HRESULT CompileShaderFromFile(const std::wstring &file , const StageInfo &info, ID3D10Blob** ppBlobOut) { DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #if defined(DEBUG) || defined(_DEBUG) dwShaderFlags |= D3DCOMPILE_DEBUG; #endif//defiend(DEBUG) || defined(_DEBUG) #if defined(NDEBUG) || defined(_NDEBUG) dwShaderFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL3; #endif//defined(NDEBUG) || defined(_NDEBUG) Microsoft::WRL::ComPtr<ID3DBlob> pErrorBlob; auto hr = D3DCompileFromFile( file.c_str() , NULL , D3D_COMPILE_STANDARD_FILE_INCLUDE , info.entrypoint.c_str() , info.model.c_str() , dwShaderFlags , 0 , ppBlobOut , pErrorBlob.GetAddressOf() ); if ( FAILED( hr ) ) { if (pErrorBlob) { // エラーメッセージを出力. OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() ); } } return hr; }
void Model::CreateRootSignature() { std::array<CD3DX12_ROOT_PARAMETER, 2> RootParameters; RootParameters[0].InitAsConstants(2 * Num32BitPerMatrix, 0, 0, D3D12_SHADER_VISIBILITY_VERTEX); RootParameters[1].InitAsConstants(1 * Num32BitPerMatrix, 1, 0, D3D12_SHADER_VISIBILITY_VERTEX); D3D12_ROOT_SIGNATURE_FLAGS RootSignatureFlags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; CD3DX12_ROOT_SIGNATURE_DESC RootSignatureDesc(static_cast<UINT>(RootParameters.size()), RootParameters.data(), 0, nullptr, RootSignatureFlags); Microsoft::WRL::ComPtr<ID3DBlob> SerializedSignature; Microsoft::WRL::ComPtr<ID3DBlob> Error; Utility::ThrowOnFail(D3D12SerializeRootSignature(&RootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &SerializedSignature, &Error), Error); Utility::ThrowOnFail(DeviceContext.GetDevice()->CreateRootSignature(0, SerializedSignature->GetBufferPointer(), SerializedSignature->GetBufferSize(), IID_PPV_ARGS(&RootSignature))); }
D3D12GSRender::D3D12GSRender() : GSRender(frame_type::DX12), m_d3d12_lib(), m_current_pso({}) { if (rpcs3::config.rsx.d3d12.debug_output.value()) { Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface; wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface)); debugInterface->EnableDebugLayer(); } Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory; CHECK_HRESULT(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory))); // Create adapter ComPtr<IDXGIAdapter> adaptater = nullptr; CHECK_HRESULT(dxgi_factory->EnumAdapters(rpcs3::state.config.rsx.d3d12.adaptater.value(), adaptater.GetAddressOf())); CHECK_HRESULT(wrapD3D12CreateDevice(adaptater.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device))); // Queues D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT }; CHECK_HRESULT(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_command_queue.GetAddressOf()))); m_descriptor_stride_srv_cbv_uav = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); m_descriptor_stride_dsv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); m_descriptor_stride_rtv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); m_descriptor_stride_samplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); // Create swap chain and put them in a descriptor heap as rendertarget DXGI_SWAP_CHAIN_DESC swap_chain = {}; swap_chain.BufferCount = 2; swap_chain.Windowed = true; swap_chain.OutputWindow = (HWND)m_frame->handle(); swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain.SampleDesc.Count = 1; swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHECK_HRESULT(dxgi_factory->CreateSwapChain(m_command_queue.Get(), &swap_chain, (IDXGISwapChain**)m_swap_chain.GetAddressOf())); m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&m_backbuffer[0])); m_swap_chain->GetBuffer(1, IID_PPV_ARGS(&m_backbuffer[1])); D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1}; D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {}; renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[0])); m_device->CreateRenderTargetView(m_backbuffer[0].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[0]->GetCPUDescriptorHandleForHeapStart()); m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[1])); m_device->CreateRenderTargetView(m_backbuffer[1].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[1]->GetCPUDescriptorHandleForHeapStart()); // Common root signatures for (int vertex_buffer_count = 0; vertex_buffer_count < 17; vertex_buffer_count++) // Some app (naruto ultimate ninja storm 2) uses a shader without inputs... { for (unsigned texture_count = 0; texture_count < 17; texture_count++) { CD3DX12_DESCRIPTOR_RANGE descriptorRange[] = { // Vertex buffer CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, vertex_buffer_count, 0), // Scale Offset data CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0), // Constants CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1), // Textures CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 16), // Samplers CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0), }; CD3DX12_ROOT_PARAMETER RP[2]; UINT cbv_srv_uav_descriptor_size = 4; if (texture_count == 