dolphin/Source/Core/VideoBackends/D3D12/D3D12Gfx.cpp

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// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/D3D12Gfx.h"
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#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12BoundingBox.h"
#include "VideoBackends/D3D12/D3D12PerfQuery.h"
#include "VideoBackends/D3D12/D3D12SwapChain.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoBackends/D3D12/DX12Pipeline.h"
#include "VideoBackends/D3D12/DX12Shader.h"
#include "VideoBackends/D3D12/DX12Texture.h"
#include "VideoBackends/D3D12/DX12VertexFormat.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/Present.h"
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#include "VideoCommon/VideoConfig.h"
namespace DX12
{
static bool UsesDynamicVertexLoader(const AbstractPipeline* pipeline)
{
const AbstractPipelineUsage usage = static_cast<const DXPipeline*>(pipeline)->GetUsage();
return (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader &&
usage == AbstractPipelineUsage::GXUber) ||
(g_ActiveConfig.UseVSForLinePointExpand() && usage != AbstractPipelineUsage::Utility);
}
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Gfx::Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: m_backbuffer_scale(backbuffer_scale), m_swap_chain(std::move(swap_chain))
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{
m_state.root_signature = g_dx_context->GetGXRootSignature();
for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
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{
m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
m_state.samplers.states[i] = RenderState::GetPointSamplerState();
}
}
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Gfx::~Gfx() = default;
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bool Gfx::IsHeadless() const
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{
return !m_swap_chain;
}
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std::unique_ptr<AbstractTexture> Gfx::CreateTexture(const TextureConfig& config,
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std::string_view name)
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{
return DXTexture::Create(config, name);
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}
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std::unique_ptr<AbstractStagingTexture> Gfx::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer>
Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments)
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{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
static_cast<DXTexture*>(depth_attachment),
std::move(additional_color_attachments));
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}
std::unique_ptr<AbstractShader>
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Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
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{
return DXShader::CreateFromSource(stage, source, name);
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}
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std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, std::string_view name)
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{
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
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}
std::unique_ptr<NativeVertexFormat>
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Gfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
return std::make_unique<DXVertexFormat>(vtx_decl);
}
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std::unique_ptr<AbstractPipeline> Gfx::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
size_t cache_data_length)
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{
return DXPipeline::Create(config, cache_data, cache_data_length);
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}
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void Gfx::Flush()
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{
ExecuteCommandList(false);
}
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void Gfx::WaitForGPUIdle()
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{
ExecuteCommandList(true);
}
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void Gfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool color_enable,
bool alpha_enable, bool z_enable, u32 color, u32 z)
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{
// Use a fast path without the shader if both color/alpha are enabled.
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const bool fast_color_clear = color_enable && alpha_enable;
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if (fast_color_clear || z_enable)
{
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const D3D12_RECT d3d_clear_rc{target_rc.left, target_rc.top, target_rc.right, target_rc.bottom};
auto* d3d_frame_buffer = static_cast<const DXFramebuffer*>(m_current_framebuffer);
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if (fast_color_clear)
{
d3d_frame_buffer->TransitionRenderTargets();
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const std::array<float, 4> clear_color = {
{static_cast<float>((color >> 16) & 0xFF) / 255.0f,
static_cast<float>((color >> 8) & 0xFF) / 255.0f,
static_cast<float>((color >> 0) & 0xFF) / 255.0f,
static_cast<float>((color >> 24) & 0xFF) / 255.0f}};
d3d_frame_buffer->ClearRenderTargets(clear_color, &d3d_clear_rc);
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color_enable = false;
alpha_enable = false;
}
if (z_enable)
{
static_cast<DXTexture*>(m_current_framebuffer->GetDepthAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
// D3D does not support reversed depth ranges.
const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
d3d_frame_buffer->ClearDepth(clear_depth, &d3d_clear_rc);
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z_enable = false;
}
}
// Anything left over, fall back to clear triangle.
