mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-03-14 10:21:21 +00:00
d3d12: Move texture code to another file + add the copy command as soon as possible
This commit is contained in:
parent
abbd244376
commit
5872144165
@ -50,6 +50,7 @@ D3D12GSRender::D3D12GSRender()
|
||||
|
||||
// Create a global command allocator
|
||||
m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
|
||||
m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
|
||||
|
||||
m_frame = GetGSFrame();
|
||||
|
||||
@ -708,100 +709,7 @@ void D3D12GSRender::ExecCMD()
|
||||
commandList->SetGraphicsRootDescriptorTable(1, Handle);
|
||||
commandList->SetPipelineState(m_PSO);
|
||||
|
||||
|
||||
size_t usedTexture = 0;
|
||||
|
||||
for (u32 i = 0; i < m_textures_count; ++i)
|
||||
{
|
||||
if (!m_textures[i].IsEnabled()) continue;
|
||||
ID3D12Resource *Texture, *vramTexture;
|
||||
size_t textureSize = m_textures[i].GetWidth() * m_textures[i].GetHeight() * 4;
|
||||
D3D12_RESOURCE_DESC textureDesc = {};
|
||||
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
textureDesc.Width = textureSize;
|
||||
textureDesc.Height = 1;
|
||||
textureDesc.DepthOrArraySize = 1;
|
||||
textureDesc.SampleDesc.Count = 1;
|
||||
textureDesc.MipLevels = 1;
|
||||
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
check(m_device->CreatePlacedResource(
|
||||
m_uploadTextureHeap,
|
||||
m_currentStorageOffset,
|
||||
&textureDesc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&Texture)
|
||||
));
|
||||
|
||||
const u32 texaddr = GetAddress(m_textures[i].GetOffset(), m_textures[i].GetLocation());
|
||||
auto pixels = vm::get_ptr<const u8>(texaddr);
|
||||
void *textureData;
|
||||
check(Texture->Map(0, nullptr, (void**)&textureData));
|
||||
memcpy(textureData, pixels, textureSize);
|
||||
Texture->Unmap(0, nullptr);
|
||||
|
||||
D3D12_RESOURCE_DESC vramTextureDesc = {};
|
||||
vramTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
vramTextureDesc.Width = m_textures[i].GetWidth();
|
||||
vramTextureDesc.Height = m_textures[i].GetHeight();
|
||||
vramTextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
vramTextureDesc.DepthOrArraySize = 1;
|
||||
vramTextureDesc.SampleDesc.Count = 1;
|
||||
vramTextureDesc.MipLevels = 1;
|
||||
check(m_device->CreatePlacedResource(
|
||||
m_textureStorage,
|
||||
m_currentStorageOffset,
|
||||
&vramTextureDesc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&vramTexture)
|
||||
));
|
||||
|
||||
m_currentStorageOffset += textureSize;
|
||||
m_currentStorageOffset = (m_currentStorageOffset + 65536 - 1) & ~65535;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
||||
dst.pResource = vramTexture;
|
||||
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
src.pResource = Texture;
|
||||
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
src.PlacedFootprint.Footprint.Depth = 1;
|
||||
src.PlacedFootprint.Footprint.Width = m_textures[i].GetWidth();
|
||||
src.PlacedFootprint.Footprint.Height = m_textures[i].GetHeight();
|
||||
src.PlacedFootprint.Footprint.RowPitch = m_textures[i].GetWidth() * 4;
|
||||
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Transition.pResource = vramTexture;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
|
||||
commandList->ResourceBarrier(1, &barrier);
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
srvDesc.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);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
|
||||
|
||||
// TODO : Correctly define sampler
|
||||
D3D12_SAMPLER_DESC samplerDesc = {};
|
||||
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
Handle = m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateSampler(&samplerDesc, Handle);
|
||||
|
||||
usedTexture++;
|
||||
}
|
||||
|
||||
size_t usedTexture = UploadTextures();
|
||||
Handle = m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
commandList->SetDescriptorHeaps(1, &m_textureDescriptorsHeap);
|
||||
@ -1283,6 +1191,7 @@ void D3D12GSRender::Flip()
|
||||
WaitForSingleObject(gfxqueuecompletion, INFINITE);
|
||||
CloseHandle(gfxqueuecompletion);
|
||||
m_commandAllocator->Reset();
|
||||
m_textureUploadCommandAllocator->Reset();
|
||||
for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
|
||||
gfxCommandList->Release();
|
||||
m_inflightCommandList.clear();
|
||||
|
@ -50,6 +50,7 @@ private:
|
||||
ID3D12PipelineState *m_PSO;
|
||||
ID3D12RootSignature *m_rootSignature;
|
||||
|
||||
ID3D12CommandAllocator *m_textureUploadCommandAllocator;
|
||||
ID3D12Heap *m_uploadTextureHeap, *m_textureStorage;
|
||||
size_t m_currentStorageOffset;
|
||||
ID3D12DescriptorHeap *m_textureDescriptorsHeap;
|
||||
@ -101,6 +102,10 @@ private:
|
||||
void setScaleOffset();
|
||||
void FillVertexShaderConstantsBuffer();
|
||||
void FillPixelShaderConstantsBuffer();
|
||||
/**
|
||||
* returns the number of texture uploaded
|
||||
*/
|
||||
size_t UploadTextures();
|
||||
/*void DisableVertexData();
|
||||
|
||||
void WriteBuffers();
|
||||
|
118
rpcs3/Emu/RSX/D3D12/D3D12Texture.cpp
Normal file
118
rpcs3/Emu/RSX/D3D12/D3D12Texture.cpp
Normal file
@ -0,0 +1,118 @@
|
||||
#include "stdafx.h"
|
||||
#if defined(DX12_SUPPORT)
|
||||
#include "D3D12GSRender.h"
|
||||
// For clarity this code deals with texture but belongs to D3D12GSRender class
|
||||
|
||||
static void check(HRESULT hr)
