d3d12: Add fbo support and blit it before present

This commit is contained in:
vlj 2015-05-10 23:49:19 +02:00 committed by Vincent Lejeune
parent 2f5a6eb993
commit 728736ccdd
4 changed files with 245 additions and 181 deletions

View File

@ -18,7 +18,7 @@ static void check(HRESULT hr)
}
D3D12GSRender::D3D12GSRender()
: GSRender()
: GSRender(), m_fbo(nullptr)
{
// Enable d3d debug layer
Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
@ -93,7 +93,7 @@ void D3D12GSRender::Close()
void D3D12GSRender::InitDrawBuffers()
{
if (!m_fbo.IsCreated() || RSXThread::m_width != m_lastWidth || RSXThread::m_height != m_lastHeight || m_lastDepth != m_surface_depth_format)
if (m_fbo == nullptr || RSXThread::m_width != m_lastWidth || RSXThread::m_height != m_lastHeight || m_lastDepth != m_surface_depth_format)
{
LOG_WARNING(RSX, "New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height);
@ -101,158 +101,8 @@ void D3D12GSRender::InitDrawBuffers()
m_lastHeight = RSXThread::m_height;
m_lastDepth = m_surface_depth_format;
/* m_fbo.Create();
checkForGlError("m_fbo.Create");
m_fbo.Bind();
m_rbo.Create(4 + 1);
checkForGlError("m_rbo.Create");
for (int i = 0; i < 4; ++i)
{
m_rbo.Bind(i);
m_rbo.Storage(GL_RGBA, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_RGBA)");
}
m_rbo.Bind(4);
switch (m_surface_depth_format)
{
case 0:
{
// case 0 found in BLJM60410-[Suzukaze no Melt - Days in the Sanctuary]
// [E : RSXThread]: Bad depth format! (0)
// [E : RSXThread]: glEnable: opengl error 0x0506
// [E : RSXThread]: glDrawArrays: opengl error 0x0506
m_rbo.Storage(GL_DEPTH_COMPONENT, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT)");
break;
}
case CELL_GCM_SURFACE_Z16:
{
m_rbo.Storage(GL_DEPTH_COMPONENT16, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT16)");
m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
break;
}
case CELL_GCM_SURFACE_Z24S8:
{
m_rbo.Storage(GL_DEPTH24_STENCIL8, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH24_STENCIL8)");
m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)");
break;
}
default:
{
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
assert(0);
break;
}
}
for (int i = 0; i < 4; ++i)
{
m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT0 + i, m_rbo.GetId(i));
checkForGlError(fmt::Format("m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT%d)", i));
}
*/
//m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
//checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
//if (m_surface_depth_format == 2)
//{
// m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4));
// checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)");
//}
m_fbo = new D3D12RenderTargetSets(m_device, (u8)m_lastDepth, m_lastWidth, m_lastHeight);
}
/*
if (!m_set_surface_clip_horizontal)
{
m_surface_clip_x = 0;
m_surface_clip_w = RSXThread::m_width;
}
if (!m_set_surface_clip_vertical)
{
m_surface_clip_y = 0;
m_surface_clip_h = RSXThread::m_height;
}
m_fbo.Bind();
static const GLenum draw_buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE: break;
case CELL_GCM_SURFACE_TARGET_0:
{
glDrawBuffer(draw_buffers[0]);
checkForGlError("glDrawBuffer(0)");
break;
}
case CELL_GCM_SURFACE_TARGET_1:
{
glDrawBuffer(draw_buffers[1]);
checkForGlError("glDrawBuffer(1)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT1:
{
glDrawBuffers(2, draw_buffers);
checkForGlError("glDrawBuffers(2)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT2:
{
glDrawBuffers(3, draw_buffers);
checkForGlError("glDrawBuffers(3)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT3:
{
glDrawBuffers(4, draw_buffers);
checkForGlError("glDrawBuffers(4)");
break;
}
default:
{
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
break;
}
}
if (m_read_buffer)
{
u32 format = GL_BGRA;
CellGcmDisplayInfo* buffers = vm::get_ptr<CellGcmDisplayInfo>(m_gcm_buffers_addr);
u32 addr = GetAddress(buffers[m_gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
u32 width = buffers[m_gcm_current_buffer].width;
u32 height = buffers[m_gcm_current_buffer].height;
glDrawPixels(width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, vm::get_ptr(addr));
}*/
}
void D3D12GSRender::OnInit()
@ -275,17 +125,13 @@ void D3D12GSRender::OnReset()
void D3D12GSRender::ExecCMD(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
InitDrawBuffers();
ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
m_inflightCommandList.push_back(commandList);
D3D12_RESOURCE_BARRIER transition = {};
transition.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
transition.Transition.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
transition.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
transition.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
commandList->ResourceBarrier(1, &transition);
/* if (m_set_color_mask)
{
@ -301,19 +147,12 @@ void D3D12GSRender::ExecCMD(u32 cmd)
GLbitfield f = 0;*/
// TODO: Merge depth and stencil clear when possible
if (m_clear_surface_mask & 0x1)
{
// commandList->ClearDepthStencilView()
// glClearDepth(m_clear_surface_z / (float)0xffffff);
}
commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)0xffffff, 0, 0, nullptr);
/* if (m_clear_surface_mask & 0x2)
{
glClearStencil(m_clear_surface_s);
checkForGlError("glClearStencil");
f |= GL_STENCIL_BUFFER_BIT;
}*/
if (m_clear_surface_mask & 0x2)
commandList->ClearDepthStencilView(m_fbo->getDSVCPUHandle(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
if (m_clear_surface_mask & 0xF0)
{
@ -324,13 +163,41 @@ void D3D12GSRender::ExecCMD(u32 cmd)
m_clear_surface_color_b / 255.0f,
m_clear_surface_color_a / 255.0f
};
commandList->ClearRenderTargetView(m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart(), clearColor, 0, nullptr);
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE: break;
case CELL_GCM_SURFACE_TARGET_0:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_1:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(2), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(0), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(1), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(2), clearColor, 0, nullptr);
commandList->ClearRenderTargetView(m_fbo->getRTTCPUHandle(3), clearColor, 0, nullptr);
break;
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
}
transition.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
transition.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
// transition.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
// transition.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
commandList->ResourceBarrier(1, &transition);
// commandList->ResourceBarrier(1, &transition);
check(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
@ -701,6 +568,47 @@ void D3D12GSRender::ExecCMD()
void D3D12GSRender::Flip()
{
ID3D12GraphicsCommandList *commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
m_inflightCommandList.push_back(commandList);
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
case CELL_GCM_SURFACE_TARGET_MRT1:
case CELL_GCM_SURFACE_TARGET_MRT2:
case CELL_GCM_SURFACE_TARGET_MRT3:
{
D3D12_RESOURCE_BARRIER barriers[2] = {};
barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barriers[0].Transition.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barriers[1].Transition.pResource = m_fbo->getRenderTargetTexture(0);
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
commandList->ResourceBarrier(2, barriers);
D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.SubresourceIndex = 0, dst.SubresourceIndex = 0;
src.pResource = m_fbo->getRenderTargetTexture(0), dst.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
D3D12_BOX box = { 0, 0, 0, RSXThread::m_width, RSXThread::m_height, 1 };
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
commandList->ResourceBarrier(2, barriers);
commandList->Close();
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
}
}
check(m_swapChain->Present(1, 0));
// Wait execution is over
// TODO: It's suboptimal, we should use 2 command allocator