if (color_enable || alpha_enable || z_enable)
::AbstractGfx::ClearRegion(target_rc, color_enable, alpha_enable, z_enable, color, z);
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}
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void Gfx::SetPipeline(const AbstractPipeline* pipeline)
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{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
return;
m_current_pipeline = dx_pipeline;
m_dirty_bits |= DirtyState_Pipeline;
if (dx_pipeline)
{
if (dx_pipeline->GetRootSignature() != m_state.root_signature)
{
m_state.root_signature = dx_pipeline->GetRootSignature();
m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
DirtyState_VS_SRV_Descriptor | DirtyState_PS_CUS_CBV;
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}
if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
{
m_state.using_integer_rtv = dx_pipeline->UseIntegerRTV();
m_dirty_bits |= DirtyState_Framebuffer;
}
if (dx_pipeline->GetPrimitiveTopology() != m_state.primitive_topology)
{
m_state.primitive_topology = dx_pipeline->GetPrimitiveTopology();
m_dirty_bits |= DirtyState_PrimitiveTopology;
}
}
}
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void Gfx::BindFramebuffer(DXFramebuffer* fb)
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{
fb->TransitionRenderTargets();
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if (fb->HasDepthBuffer())
{
static_cast<DXTexture*>(fb->GetDepthAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
g_dx_context->GetCommandList()->OMSetRenderTargets(
fb->GetRTVDescriptorCount(),
m_state.using_integer_rtv ? fb->GetIntRTVDescriptorArray() : fb->GetRTVDescriptorArray(),
FALSE, fb->GetDSVDescriptorArray());
m_current_framebuffer = fb;
m_dirty_bits &= ~DirtyState_Framebuffer;
}
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void Gfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
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{
if (m_current_framebuffer == framebuffer)
return;
m_current_framebuffer = framebuffer;
m_dirty_bits |= DirtyState_Framebuffer;
}
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void Gfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
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{
SetFramebuffer(framebuffer);
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DXFramebuffer* d3d_frame_buffer = static_cast<DXFramebuffer*>(framebuffer);
d3d_frame_buffer->TransitionRenderTargets();
if (d3d_frame_buffer->HasDepthBuffer())
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{
static_cast<DXTexture*>(d3d_frame_buffer->GetDepthAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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}
d3d_frame_buffer->Unbind();
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}
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void Gfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value,
float depth_value)
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{
DXFramebuffer* dxfb = static_cast<DXFramebuffer*>(framebuffer);
BindFramebuffer(dxfb);
dxfb->ClearRenderTargets(color_value, nullptr);
dxfb->ClearDepth(depth_value, nullptr);
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}
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void Gfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
if (m_state.scissor.left == rc.left && m_state.scissor.right == rc.right &&
m_state.scissor.top == rc.top && m_state.scissor.bottom == rc.bottom)
{
return;
}
m_state.scissor.left = rc.left;
m_state.scissor.right = rc.right;
m_state.scissor.top = rc.top;
m_state.scissor.bottom = rc.bottom;
m_dirty_bits |= DirtyState_ScissorRect;
}
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void Gfx::SetTexture(u32 index, const AbstractTexture* texture)
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{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr)
return;
m_state.textures[index].ptr = dxtex->GetSRVDescriptor().cpu_handle.ptr;
if (dxtex)
dxtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_dirty_bits |= DirtyState_Textures;
}
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void Gfx::SetSamplerState(u32 index, const SamplerState& state)
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{
if (m_state.samplers.states[index] == state)
return;
m_state.samplers.states[index] = state;
m_dirty_bits |= DirtyState_Samplers;
}
void Gfx::SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write)
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{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.compute_image_texture == dxtex)
return;
m_state.compute_image_texture = dxtex;
if (dxtex)
dxtex->TransitionToState(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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m_dirty_bits |= DirtyState_ComputeImageTexture;
}
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void Gfx::UnbindTexture(const AbstractTexture* texture)
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{
const auto srv_shadow_descriptor =
static_cast<const DXTexture*>(texture)->GetSRVDescriptor().cpu_handle;
for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
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{
if (m_state.textures[i].ptr == srv_shadow_descriptor.ptr)
{
m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
m_dirty_bits |= DirtyState_Textures;
}
}
if (m_state.compute_image_texture == texture)
{
m_state.compute_image_texture = nullptr;
m_dirty_bits |= DirtyState_ComputeImageTexture;
}
}
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void Gfx::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
if (m_state.viewport.TopLeftX == x && m_state.viewport.TopLeftY == y &&
m_state.viewport.Width == width && m_state.viewport.Height == height &&
near_depth == m_state.viewport.MinDepth && far_depth == m_state.viewport.MaxDepth)
{
return;
}
m_state.viewport.TopLeftX = x;
m_state.viewport.TopLeftY = y;
m_state.viewport.Width = width;
m_state.viewport.Height = height;
m_state.viewport.MinDepth = near_depth;
m_state.viewport.MaxDepth = far_depth;
m_dirty_bits |= DirtyState_Viewport;
}
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void Gfx::Draw(u32 base_vertex, u32 num_vertices)
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{
if (!ApplyState())
return;
g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0);
}
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void Gfx::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
if (!ApplyState())
return;
// DX12 is great and doesn't include the base vertex in SV_VertexID
if (UsesDynamicVertexLoader(m_current_pipeline))
g_dx_context->GetCommandList()->SetGraphicsRoot32BitConstant(
ROOT_PARAMETER_BASE_VERTEX_CONSTANT, base_vertex, 0);
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g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
}
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void Gfx::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
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{
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
if (m_dirty_bits & DirtyState_ComputeImageTexture && !UpdateComputeUAVDescriptorTable())
{
ExecuteCommandList(false);
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
UpdateComputeUAVDescriptorTable();
}
// Share graphics and compute state. No need to track now since dispatches are infrequent.
