dolphin/Source/Core/VideoBackends/D3D12/DX12Pipeline.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

238 lines
9.5 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D12/Common.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"
namespace DX12
{
DXPipeline::DXPipeline(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature,
AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology,
bool use_integer_rtv)
: m_pipeline(pipeline), m_root_signature(root_signature), m_usage(usage),
m_primitive_topology(primitive_topology), m_use_integer_rtv(use_integer_rtv)
{
}
DXPipeline::~DXPipeline()
{
m_pipeline->Release();
}
static D3D12_PRIMITIVE_TOPOLOGY GetD3DTopology(const RasterizationState& state)
{
switch (state.primitive)
{
case PrimitiveType::Points:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case PrimitiveType::Lines:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case PrimitiveType::Triangles:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case PrimitiveType::TriangleStrip:
default:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
}
static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetD3DTopologyType(const RasterizationState& state)
{
switch (state.primitive)
{
case PrimitiveType::Points:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case PrimitiveType::Lines:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case PrimitiveType::Triangles:
case PrimitiveType::TriangleStrip:
default:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
}
}
static void GetD3DRasterizerDesc(D3D12_RASTERIZER_DESC* desc, const RasterizationState& rs_state,
const FramebufferState& fb_state)
{
// No CULL_ALL here.
static constexpr std::array<D3D12_CULL_MODE, 4> cull_modes = {
{D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_BACK, D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_FRONT}};
desc->FillMode = D3D12_FILL_MODE_SOLID;
desc->CullMode = cull_modes[u32(rs_state.cullmode.Value())];
desc->MultisampleEnable = fb_state.samples > 1;
}
static void GetD3DDepthDesc(D3D12_DEPTH_STENCIL_DESC* desc, const DepthState& state)
{
// Less/greater are swapped due to inverted depth.
static constexpr std::array<D3D12_COMPARISON_FUNC, 8> compare_funcs = {
{D3D12_COMPARISON_FUNC_NEVER, D3D12_COMPARISON_FUNC_GREATER, D3D12_COMPARISON_FUNC_EQUAL,
D3D12_COMPARISON_FUNC_GREATER_EQUAL, D3D12_COMPARISON_FUNC_LESS,
D3D12_COMPARISON_FUNC_NOT_EQUAL, D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_COMPARISON_FUNC_ALWAYS}};
desc->DepthEnable = state.testenable;
desc->DepthFunc = compare_funcs[u32(state.func.Value())];
desc->DepthWriteMask =
state.updateenable ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
}
static void GetD3DBlendDesc(D3D12_BLEND_DESC* desc, const BlendingState& state)
{
static constexpr std::array<D3D12_BLEND, 8> src_dual_src_factors = {
{D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC1_ALPHA, D3D12_BLEND_INV_SRC1_ALPHA, D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D12_BLEND, 8> dst_dual_src_factors = {
{D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_SRC1_ALPHA, D3D12_BLEND_INV_SRC1_ALPHA, D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D12_BLEND, 8> src_factors = {
{D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D12_BLEND, 8> dst_factors = {
{D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D12_LOGIC_OP, 16> logic_ops = {
{D3D12_LOGIC_OP_CLEAR, D3D12_LOGIC_OP_AND, D3D12_LOGIC_OP_AND_REVERSE, D3D12_LOGIC_OP_COPY,
D3D12_LOGIC_OP_AND_INVERTED, D3D12_LOGIC_OP_NOOP, D3D12_LOGIC_OP_XOR, D3D12_LOGIC_OP_OR,
D3D12_LOGIC_OP_NOR, D3D12_LOGIC_OP_EQUIV, D3D12_LOGIC_OP_INVERT, D3D12_LOGIC_OP_OR_REVERSE,
D3D12_LOGIC_OP_COPY_INVERTED, D3D12_LOGIC_OP_OR_INVERTED, D3D12_LOGIC_OP_NAND,
D3D12_LOGIC_OP_SET}};
desc->AlphaToCoverageEnable = FALSE;
desc->IndependentBlendEnable = FALSE;
D3D12_RENDER_TARGET_BLEND_DESC* rtblend = &desc->RenderTarget[0];
if (state.colorupdate)
{
rtblend->RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED |
D3D12_COLOR_WRITE_ENABLE_GREEN |
D3D12_COLOR_WRITE_ENABLE_BLUE;
}
if (state.alphaupdate)
{
rtblend->RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
