remaining."); } handleCPU = CD3DX12_CPU_DESCRIPTOR_HANDLE(m_pheapCBVSRVUAV->GetCPUDescriptorHandleForHeapStart(), m_indexFirstFreeSlotCBVSRVUAV, m_sizeCBVSRVUAVHeapDesc); handleGPU = CD3DX12_GPU_DESCRIPTOR_HANDLE(m_pheapCBVSRVUAV->GetGPUDescriptorHandleForHeapStart(), m_indexFirstFreeSlotCBVSRVUAV, m_sizeCBVSRVUAVHeapDesc); m_pDev->CreateSRV(tex, desc, handleCPU); ++m_indexFirstFreeSlotCBVSRVUAV; }
void D3D12GSRender::flip(int buffer) { ID3D12Resource *resource_to_flip; float viewport_w, viewport_h; if (!is_flip_surface_in_global_memory(rsx::to_surface_target(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]))) { resource_storage &storage = get_current_resource_storage(); assert(storage.ram_framebuffer == nullptr); size_t w = 0, h = 0, row_pitch = 0; size_t offset = 0; if (false) { CellGcmDisplayInfo* buffers = nullptr;// = vm::ps3::_ptr<CellGcmDisplayInfo>(m_gcm_buffers_addr); u32 addr = rsx::get_address(gcm_buffers[gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL); w = gcm_buffers[gcm_current_buffer].width; h = gcm_buffers[gcm_current_buffer].height; u8 *src_buffer = vm::ps3::_ptr<u8>(addr); row_pitch = align(w * 4, 256); size_t texture_size = row_pitch * h; // * 4 for mipmap levels size_t heap_offset = m_buffer_data.alloc<D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT>(texture_size); void *mapped_buffer = m_buffer_data.map<void>(heap_offset); for (unsigned row = 0; row < h; row++) memcpy((char*)mapped_buffer + row * row_pitch, (char*)src_buffer + row * w * 4, w * 4); m_buffer_data.unmap(CD3DX12_RANGE(heap_offset, heap_offset + texture_size)); offset = heap_offset; } CHECK_HRESULT( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, 1), D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(storage.ram_framebuffer.GetAddressOf()) ) ); get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(storage.ram_framebuffer.Get(), 0), 0, 0, 0, &CD3DX12_TEXTURE_COPY_LOCATION(m_buffer_data.get_heap(), { offset, { DXGI_FORMAT_R8G8B8A8_UNORM, (UINT)w, (UINT)h, 1, (UINT)row_pitch } }), nullptr); get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(storage.ram_framebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ)); resource_to_flip = storage.ram_framebuffer.Get(); viewport_w = (float)w, viewport_h = (float)h; } else { if (std::get<1>(m_rtts.m_bound_render_targets[0]) != nullptr) { get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_render_targets[0]), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ)); resource_to_flip = std::get<1>(m_rtts.m_bound_render_targets[0]); } else if (std::get<1>(m_rtts.m_bound_render_targets[1]) != nullptr) { get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(std::get<1>(m_rtts.m_bound_render_targets[1]), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ)); resource_to_flip = std::get<1>(m_rtts.m_bound_render_targets[1]); } else resource_to_flip = nullptr; } get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET)); D3D12_VIEWPORT viewport = { 0.f, 0.f, (float)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Width, (float)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Height, 0.f, 1.f }; get_current_resource_storage().command_list->RSSetViewports(1, &viewport); D3D12_RECT box = { 0, 0, (LONG)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Width, (LONG)m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()]->GetDesc().Height, }; get_current_resource_storage().command_list->RSSetScissorRects(1, &box); get_current_resource_storage().command_list->SetGraphicsRootSignature(m_output_scaling_pass.root_signature); get_current_resource_storage().command_list->SetPipelineState(m_output_scaling_pass.pso); D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {}; // FIXME: Not always true shader_resource_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; shader_resource_view_desc.Texture2D.MipLevels = 1; if (is_flip_surface_in_global_memory(rsx::to_surface_target(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]))) shader_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; else shader_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0 ); m_device->CreateShaderResourceView(resource_to_flip, &shader_resource_view_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.texture_descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_srv_cbv_uav)); D3D12_SAMPLER_DESC sampler_desc = {}; sampler_desc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; m_device->CreateSampler(&sampler_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.sampler_descriptor_heap->GetCPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_samplers)); ID3D12DescriptorHeap *descriptors_heaps[] = { m_output_scaling_pass.texture_descriptor_heap, m_output_scaling_pass.sampler_descriptor_heap }; get_current_resource_storage().command_list->SetDescriptorHeaps(2, descriptors_heaps); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0, CD3DX12_GPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.texture_descriptor_heap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_srv_cbv_uav)); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(1, CD3DX12_GPU_DESCRIPTOR_HANDLE(m_output_scaling_pass.sampler_descriptor_heap->GetGPUDescriptorHandleForHeapStart()).Offset(m_swap_chain->GetCurrentBackBufferIndex(), m_descriptor_stride_samplers)); get_current_resource_storage().command_list->OMSetRenderTargets(1, &CD3DX12_CPU_DESCRIPTOR_HANDLE(m_backbuffer_descriptor_heap[m_swap_chain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart()), true, nullptr); D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view = {}; vertex_buffer_view.BufferLocation = m_output_scaling_pass.vertex_buffer->GetGPUVirtualAddress(); vertex_buffer_view.StrideInBytes = 4 * sizeof(float); vertex_buffer_view.SizeInBytes = 16 * sizeof(float); get_current_resource_storage().command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view); get_current_resource_storage().command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); if (resource_to_flip) get_current_resource_storage().command_list->DrawInstanced(4, 1, 0, 0); if (!rpcs3::config.rsx.d3d12.overlay.value()) get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_backbuffer[m_swap_chain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)); if (is_flip_surface_in_global_memory(rsx::to_surface_target(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET])) && resource_to_flip != nullptr) get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(resource_to_flip, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET)); CHECK_HRESULT(get_current_resource_storage().command_list->Close()); m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf()); if(rpcs3::config.rsx.d3d12.overlay.value()) render_overlay(); reset_timer(); std::chrono::time_point<std::chrono::system_clock> flip_start = std::chrono::system_clock::now(); CHECK_HRESULT(m_swap_chain->Present(rpcs3::state.config.rsx.vsync.value() ? 1 : 0, 0)); // Add an event signaling queue completion resource_storage &storage = get_non_current_resource_storage(); m_command_queue->Signal(storage.frame_finished_fence.Get(), storage.fence_value); storage.frame_finished_fence->SetEventOnCompletion(storage.fence_value, storage.frame_finished_handle); storage.fence_value++; storage.in_use = true; storage.dirty_textures.merge(m_rtts.invalidated_resources); m_rtts.invalidated_resources.clear(); // Get the put pos - 1. This way after cleaning we can set the get ptr to // this value, allowing heap to proceed even if we cleant before allocating // a new value (that's the reason of the -1) storage.buffer_heap_get_pos = m_buffer_data.get_current_put_pos_minus_one(); storage.readback_heap_get_pos = m_readback_resources.get_current_put_pos_minus_one(); // Now get ready for next frame resource_storage &new_storage = get_current_resource_storage(); new_storage.wait_and_clean(); if (new_storage.in_use) { m_buffer_data.m_get_pos = new_storage.buffer_heap_get_pos; m_readback_resources.m_get_pos = new_storage.readback_heap_get_pos; } m_frame->flip(nullptr); std::chrono::time_point<std::chrono::system_clock> flip_end = std::chrono::system_clock::now(); m_timers.flip_duration += std::chrono::duration_cast<std::chrono::microseconds>(flip_end - flip_start).count(); }