0) cbv_srv_uav_descriptor_size -= 1; if (vertex_buffer_count == 0) cbv_srv_uav_descriptor_size -= 1; RP[0].InitAsDescriptorTable(cbv_srv_uav_descriptor_size, (vertex_buffer_count > 0) ? &descriptorRange[0] : &descriptorRange[1]); RP[1].InitAsDescriptorTable(1, &descriptorRange[4]); Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob; Microsoft::WRL::ComPtr<ID3DBlob> errorBlob; CHECK_HRESULT(wrapD3D12SerializeRootSignature( &CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob)); m_device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(), IID_PPV_ARGS(m_root_signatures[texture_count][vertex_buffer_count].GetAddressOf())); } } m_per_frame_storage[0].init(m_device.Get()); m_per_frame_storage[0].reset(); m_per_frame_storage[1].init(m_device.Get()); m_per_frame_storage[1].reset(); init_convert_shader(); m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get()); CHECK_HRESULT( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2, 1, 1), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_dummy_texture)) ); m_rtts.init(m_device.Get()); m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST); m_buffer_data.init(m_device.Get(), 1024 * 1024 * 896, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ); CHECK_HRESULT( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(1024 * 1024 * 16), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, nullptr, IID_PPV_ARGS(m_vertex_buffer_data.GetAddressOf()) ) ); if (rpcs3::config.rsx.d3d12.overlay.value()) init_d2d_structures(); }
bool Shader::createShaders(const Microsoft::WRL::ComPtr<ID3D11Device> &pDevice , const std::wstring &shaderFile, const std::string &vsFunc, const std::string &psFunc) { // vertex shader { Microsoft::WRL::ComPtr<ID3DBlob> vblob; HRESULT hr = CompileShaderFromFile(shaderFile.c_str(), vsFunc.c_str(), "vs_4_0_level_9_1", &vblob); if (FAILED(hr)) return false; hr = pDevice->CreateVertexShader(vblob->GetBufferPointer(), vblob->GetBufferSize(), NULL, &m_pVsh); if (FAILED(hr)) return false; // vertex shader reflection Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector; hr = D3DReflect(vblob->GetBufferPointer(), vblob->GetBufferSize(), IID_ID3D11ShaderReflection, &pReflector); if (FAILED(hr)) return false; OutputDebugPrintfA("#### VertexShader ####\n"); if (!m_constant->Initialize(pDevice, SHADERSTAGE_VERTEX, pReflector)){ return false; } D3D11_SHADER_DESC shaderdesc; pReflector->GetDesc(&shaderdesc); // Create InputLayout std::vector<D3D11_INPUT_ELEMENT_DESC> vbElement; for (size_t i = 0; i < shaderdesc.InputParameters; ++i){ D3D11_SIGNATURE_PARAMETER_DESC sigdesc; pReflector->GetInputParameterDesc(i, &sigdesc); auto format = GetDxgiFormat(sigdesc.ComponentType, sigdesc.Mask); D3D11_INPUT_ELEMENT_DESC eledesc = { sigdesc.SemanticName , sigdesc.SemanticIndex , format , 0 // 決め打ち , D3D11_APPEND_ALIGNED_ELEMENT // 決め打ち , D3D11_INPUT_PER_VERTEX_DATA // 決め打ち , 0 // 決め打ち }; vbElement.push_back(eledesc); } if (!vbElement.empty()){ hr = pDevice->CreateInputLayout(&vbElement[0], vbElement.size(), vblob->GetBufferPointer(), vblob->GetBufferSize(), &m_pInputLayout); if (FAILED(hr)) return false; } } // pixel shader { Microsoft::WRL::ComPtr<ID3DBlob> pblob; auto hr = CompileShaderFromFile(shaderFile.c_str(), psFunc.c_str(), "ps_4_0_level_9_1", &pblob); if (FAILED(hr)) return false; hr = pDevice->CreatePixelShader(pblob->GetBufferPointer(), pblob->GetBufferSize(), NULL, &m_pPsh); if (FAILED(hr)) return false; // pixel shader reflection Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector; hr = D3DReflect(pblob->GetBufferPointer(), pblob->GetBufferSize(), IID_ID3D11ShaderReflection, &pReflector); if (FAILED(hr)) return false; OutputDebugPrintfA("#### PixelShader ####\n"); if (!m_constant->Initialize(pDevice, SHADERSTAGE_PIXEL, pReflector)){ return false; } } return true; }
/// 生成する bool D3DShader::Create(DXGIManager *pDxgi) { if(m_pVsh)return true; auto pDevice=pDxgi->GetD3DDevice(); // vertex shader { Microsoft::WRL::ComPtr<ID3DBlob> vblob; HRESULT hr = CompileShaderFromFile(m_info.path, m_info.vs , vblob.GetAddressOf()); if (FAILED(hr)) return false; hr = pDevice->CreateVertexShader( vblob->GetBufferPointer(), vblob->GetBufferSize() , NULL, m_pVsh.ReleaseAndGetAddressOf()); if (FAILED(hr)) return false; // vertex shader reflection Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector; hr = D3DReflect(vblob->GetBufferPointer(), vblob->GetBufferSize() , IID_ID3D11ShaderReflection, &pReflector); if (FAILED(hr)) return false; D3D11_SHADER_DESC shaderdesc; pReflector->GetDesc(&shaderdesc); // Create InputLayout std::vector<D3D11_INPUT_ELEMENT_DESC> vbElement; for (size_t i = 0; i < shaderdesc.InputParameters; ++i){ D3D11_SIGNATURE_PARAMETER_DESC sigdesc; pReflector->GetInputParameterDesc(i, &sigdesc); auto format = GetDxgiFormat(sigdesc.ComponentType, sigdesc.Mask); D3D11_INPUT_ELEMENT_DESC eledesc = { sigdesc.SemanticName , sigdesc.SemanticIndex , format , 0 // 決め打ち , D3D11_APPEND_ALIGNED_ELEMENT // 決め打ち , D3D11_INPUT_PER_VERTEX_DATA // 決め打ち , 0 // 決め打ち }; vbElement.push_back(eledesc); } if (!vbElement.empty()){ hr = pDevice->CreateInputLayout(&vbElement[0], vbElement.size(), vblob->GetBufferPointer(), vblob->GetBufferSize(), &m_pInputLayout); if (FAILED(hr)) return false; } } // pixel shader { Microsoft::WRL::ComPtr<ID3DBlob> pblob; auto hr = CompileShaderFromFile(m_info.path, m_info.ps , pblob.GetAddressOf()); if (FAILED(hr)) return false; hr = pDevice->CreatePixelShader( pblob->GetBufferPointer(), pblob->GetBufferSize() , NULL, m_pPsh.ReleaseAndGetAddressOf()); if (FAILED(hr)) return false; } return true; }