auto* const cmdlist = g_dx_context->GetCommandList();
cmdlist->SetPipelineState(static_cast<const DXShader*>(shader)->GetComputePipeline());
cmdlist->SetComputeRootConstantBufferView(CS_ROOT_PARAMETER_CBV, m_state.constant_buffers[0]);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SRV, m_state.srv_descriptor_base);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SAMPLERS,
m_state.sampler_descriptor_base);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_UAV,
m_state.compute_uav_descriptor_base);
cmdlist->Dispatch(groups_x, groups_y, groups_z);
// Compute and graphics state share the same pipeline object? :(
m_dirty_bits |= DirtyState_Pipeline;
}
bool Gfx::BindBackbuffer(const ClearColor& clear_color)
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{
CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color);
return true;
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}
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void Gfx::CheckForSwapChainChanges()
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{
const bool surface_changed = g_presenter->SurfaceChangedTestAndClear();
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const bool surface_resized =
g_presenter->SurfaceResizedTestAndClear() || m_swap_chain->CheckForFullscreenChange();
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if (!surface_changed && !surface_resized)
return;
// The swap chain could be in use from a previous frame.
WaitForGPUIdle();
if (surface_changed)
{
m_swap_chain->ChangeSurface(g_presenter->GetNewSurfaceHandle());
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}
else
{
m_swap_chain->ResizeSwapChain();
}
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g_presenter->SetBackbuffer(m_swap_chain->GetWidth(), m_swap_chain->GetHeight());
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}
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void Gfx::PresentBackbuffer()
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{
m_current_framebuffer = nullptr;
m_swap_chain->GetCurrentTexture()->TransitionToState(D3D12_RESOURCE_STATE_PRESENT);
ExecuteCommandList(false);
m_swap_chain->Present();
}
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SurfaceInfo Gfx::GetSurfaceInfo() const
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{
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return {m_swap_chain ? static_cast<u32>(m_swap_chain->GetWidth()) : 0,
m_swap_chain ? static_cast<u32>(m_swap_chain->GetHeight()) : 0, m_backbuffer_scale,
m_swap_chain ? m_swap_chain->GetFormat() : AbstractTextureFormat::Undefined};
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}
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void Gfx::OnConfigChanged(u32 bits)
{
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AbstractGfx::OnConfigChanged(bits);
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
ExecuteCommandList(true);
m_swap_chain->SetStereo(SwapChain::WantsStereo());
}
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 10:48:05 +02:00
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_HDR)
{
ExecuteCommandList(true);
m_swap_chain->SetHDR(SwapChain::WantsHDR());
}
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// Wipe sampler cache if force texture filtering or anisotropy changes.
if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
{
ExecuteCommandList(true);
g_dx_context->GetSamplerHeapManager().Clear();
g_dx_context->ResetSamplerAllocators();
}
// If the host config changed (e.g. bbox/per-pixel-shading), recreate the root signature.