void D3D12GSRender::end() { std::chrono::time_point<std::chrono::system_clock> start_duration = std::chrono::system_clock::now(); std::chrono::time_point<std::chrono::system_clock> rtt_duration_start = std::chrono::system_clock::now(); prepare_render_targets(get_current_resource_storage().command_list.Get()); std::chrono::time_point<std::chrono::system_clock> rtt_duration_end = std::chrono::system_clock::now(); m_timers.prepare_rtt_duration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count(); std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_start = std::chrono::system_clock::now(); size_t currentDescriptorIndex = get_current_resource_storage().descriptors_heap_index; size_t vertex_count; bool indexed_draw; std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> vertex_buffer_views; std::tie(indexed_draw, vertex_count, vertex_buffer_views) = upload_and_set_vertex_index_data(get_current_resource_storage().command_list.Get()); size_t vertex_buffer_count = vertex_buffer_views.size(); std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_end = std::chrono::system_clock::now(); m_timers.vertex_index_duration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count(); std::chrono::time_point<std::chrono::system_clock> program_load_start = std::chrono::system_clock::now(); load_program(); std::chrono::time_point<std::chrono::system_clock> program_load_end = std::chrono::system_clock::now(); m_timers.program_load_duration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count(); get_current_resource_storage().command_list->SetGraphicsRootSignature(m_root_signatures[std::get<2>(m_current_pso)][vertex_buffer_count].Get()); get_current_resource_storage().command_list->OMSetStencilRef(rsx::method_registers[NV4097_SET_STENCIL_FUNC_REF]); std::chrono::time_point<std::chrono::system_clock> constants_duration_start = std::chrono::system_clock::now(); INT offset = 0; for (const auto view : vertex_buffer_views) { m_device->CreateShaderResourceView(m_vertex_buffer_data.Get(), &view, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex + offset++, m_descriptor_stride_srv_cbv_uav)); } // Constants upload_and_bind_scale_offset_matrix(currentDescriptorIndex + vertex_buffer_count); upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count); upload_and_bind_fragment_shader_constants(currentDescriptorIndex + 2 + vertex_buffer_count); std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now(); m_timers.constants_duration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count(); get_current_resource_storage().command_list->SetPipelineState(std::get<0>(m_current_pso).Get()); std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now(); size_t texture_count = std::get<2>(m_current_pso); if (texture_count > 0) { upload_and_bind_textures(get_current_resource_storage().command_list.Get(), texture_count); for (unsigned i = 0; i < texture_count; i++) { ID3D12Resource *tex_resource; D3D12_SHADER_RESOURCE_VIEW_DESC srv; std::tie(tex_resource, srv) = m_current_shader_resources[i]; m_device->CreateShaderResourceView(tex_resource, &srv, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex + 3 + (INT)vertex_buffer_count + (INT)i, m_descriptor_stride_srv_cbv_uav) ); m_device->CreateSampler(&m_current_samplers[i], CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart()) .Offset((UINT)get_current_resource_storage().current_sampler_index + (UINT)i, m_descriptor_stride_samplers)); } get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex, m_descriptor_stride_srv_cbv_uav) ); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(1, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers) ); get_current_resource_storage().current_sampler_index += std::get<2>(m_current_pso); get_current_resource_storage().descriptors_heap_index += std::get<2>(m_current_pso) + 3 + vertex_buffer_count; } else { get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex, m_descriptor_stride_srv_cbv_uav) ); get_current_resource_storage().descriptors_heap_index += 3 + vertex_buffer_count; } std::chrono::time_point<std::chrono::system_clock> texture_duration_end = std::chrono::system_clock::now(); m_timers.texture_duration += std::chrono::duration_cast<std::chrono::microseconds>(texture_duration_end - texture_duration_start).count(); set_rtt_and_ds(get_current_resource_storage().command_list.Get()); int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16; int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16; D3D12_VIEWPORT viewport = { 0.f, 0.f, (float)clip_w, (float)clip_h, (f32&)rsx::method_registers[NV4097_SET_CLIP_MIN], (f32&)rsx::method_registers[NV4097_SET_CLIP_MAX] }; get_current_resource_storage().command_list->RSSetViewports(1, &viewport); get_current_resource_storage().command_list->RSSetScissorRects(1, &get_scissor(rsx::method_registers[NV4097_SET_SCISSOR_HORIZONTAL], rsx::method_registers[NV4097_SET_SCISSOR_VERTICAL])); get_current_resource_storage().command_list->IASetPrimitiveTopology(get_primitive_topology(draw_mode)); if (indexed_draw) get_current_resource_storage().command_list->DrawIndexedInstanced((UINT)vertex_count, 1, 0, 0, 0); else get_current_resource_storage().command_list->DrawInstanced((UINT)vertex_count, 1, 0, 0); std::chrono::time_point<std::chrono::system_clock> end_duration = std::chrono::system_clock::now(); m_timers.draw_calls_duration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count(); m_timers.draw_calls_count++; if (rpcs3::config.rsx.d3d12.debug_output.value()) { CHECK_HRESULT(get_current_resource_storage().command_list->Close()); m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf()); get_current_resource_storage().set_new_command_list(); } thread::end(); }