D3D12GSRender::D3D12GSRender() : GSRender(frame_type::DX12), m_D3D12Lib(), m_PSO(nullptr) { m_previous_address_a = 0; m_previous_address_b = 0; m_previous_address_c = 0; m_previous_address_d = 0; m_previous_address_z = 0; gfxHandler = [this](u32 addr) { bool result = invalidateAddress(addr); if (result) LOG_WARNING(RSX, "Reporting Cell writing to %x", addr); return result; }; if (rpcs3::config.rsx.d3d12.debug_output.value()) { Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface; wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface)); debugInterface->EnableDebugLayer(); } Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory; ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory))); // Create adapter ComPtr<IDXGIAdapter> adaptater = nullptr; ThrowIfFailed(dxgi_factory->EnumAdapters(rpcs3::state.config.rsx.d3d12.adaptater.value(), adaptater.GetAddressOf())); ThrowIfFailed(wrapD3D12CreateDevice(adaptater.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device))); // Queues D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT }; ThrowIfFailed(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_commandQueueGraphic.GetAddressOf()))); g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); g_descriptorStrideRTV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); g_descriptorStrideSamplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); // Create swap chain and put them in a descriptor heap as rendertarget DXGI_SWAP_CHAIN_DESC swap_chain = {}; swap_chain.BufferCount = 2; swap_chain.Windowed = true; swap_chain.OutputWindow = (HWND)m_frame->handle(); swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain.SampleDesc.Count = 1; swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; ThrowIfFailed(dxgi_factory->CreateSwapChain(m_commandQueueGraphic.Get(), &swap_chain, (IDXGISwapChain**)m_swapChain.GetAddressOf())); m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0])); m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1])); D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1}; D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {}; renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0])); m_device->CreateRenderTargetView(m_backBuffer[0].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart()); m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1])); m_device->CreateRenderTargetView(m_backBuffer[1].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart()); // Common root signatures for (unsigned texture_count = 0; texture_count < 17; texture_count++) { CD3DX12_DESCRIPTOR_RANGE descriptorRange[] = { // Scale Offset data CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0), // Constants CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1), // Textures CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 0), // Samplers CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0), }; CD3DX12_ROOT_PARAMETER RP[2]; RP[0].InitAsDescriptorTable((texture_count > 0) ? 3 : 2, &descriptorRange[0]); RP[1].InitAsDescriptorTable(1, &descriptorRange[3]); Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob; Microsoft::WRL::ComPtr<ID3DBlob> errorBlob; ThrowIfFailed(wrapD3D12SerializeRootSignature( &CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob)); m_device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(), IID_PPV_ARGS(m_rootSignatures[texture_count].GetAddressOf())); } m_perFrameStorage[0].init(m_device.Get()); m_perFrameStorage[0].reset(); m_perFrameStorage[1].init(m_device.Get()); m_perFrameStorage[1].reset(); initConvertShader(); m_outputScalingPass.Init(m_device.Get(), m_commandQueueGraphic.Get()); ThrowIfFailed( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2, 1, 1), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_dummyTexture)) ); m_readbackResources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS); m_UAVHeap.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES); m_rtts.init(m_device.Get()); m_constantsData.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE); m_vertexIndexData.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE); m_textureUploadData.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE); if (rpcs3::config.rsx.d3d12.overlay.value()) init_d2d_structures(); }