if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
g_dx_context->RecreateGXRootSignature();
}
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void Gfx::ExecuteCommandList(bool wait_for_completion)
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{
PerfQuery::GetInstance()->ResolveQueries();
g_dx_context->ExecuteCommandList(wait_for_completion);
m_dirty_bits = DirtyState_All;
}
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void Gfx::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
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{
if (m_state.constant_buffers[index] == address)
return;
m_state.constant_buffers[index] = address;
m_dirty_bits |= DirtyState_PS_CBV << index;
}
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void Gfx::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
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{
if (m_state.textures[index].ptr == handle.ptr)
return;
m_state.textures[index].ptr = handle.ptr;
m_dirty_bits |= DirtyState_Textures;
}
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void Gfx::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
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{
if (m_state.ps_uav.ptr == handle.ptr)
return;
m_state.ps_uav = handle;
m_dirty_bits |= DirtyState_PS_UAV;
}
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void Gfx::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
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u32 stride, u32 size)
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{
if (m_state.vertex_buffer.BufferLocation != address ||
m_state.vertex_buffer.StrideInBytes != stride || m_state.vertex_buffer.SizeInBytes != size)
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{
m_state.vertex_buffer.BufferLocation = address;
m_state.vertex_buffer.StrideInBytes = stride;
m_state.vertex_buffer.SizeInBytes = size;
m_dirty_bits |= DirtyState_VertexBuffer;
}
if (m_state.vs_srv.ptr != srv.ptr)
{
m_state.vs_srv = srv;
m_dirty_bits |= DirtyState_VS_SRV;
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}
}
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void Gfx::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
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{
if (m_state.index_buffer.BufferLocation == address && m_state.index_buffer.SizeInBytes == size &&
m_state.index_buffer.Format == format)
{
return;
}
m_state.index_buffer.BufferLocation = address;
m_state.index_buffer.SizeInBytes = size;
m_state.index_buffer.Format = format;
m_dirty_bits |= DirtyState_IndexBuffer;
}
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bool Gfx::ApplyState()
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{
if (!m_current_framebuffer || !m_current_pipeline)
return false;
// Updating the descriptor tables can cause command list execution if no descriptors remain.
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
// Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
// if utility pipelines are bound.
const u32 dirty_bits = m_dirty_bits;
m_dirty_bits &=
~(DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport |
DirtyState_ScissorRect | DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor |
DirtyState_UAV_Descriptor | DirtyState_VertexBuffer | DirtyState_IndexBuffer |
DirtyState_PrimitiveTopology | DirtyState_VS_SRV_Descriptor | DirtyState_PS_CUS_CBV);
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auto* const cmdlist = g_dx_context->GetCommandList();
auto* const pipeline = static_cast<const DXPipeline*>(m_current_pipeline);
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if (dirty_bits & DirtyState_Pipeline)
cmdlist->SetPipelineState(pipeline->GetPipeline());
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if (dirty_bits & DirtyState_Framebuffer)
BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
if (dirty_bits & DirtyState_Viewport)
cmdlist->RSSetViewports(1, &m_state.viewport);
if (dirty_bits & DirtyState_ScissorRect)
cmdlist->RSSetScissorRects(1, &m_state.scissor);
if (dirty_bits & DirtyState_VertexBuffer)
cmdlist->IASetVertexBuffers(0, 1, &m_state.vertex_buffer);
if (dirty_bits & DirtyState_IndexBuffer)
cmdlist->IASetIndexBuffer(&m_state.index_buffer);
if (dirty_bits & DirtyState_PrimitiveTopology)
cmdlist->IASetPrimitiveTopology(m_state.primitive_topology);
if (dirty_bits & DirtyState_SRV_Descriptor)
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SRV, m_state.srv_descriptor_base);
if (dirty_bits & DirtyState_Sampler_Descriptor)
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SAMPLERS,
m_state.sampler_descriptor_base);
}
if (pipeline->GetUsage() != AbstractPipelineUsage::Utility)
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{
if (dirty_bits & DirtyState_VS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV,
m_state.constant_buffers[1]);
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV2,
m_state.constant_buffers[1]);
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if (g_ActiveConfig.bEnablePixelLighting)
{
cmdlist->SetGraphicsRootConstantBufferView(
g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CBV2 : ROOT_PARAMETER_PS_UAV_OR_CBV2,
m_state.constant_buffers[1]);
}
}
if (dirty_bits & DirtyState_PS_CUS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(
g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CUS_CBV : ROOT_PARAMETER_PS_CBV2,
m_state.constant_buffers[2]);
}
if (dirty_bits & DirtyState_VS_SRV_Descriptor && UsesDynamicVertexLoader(pipeline))
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_VS_SRV,
m_state.vertex_srv_descriptor_base);
}
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if (dirty_bits & DirtyState_GS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
m_state.constant_buffers[3]);
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}
if (dirty_bits & DirtyState_UAV_Descriptor && g_ActiveConfig.bBBoxEnable)
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_UAV_OR_CBV2,
m_state.uav_descriptor_base);
}
}
if (dirty_bits & DirtyState_PS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_PS_CBV, m_state.constant_buffers[0]);
}
return true;
}
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void Gfx::SetRootSignatures()
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{
const u32 dirty_bits = m_dirty_bits;
if (dirty_bits & DirtyState_RootSignature)
g_dx_context->GetCommandList()->SetGraphicsRootSignature(m_state.root_signature);
if (dirty_bits & DirtyState_ComputeRootSignature)
{
g_dx_context->GetCommandList()->SetComputeRootSignature(
g_dx_context->GetComputeRootSignature());
}
m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature);
}
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void Gfx::SetDescriptorHeaps()
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{
if (m_dirty_bits & DirtyState_DescriptorHeaps)
{
g_dx_context->GetCommandList()->SetDescriptorHeaps(g_dx_context->GetGPUDescriptorHeapCount(),
g_dx_context->GetGPUDescriptorHeaps());
m_dirty_bits &= ~DirtyState_DescriptorHeaps;
}
}
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void Gfx::UpdateDescriptorTables()
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{
// Samplers force a full sync because any of the samplers could be in use.