// Fill the command list with all the render commands and dependent state. void D3D12ExecuteIndirect::PopulateCommandLists() { // Command list allocators can only be reset when the associated // command lists have finished execution on the GPU; apps should use // fences to determine GPU execution progress. ThrowIfFailed(m_computeCommandAllocators[m_frameIndex]->Reset()); ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset()); // However, when ExecuteCommandList() is called on a particular command // list, that command list can then be reset at any time and must be before // re-recording. ThrowIfFailed(m_computeCommandList->Reset(m_computeCommandAllocators[m_frameIndex].Get(), m_computeState.Get())); ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get())); // Record the compute commands that will cull triangles and prevent them from being processed by the vertex shader. if (m_enableCulling) { UINT frameDescriptorOffset = m_frameIndex * CbvSrvUavDescriptorCountPerFrame; D3D12_GPU_DESCRIPTOR_HANDLE cbvSrvUavHandle = m_cbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart(); m_computeCommandList->SetComputeRootSignature(m_computeRootSignature.Get()); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvUavHeap.Get() }; m_computeCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps); m_computeCommandList->SetComputeRootDescriptorTable( SrvUavTable, CD3DX12_GPU_DESCRIPTOR_HANDLE(cbvSrvUavHandle, CbvSrvOffset + frameDescriptorOffset, m_cbvSrvUavDescriptorSize)); m_computeCommandList->SetComputeRoot32BitConstants(RootConstants, 4, reinterpret_cast<void*>(&m_csRootConstants), 0); // Reset the UAV counter for this frame. m_computeCommandList->CopyBufferRegion(m_processedCommandBuffers[m_frameIndex].Get(), CommandBufferSizePerFrame, m_processedCommandBufferCounterReset.Get(), 0, sizeof(UINT)); D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_processedCommandBuffers[m_frameIndex].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); m_computeCommandList->ResourceBarrier(1, &barrier); m_computeCommandList->Dispatch(static_cast<UINT>(ceil(TriangleCount / float(ComputeThreadBlockSize))), 1, 1); } ThrowIfFailed(m_computeCommandList->Close()); // Record the rendering commands. { // Set necessary state. m_commandList->SetGraphicsRootSignature(m_rootSignature.Get()); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvUavHeap.Get() }; m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps); m_commandList->RSSetViewports(1, &m_viewport); m_commandList->RSSetScissorRects(1, m_enableCulling ? &m_cullingScissorRect : &m_scissorRect); // Indicate that the command buffer will be used for indirect drawing // and that the back buffer will be used as a render target. D3D12_RESOURCE_BARRIER barriers[2] = { CD3DX12_RESOURCE_BARRIER::Transition( m_enableCulling ? m_processedCommandBuffers[m_frameIndex].Get() : m_commandBuffer.Get(), m_enableCulling ? D3D12_RESOURCE_STATE_UNORDERED_ACCESS : D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT), CD3DX12_RESOURCE_BARRIER::Transition( m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET) }; m_commandList->ResourceBarrier(_countof(barriers), barriers); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize); CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); // Record commands. const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); m_commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView); if (m_enableCulling) { // Draw the triangles that have not been culled. m_commandList->ExecuteIndirect( m_commandSignature.Get(), TriangleCount, m_processedCommandBuffers[m_frameIndex].Get(), 0, m_processedCommandBuffers[m_frameIndex].Get(), CommandBufferSizePerFrame); } else { // Draw all of the triangles. m_commandList->ExecuteIndirect( m_commandSignature.Get(), TriangleCount, m_commandBuffer.Get(), CommandBufferSizePerFrame * m_frameIndex, nullptr, 0); } // Indicate that the command buffer may be used by the compute shader // and that the back buffer will now be used to present. barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT; barriers[0].Transition.StateAfter = m_enableCulling ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; m_commandList->ResourceBarrier(_countof(barriers), barriers); ThrowIfFailed(m_commandList->Close()); } }