|
||||
{
|
||||
if (hr != 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
size_t D3D12GSRender::UploadTextures()
|
||||
{
|
||||
size_t usedTexture = 0;
|
||||
|
||||
for (u32 i = 0; i < m_textures_count; ++i)
|
||||
{
|
||||
if (!m_textures[i].IsEnabled()) continue;
|
||||
|
||||
// Upload at each iteration to take advantage of overlapping transfer
|
||||
ID3D12GraphicsCommandList *commandList;
|
||||
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
|
||||
|
||||
ID3D12Resource *Texture, *vramTexture;
|
||||
size_t textureSize = m_textures[i].GetWidth() * m_textures[i].GetHeight() * 4;
|
||||
D3D12_RESOURCE_DESC textureDesc = {};
|
||||
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
textureDesc.Width = textureSize;
|
||||
textureDesc.Height = 1;
|
||||
textureDesc.DepthOrArraySize = 1;
|
||||
textureDesc.SampleDesc.Count = 1;
|
||||
textureDesc.MipLevels = 1;
|
||||
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
check(m_device->CreatePlacedResource(
|
||||
m_uploadTextureHeap,
|
||||
m_currentStorageOffset,
|
||||
&textureDesc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&Texture)
|
||||
));
|
||||
|
||||
const u32 texaddr = GetAddress(m_textures[i].GetOffset(), m_textures[i].GetLocation());
|
||||
auto pixels = vm::get_ptr<const u8>(texaddr);
|
||||
void *textureData;
|
||||
check(Texture->Map(0, nullptr, (void**)&textureData));
|
||||
memcpy(textureData, pixels, textureSize);
|
||||
Texture->Unmap(0, nullptr);
|
||||
|
||||
D3D12_RESOURCE_DESC vramTextureDesc = {};
|
||||
vramTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
vramTextureDesc.Width = m_textures[i].GetWidth();
|
||||
vramTextureDesc.Height = m_textures[i].GetHeight();
|
||||
vramTextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
vramTextureDesc.DepthOrArraySize = 1;
|
||||
vramTextureDesc.SampleDesc.Count = 1;
|
||||
vramTextureDesc.MipLevels = 1;
|
||||
check(m_device->CreatePlacedResource(
|
||||
m_textureStorage,
|
||||
m_currentStorageOffset,
|
||||
&vramTextureDesc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&vramTexture)
|
||||
));
|
||||
|
||||
m_currentStorageOffset += textureSize;
|
||||
m_currentStorageOffset = (m_currentStorageOffset + 65536 - 1) & ~65535;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
||||
dst.pResource = vramTexture;
|
||||
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
src.pResource = Texture;
|
||||
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
src.PlacedFootprint.Footprint.Depth = 1;
|
||||
src.PlacedFootprint.Footprint.Width = m_textures[i].GetWidth();
|
||||
src.PlacedFootprint.Footprint.Height = m_textures[i].GetHeight();
|
||||
src.PlacedFootprint.Footprint.RowPitch = m_textures[i].GetWidth() * 4;
|
||||
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Transition.pResource = vramTexture;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
|
||||
commandList->ResourceBarrier(1, &barrier);
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
srvDesc.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);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
|
||||
|
||||
// TODO : Correctly define sampler
|
||||
D3D12_SAMPLER_DESC samplerDesc = {};
|
||||
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
Handle = m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateSampler(&samplerDesc, Handle);
|
||||
|
||||
commandList->Close();
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
|
||||
|
||||
usedTexture++;
|
||||
}
|
||||
|
||||
return usedTexture;
|
||||
}
|
||||
|
||||
#endif
|
1
rpcs3/Emu/RSX/D3D12/D3D12Texture.h
Normal file
1
rpcs3/Emu/RSX/D3D12/D3D12Texture.h
Normal file
@ -0,0 +1 @@
|
||||
#pragma once
|
@ -46,6 +46,7 @@
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12GSRender.cpp" />
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12PipelineState.cpp" />
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12RenderTargetSets.cpp" />
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12Texture.cpp" />
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.cpp" />
|
||||
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
|
||||
<ClCompile Include="Emu\SysCalls\lv2\sys_dbg.cpp" />
|
||||
@ -509,6 +510,7 @@
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12GSRender.h" />
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12PipelineState.h" />
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12RenderTargetSets.h" />
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12Texture.h" />
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.h" />
|
||||
<ClInclude Include="Emu\RSX\GCM.h" />
|
||||
<ClInclude Include="Emu\RSX\GL\GLBuffers.h" />
|
||||
|
@ -986,6 +986,9 @@
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.cpp">
|
||||
<Filter>Emu\GPU\RSX\D3D12</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Emu\RSX\D3D12\D3D12Texture.cpp">
|
||||
<Filter>Emu\GPU\RSX\D3D12</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Crypto\aes.h">
|
||||
@ -1867,5 +1870,8 @@
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.h">
|
||||
<Filter>Emu\GPU\RSX\D3D12</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Emu\RSX\D3D12\D3D12Texture.h">
|
||||
<Filter>Emu\GPU\RSX\D3D12</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
x
Reference in New Issue
Block a user