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https://github.com/RPCS3/rpcs3.git
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d3d12: Start using heap for depth buffer readback
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parent
90fb4396fe
commit
6877e5e3ba
@ -314,10 +314,19 @@ D3D12GSRender::D3D12GSRender()
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nullptr,
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IID_PPV_ARGS(&m_dummyTexture))
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);
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D3D12_HEAP_DESC hd = {};
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hd.SizeInBytes = 1024 * 1024 * 128;
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hd.Properties.Type = D3D12_HEAP_TYPE_READBACK;
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hd.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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check(m_device->CreateHeap(&hd, IID_PPV_ARGS(&m_readbackResources.m_heap)));
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m_readbackResources.m_putPos = 0;
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m_readbackResources.m_getPos = 1024 * 1024 * 128 - 1;
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}
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D3D12GSRender::~D3D12GSRender()
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{
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m_readbackResources.m_heap->Release();
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m_texturesRTTs.clear();
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m_dummyTexture->Release();
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m_convertPSO->Release();
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@ -1352,20 +1361,28 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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)
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);
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size_t heapOffset = m_readbackResources.m_putPos.load();
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heapOffset = powerOf2Align(heapOffset, 65536);
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size_t sizeInByte = depthRowPitch * RSXThread::m_height;
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if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
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heapOffset = 0;
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heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_READBACK;
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resdesc = getBufferResourceDesc(depthRowPitch * RSXThread::m_height);
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resdesc = getBufferResourceDesc(sizeInByte);
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check(
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m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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m_device->CreatePlacedResource(
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m_readbackResources.m_heap,
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heapOffset,
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&resdesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(&writeDest)
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)
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);
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m_readbackResources.m_putPos.store(heapOffset + sizeInByte);
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check(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
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@ -95,6 +95,16 @@ private:
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ResourceStorage m_perFrameStorage;
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struct ReadbackHeap
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{
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ID3D12Heap *m_heap;
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std::atomic<int> m_putPos, // Start of free space
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m_getPos; // End of free space
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};
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ReadbackHeap m_readbackResources;
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bool m_forcedIndexBuffer;
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size_t indexCount;
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