D3D12_GPU_DESCRIPTOR_HANDLE Direct3D12Heap::getGpuHandle(Size offset) const { return CD3DX12_GPU_DESCRIPTOR_HANDLE(gpuHandle).Offset(offset, handleIncrement); }
void D3D12GSRender::end() { std::chrono::time_point<steady_clock> start_duration = steady_clock::now(); std::chrono::time_point<steady_clock> rtt_duration_start = steady_clock::now(); prepare_render_targets(get_current_resource_storage().command_list.Get()); std::chrono::time_point<steady_clock> rtt_duration_end = steady_clock::now(); m_timers.prepare_rtt_duration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count(); std::chrono::time_point<steady_clock> vertex_index_duration_start = steady_clock::now(); size_t currentDescriptorIndex = get_current_resource_storage().descriptors_heap_index; size_t vertex_count; bool indexed_draw; std::vector<D3D12_SHADER_RESOURCE_VIEW_DESC> vertex_buffer_views; std::tie(indexed_draw, vertex_count, vertex_buffer_views) = upload_and_set_vertex_index_data(get_current_resource_storage().command_list.Get()); UINT vertex_buffer_count = static_cast<UINT>(vertex_buffer_views.size()); std::chrono::time_point<steady_clock> vertex_index_duration_end = steady_clock::now(); m_timers.vertex_index_duration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count(); std::chrono::time_point<steady_clock> program_load_start = steady_clock::now(); load_program(); std::chrono::time_point<steady_clock> program_load_end = steady_clock::now(); m_timers.program_load_duration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count(); get_current_resource_storage().command_list->SetGraphicsRootSignature(m_shared_root_signature.Get()); get_current_resource_storage().command_list->OMSetStencilRef(rsx::method_registers.stencil_func_ref()); std::chrono::time_point<steady_clock> constants_duration_start = steady_clock::now(); INT offset = 0; for (const auto view : vertex_buffer_views) { m_device->CreateShaderResourceView(m_vertex_buffer_data.Get(), &view, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex + offset++, m_descriptor_stride_srv_cbv_uav)); } // Bind vertex buffer get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_BUFFERS_SLOT, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex, m_descriptor_stride_srv_cbv_uav) ); // Constants const D3D12_CONSTANT_BUFFER_VIEW_DESC &fragment_constant_view = upload_fragment_shader_constants(); get_current_resource_storage().command_list->SetGraphicsRootConstantBufferView(FRAGMENT_CONSTANT_BUFFERS_SLOT, fragment_constant_view.BufferLocation); upload_and_bind_scale_offset_matrix(currentDescriptorIndex + vertex_buffer_count); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(SCALE_OFFSET_SLOT, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav) ); if (m_transform_constants_dirty && !g_cfg.video.debug_output) { m_current_transform_constants_buffer_descriptor_id = (u32)currentDescriptorIndex + 1 + vertex_buffer_count; upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count); m_transform_constants_dirty = false; get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(VERTEX_CONSTANT_BUFFERS_SLOT, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset(m_current_transform_constants_buffer_descriptor_id, m_descriptor_stride_srv_cbv_uav) ); } std::chrono::time_point<steady_clock> constants_duration_end = steady_clock::now(); m_timers.constants_duration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count(); get_current_resource_storage().command_list->SetPipelineState(std::get<0>(m_current_pso).Get()); std::chrono::time_point<steady_clock> texture_duration_start = steady_clock::now(); get_current_resource_storage().descriptors_heap_index += 2 + vertex_buffer_count; size_t texture_count = std::get<2>(m_current_pso); if (texture_count > 0) { if (get_current_resource_storage().current_sampler_index + 16 > 2048) { get_current_resource_storage().sampler_descriptors_heap_index = 