const bool texture_update_failed =
(m_dirty_bits & DirtyState_Textures) && !UpdateSRVDescriptorTable();
const bool sampler_update_failed =
(m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
const bool srv_update_failed =
(m_dirty_bits & DirtyState_VS_SRV) && !UpdateVSSRVDescriptorTable();
if (texture_update_failed || sampler_update_failed || uav_update_failed || srv_update_failed)
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{
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for temporary {}",
texture_update_failed ? "descriptors" : "samplers");
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ExecuteCommandList(false);
SetRootSignatures();
SetDescriptorHeaps();
UpdateSRVDescriptorTable();
UpdateSamplerDescriptorTable();
UpdateUAVDescriptorTable();
UpdateVSSRVDescriptorTable();
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}
}
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bool Gfx::UpdateSRVDescriptorTable()
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{
static constexpr std::array<UINT, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> src_sizes = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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DescriptorHandle dst_base_handle;
const UINT dst_handle_sizes = VideoCommon::MAX_PIXEL_SHADER_SAMPLERS;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
&dst_base_handle))
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return false;
g_dx_context->GetDevice()->CopyDescriptors(
1, &dst_base_handle.cpu_handle, &dst_handle_sizes, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
m_state.textures.data(), src_sizes.data(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_state.srv_descriptor_base = dst_base_handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_Textures) | DirtyState_SRV_Descriptor;
return true;
}
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bool Gfx::UpdateSamplerDescriptorTable()
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{
if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers,
&m_state.sampler_descriptor_base))
{
g_dx_context->ResetSamplerAllocators();
return false;
}
m_dirty_bits = (m_dirty_bits & ~DirtyState_Samplers) | DirtyState_Sampler_Descriptor;
return true;
}
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bool Gfx::UpdateUAVDescriptorTable()
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{
// We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise.
if (!g_ActiveConfig.bBBoxEnable)
return true;
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.ps_uav,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.uav_descriptor_base = handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_PS_UAV) | DirtyState_UAV_Descriptor;
return true;
}
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bool Gfx::UpdateVSSRVDescriptorTable()
{
if (!UsesDynamicVertexLoader(m_current_pipeline))
{
return true;
}
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.vs_srv,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.vertex_srv_descriptor_base = handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_VS_SRV) | DirtyState_VS_SRV_Descriptor;
return true;
}
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bool Gfx::UpdateComputeUAVDescriptorTable()
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{
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
if (m_state.compute_image_texture)
{
g_dx_context->GetDevice()->CopyDescriptorsSimple(
1, handle.cpu_handle, m_state.compute_image_texture->GetUAVDescriptor().cpu_handle,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
else
{
constexpr D3D12_UNORDERED_ACCESS_VIEW_DESC null_uav_desc = {};
g_dx_context->GetDevice()->CreateUnorderedAccessView(nullptr, nullptr, &null_uav_desc,
handle.cpu_handle);
}
m_dirty_bits &= ~DirtyState_ComputeImageTexture;
m_state.compute_uav_descriptor_base = handle.gpu_handle;
return true;
}
} // namespace DX12