}
// blend takes precedence over logic op
rtblend->BlendEnable = state.blendenable;
if (state.blendenable)
{
rtblend->BlendOp = state.subtract ? D3D12_BLEND_OP_REV_SUBTRACT : D3D12_BLEND_OP_ADD;
rtblend->BlendOpAlpha = state.subtractAlpha ? D3D12_BLEND_OP_REV_SUBTRACT : D3D12_BLEND_OP_ADD;
if (state.usedualsrc)
{
rtblend->SrcBlend = src_dual_src_factors[u32(state.srcfactor.Value())];
rtblend->SrcBlendAlpha = src_dual_src_factors[u32(state.srcfactoralpha.Value())];
rtblend->DestBlend = dst_dual_src_factors[u32(state.dstfactor.Value())];
rtblend->DestBlendAlpha = dst_dual_src_factors[u32(state.dstfactoralpha.Value())];
}
else
{
rtblend->SrcBlend = src_factors[u32(state.srcfactor.Value())];
rtblend->SrcBlendAlpha = src_factors[u32(state.srcfactoralpha.Value())];
rtblend->DestBlend = dst_factors[u32(state.dstfactor.Value())];
rtblend->DestBlendAlpha = dst_factors[u32(state.dstfactoralpha.Value())];
}
}
else
{
rtblend->LogicOpEnable = state.logicopenable;
if (state.logicopenable)
rtblend->LogicOp = logic_ops[u32(state.logicmode.Value())];
}
}
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config,
const void* cache_data, size_t cache_data_size)
{
DEBUG_ASSERT(config.vertex_shader && config.pixel_shader);
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
switch (config.usage)
{
case AbstractPipelineUsage::GX:
desc.pRootSignature = g_dx_context->GetGXRootSignature();
break;
case AbstractPipelineUsage::Utility:
desc.pRootSignature = g_dx_context->GetUtilityRootSignature();
break;
default:
PanicAlertFmt("Unknown pipeline layout.");
return nullptr;
}
if (config.vertex_shader)
desc.VS = static_cast<const DXShader*>(config.vertex_shader)->GetD3DByteCode();
if (config.geometry_shader)
desc.GS = static_cast<const DXShader*>(config.geometry_shader)->GetD3DByteCode();
if (config.pixel_shader)
desc.PS = static_cast<const DXShader*>(config.pixel_shader)->GetD3DByteCode();
GetD3DBlendDesc(&desc.BlendState, config.blending_state);
desc.SampleMask = 0xFFFFFFFF;
GetD3DRasterizerDesc(&desc.RasterizerState, config.rasterization_state, config.framebuffer_state);
GetD3DDepthDesc(&desc.DepthStencilState, config.depth_state);
if (config.vertex_format)
static_cast<const DXVertexFormat*>(config.vertex_format)->GetInputLayoutDesc(&desc.InputLayout);
desc.IBStripCutValue = config.rasterization_state.primitive == PrimitiveType::TriangleStrip ?
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF :
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
desc.PrimitiveTopologyType = GetD3DTopologyType(config.rasterization_state);
if (config.framebuffer_state.color_texture_format != AbstractTextureFormat::Undefined)
{
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = D3DCommon::GetRTVFormatForAbstractFormat(
config.framebuffer_state.color_texture_format, config.blending_state.logicopenable);
}
if (config.framebuffer_state.depth_texture_format != AbstractTextureFormat::Undefined)
desc.DSVFormat =
D3DCommon::GetDSVFormatForAbstractFormat(config.framebuffer_state.depth_texture_format);
desc.SampleDesc.Count = config.framebuffer_state.samples;
desc.NodeMask = 1;
desc.CachedPSO.pCachedBlob = cache_data;
desc.CachedPSO.CachedBlobSizeInBytes = cache_data_size;
ID3D12PipelineState* pso;
HRESULT hr = g_dx_context->GetDevice()->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
if (FAILED(hr))
{
WARN_LOG_FMT(VIDEO, "CreateGraphicsPipelineState() {}failed with HRESULT {:08X}",
cache_data ? "with cache data " : "", hr);
return nullptr;
}
const bool use_integer_rtv =
!config.blending_state.blendenable && config.blending_state.logicopenable;
return std::make_unique<DXPipeline>(pso, desc.pRootSignature, config.usage,
GetD3DTopology(config.rasterization_state), use_integer_rtv);
}
AbstractPipeline::CacheData DXPipeline::GetCacheData() const
{
ComPtr<ID3DBlob> blob;
HRESULT hr = m_pipeline->GetCachedBlob(&blob);
if (FAILED(hr))
{
WARN_LOG_FMT(VIDEO, "ID3D12Pipeline::GetCachedBlob() failed with HRESULT {:08X}", hr);
return {};
}
CacheData data(blob->GetBufferSize());
std::memcpy(data.data(), blob->GetBufferPointer(), blob->GetBufferSize());
return data;
}
} // namespace DX12