1; get_current_resource_storage().current_sampler_index = 0; ID3D12DescriptorHeap *descriptors[] = { get_current_resource_storage().descriptors_heap.Get(), get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index].Get(), }; get_current_resource_storage().command_list->SetDescriptorHeaps(2, descriptors); } upload_textures(get_current_resource_storage().command_list.Get(), texture_count); m_device->CopyDescriptorsSimple(16, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetCPUDescriptorHandleForHeapStart()) .Offset((UINT)get_current_resource_storage().descriptors_heap_index, m_descriptor_stride_srv_cbv_uav), CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_texture_descriptors->GetCPUDescriptorHandleForHeapStart()), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ); m_device->CopyDescriptorsSimple(16, CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart()) .Offset((UINT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers), CD3DX12_CPU_DESCRIPTOR_HANDLE(m_current_sampler_descriptors->GetCPUDescriptorHandleForHeapStart()), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(TEXTURES_SLOT, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)get_current_resource_storage().descriptors_heap_index, m_descriptor_stride_srv_cbv_uav) ); get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(SAMPLERS_SLOT, CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)get_current_resource_storage().current_sampler_index, m_descriptor_stride_samplers) ); get_current_resource_storage().current_sampler_index += texture_count; get_current_resource_storage().descriptors_heap_index += texture_count; } std::chrono::time_point<steady_clock> texture_duration_end = steady_clock::now(); m_timers.texture_duration += std::chrono::duration_cast<std::chrono::microseconds>(texture_duration_end - texture_duration_start).count(); set_rtt_and_ds(get_current_resource_storage().command_list.Get()); int clip_w = rsx::method_registers.surface_clip_width(); int clip_h = rsx::method_registers.surface_clip_height(); D3D12_VIEWPORT viewport = { 0.f, 0.f, (float)clip_w, (float)clip_h, rsx::method_registers.clip_min(), rsx::method_registers.clip_max(), }; get_current_resource_storage().command_list->RSSetViewports(1, &viewport); get_current_resource_storage().command_list->RSSetScissorRects(1, &get_scissor(rsx::method_registers.scissor_origin_x(), rsx::method_registers.scissor_origin_y(), rsx::method_registers.scissor_width(), rsx::method_registers.scissor_height())); get_current_resource_storage().command_list->IASetPrimitiveTopology(get_primitive_topology(rsx::method_registers.current_draw_clause.primitive)); if (indexed_draw) get_current_resource_storage().command_list->DrawIndexedInstanced((UINT)vertex_count, 1, 0, 0, 0); else get_current_resource_storage().command_list->DrawInstanced((UINT)vertex_count, 1, 0, 0); std::chrono::time_point<steady_clock> end_duration = steady_clock::now(); m_timers.draw_calls_duration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count(); m_timers.draw_calls_count++; if (g_cfg.video.debug_output) { CHECK_HRESULT(get_current_resource_storage().command_list->Close()); m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf()); get_current_resource_storage().set_new_command_list(); } thread::end(); }
void D3D12GSRender::end() { std::chrono::time_point<std::chrono::system_clock> start_duration = std::chrono::system_clock::now(); std::chrono::time_point<std::chrono::system_clock> rtt_duration_start = std::chrono::system_clock::now(); prepare_render_targets(getCurrentResourceStorage().command_list.Get()); std::chrono::time_point<std::chrono::system_clock> rtt_duration_end = std::chrono::system_clock::now(); m_timers.m_rttDuration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count(); std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_start = std::chrono::system_clock::now(); if (!vertex_index_array.empty() || vertex_draw_count) upload_and_set_vertex_index_data(getCurrentResourceStorage().command_list.Get()); std::chrono::time_point<std::chrono::system_clock> vertex_index_duration_end = std::chrono::system_clock::now(); m_timers.m_vertexIndexDuration += std::chrono::duration_cast<std::chrono::microseconds>(vertex_index_duration_end - vertex_index_duration_start).count(); std::chrono::time_point<std::chrono::system_clock> program_load_start = std::chrono::system_clock::now(); if (!load_program()) { LOG_ERROR(RSX, "LoadProgram