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https://github.com/dolphin-emu/dolphin.git
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181 lines
7.6 KiB
C++
181 lines
7.6 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <d3d12.h>
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#include "VideoBackends/D3D12/DescriptorAllocator.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/Constants.h"
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namespace DX12
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{
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class DXFramebuffer;
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class DXTexture;
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class DXShader;
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class DXPipeline;
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class SwapChain;
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class Gfx final : public ::AbstractGfx
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{
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public:
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Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
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~Gfx() override;
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static Gfx* GetInstance() { return static_cast<Gfx*>(g_gfx.get()); }
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bool IsHeadless() const override;
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
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std::string_view name) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
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std::string_view name) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length,
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std::string_view name) override;
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
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void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void 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) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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SurfaceInfo GetSurfaceInfo() const override;
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// Completes the current render pass, executes the command buffer, and restores state ready for
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// next render. Use when you want to kick the current buffer to make room for new data.
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void ExecuteCommandList(bool wait_for_completion);
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// Setting constant buffer handles.
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void SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address);
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// Setting textures via descriptor handles. This is assumed to be in the shadow heap.
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void SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle);
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// Pixel shader UAV.
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void SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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// Graphics vertex/index buffer binding.
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void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
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u32 stride, u32 size);
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void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
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// Binds all dirty state
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bool ApplyState();
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protected:
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void OnConfigChanged(u32 bits) override;
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private:
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// Dirty bits
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enum DirtyStates
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{
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DirtyState_Framebuffer = (1 << 0),
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DirtyState_Pipeline = (1 << 1),
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DirtyState_Textures = (1 << 2),
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DirtyState_Samplers = (1 << 3),
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DirtyState_Viewport = (1 << 4),
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DirtyState_ScissorRect = (1 << 5),
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DirtyState_ComputeImageTexture = (1 << 6),
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DirtyState_PS_UAV = (1 << 7),
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DirtyState_PS_CBV = (1 << 8),
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DirtyState_VS_CBV = (1 << 9),
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DirtyState_PS_CUS_CBV = (1 << 10),
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DirtyState_GS_CBV = (1 << 11),
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DirtyState_SRV_Descriptor = (1 << 12),
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DirtyState_Sampler_Descriptor = (1 << 13),
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DirtyState_UAV_Descriptor = (1 << 14),
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DirtyState_VertexBuffer = (1 << 15),
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DirtyState_IndexBuffer = (1 << 16),
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DirtyState_PrimitiveTopology = (1 << 17),
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DirtyState_RootSignature = (1 << 18),
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DirtyState_ComputeRootSignature = (1 << 19),
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DirtyState_DescriptorHeaps = (1 << 20),
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DirtyState_VS_SRV = (1 << 21),
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DirtyState_VS_SRV_Descriptor = (1 << 22),
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DirtyState_All =
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DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Textures | DirtyState_Samplers |
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DirtyState_Viewport | DirtyState_ScissorRect | DirtyState_ComputeImageTexture |
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DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_PS_CUS_CBV |
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DirtyState_GS_CBV | DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor |
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DirtyState_UAV_Descriptor | DirtyState_VertexBuffer | DirtyState_IndexBuffer |
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DirtyState_PrimitiveTopology | DirtyState_RootSignature | DirtyState_ComputeRootSignature |
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DirtyState_DescriptorHeaps | DirtyState_VS_SRV | DirtyState_VS_SRV_Descriptor
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};
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void CheckForSwapChainChanges();
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void BindFramebuffer(DXFramebuffer* fb);
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void SetRootSignatures();
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void SetDescriptorHeaps();
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void UpdateDescriptorTables();
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bool UpdateSRVDescriptorTable();
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bool UpdateUAVDescriptorTable();
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bool UpdateVSSRVDescriptorTable();
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bool UpdateComputeUAVDescriptorTable();
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bool UpdateSamplerDescriptorTable();
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float m_backbuffer_scale;
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// Owned objects
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std::unique_ptr<SwapChain> m_swap_chain;
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// Current state
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struct
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{
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ID3D12RootSignature* root_signature = nullptr;
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DXShader* compute_shader = nullptr;
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std::array<D3D12_GPU_VIRTUAL_ADDRESS, 4> constant_buffers = {};
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std::array<D3D12_CPU_DESCRIPTOR_HANDLE, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> textures = {};
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D3D12_CPU_DESCRIPTOR_HANDLE vs_srv = {};
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D3D12_CPU_DESCRIPTOR_HANDLE ps_uav = {};
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SamplerStateSet samplers = {};
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const DXTexture* compute_image_texture = nullptr;
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D3D12_VIEWPORT viewport = {};
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D3D12_RECT scissor = {};
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D3D12_GPU_DESCRIPTOR_HANDLE vertex_srv_descriptor_base = {};
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D3D12_GPU_DESCRIPTOR_HANDLE srv_descriptor_base = {};
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D3D12_GPU_DESCRIPTOR_HANDLE sampler_descriptor_base = {};
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D3D12_GPU_DESCRIPTOR_HANDLE uav_descriptor_base = {};
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D3D12_GPU_DESCRIPTOR_HANDLE compute_uav_descriptor_base = {};
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer = {};
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D3D12_INDEX_BUFFER_VIEW index_buffer = {};
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D3D12_PRIMITIVE_TOPOLOGY primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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bool using_integer_rtv = false;
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} m_state;
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u32 m_dirty_bits = DirtyState_All;
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};
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} // namespace DX12
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