failed."); Emu.Pause(); return; } std::chrono::time_point<std::chrono::system_clock> program_load_end = std::chrono::system_clock::now(); m_timers.m_programLoadDuration += std::chrono::duration_cast<std::chrono::microseconds>(program_load_end - program_load_start).count(); getCurrentResourceStorage().command_list->SetGraphicsRootSignature(m_rootSignatures[std::get<2>(*m_PSO)].Get()); getCurrentResourceStorage().command_list->OMSetStencilRef(rsx::method_registers[NV4097_SET_STENCIL_FUNC_REF]); std::chrono::time_point<std::chrono::system_clock> constants_duration_start = std::chrono::system_clock::now(); size_t currentDescriptorIndex = getCurrentResourceStorage().descriptors_heap_index; // Constants upload_and_bind_scale_offset_matrix(currentDescriptorIndex); upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1); upload_and_bind_fragment_shader_constants(currentDescriptorIndex + 2); std::chrono::time_point<std::chrono::system_clock> constants_duration_end = std::chrono::system_clock::now(); m_timers.m_constantsDuration += std::chrono::duration_cast<std::chrono::microseconds>(constants_duration_end - constants_duration_start).count(); getCurrentResourceStorage().command_list->SetPipelineState(std::get<0>(*m_PSO)); std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now(); if (std::get<2>(*m_PSO) > 0) { upload_and_bind_textures(getCurrentResourceStorage().command_list.Get(), currentDescriptorIndex + 3, std::get<2>(*m_PSO) > 0); ID3D12DescriptorHeap *descriptors[] = { getCurrentResourceStorage().descriptors_heap.Get(), getCurrentResourceStorage().sampler_descriptor_heap[getCurrentResourceStorage().sampler_descriptors_heap_index].Get(), }; getCurrentResourceStorage().command_list->SetDescriptorHeaps(2, descriptors); getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(0, CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV) ); getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(1, CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().sampler_descriptor_heap[getCurrentResourceStorage().sampler_descriptors_heap_index]->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)getCurrentResourceStorage().current_sampler_index, g_descriptorStrideSamplers) ); getCurrentResourceStorage().current_sampler_index += std::get<2>(*m_PSO); getCurrentResourceStorage().descriptors_heap_index += std::get<2>(*m_PSO) + 3; } else { getCurrentResourceStorage().command_list->SetDescriptorHeaps(1, getCurrentResourceStorage().descriptors_heap.GetAddressOf()); getCurrentResourceStorage().command_list->SetGraphicsRootDescriptorTable(0, CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().descriptors_heap->GetGPUDescriptorHandleForHeapStart()) .Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV) ); getCurrentResourceStorage().descriptors_heap_index += 3; } std::chrono::time_point<std::chrono::system_clock> texture_duration_end = std::chrono::system_clock::now(); m_timers.m_textureDuration += std::chrono::duration_cast<std::chrono::microseconds>(texture_duration_end - texture_duration_start).count(); set_rtt_and_ds(getCurrentResourceStorage().command_list.Get()); int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16; int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16; D3D12_VIEWPORT viewport = { 0.f, 0.f, (float)clip_w, (float)clip_h, -1.f, 1.f }; getCurrentResourceStorage().command_list->RSSetViewports(1, &viewport); D3D12_RECT box = { 0, 0, (LONG)clip_w, (LONG)clip_h, }; getCurrentResourceStorage().command_list->RSSetScissorRects(1, &box); getCurrentResourceStorage().command_list->IASetPrimitiveTopology(get_primitive_topology(draw_mode)); if (m_renderingInfo.m_indexed) getCurrentResourceStorage().command_list->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, 0, 0); else getCurrentResourceStorage().command_list->DrawInstanced((UINT)m_renderingInfo.m_count, 1, 0, 0); vertex_index_array.clear(); std::chrono::time_point<std::chrono::system_clock> end_duration = std::chrono::system_clock::now(); m_timers.m_drawCallDuration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count(); m_timers.m_drawCallCount++; if (rpcs3::config.rsx.d3d12.debug_output.value()) { ThrowIfFailed(getCurrentResourceStorage().command_list->Close()); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().command_list.GetAddressOf()); getCurrentResourceStorage().set_new_command_list(); } m_first_count_pairs.clear(); m_renderingInfo.m_indexed = false; thread::end(); }