View File

@ -61,7 +61,7 @@ private:
// GLvao m_vao;
// GLvbo m_vbo;
// GLrbo m_rbo;
D3D12RenderTargetSets m_fbo;
D3D12RenderTargetSets *m_fbo;
ID3D12Device* m_device;
ID3D12CommandQueue *m_commandQueueCopy;
ID3D12CommandQueue *m_commandQueueGraphic;

View File

@ -0,0 +1,139 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12RenderTargetSets.h"
#include "rpcs3/Ini.h"
#include "Utilities/rPlatform.h" // only for rImage
#include "Utilities/File.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "Emu/RSX/GSRender.h"
D3D12RenderTargetSets::D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height)
{
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.NumDescriptors = 1;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_depthStencilDescriptorHeap));
descriptorHeapDesc.NumDescriptors = 4;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_rttDescriptorHeap));
// Every resource are committed for simplicity, later we could use heap
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
resourceDesc.Width = (UINT)width;
resourceDesc.Height = (UINT)height;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.DepthOrArraySize = 1;
switch (surfaceDepthFormat)
{
case 0:
break;
case CELL_GCM_SURFACE_Z16:
resourceDesc.Format = DXGI_FORMAT_R16_TYPELESS;
break;
case CELL_GCM_SURFACE_Z24S8:
resourceDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
assert(0);
}
device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
nullptr, // TODO: Assign sensible default clearvalue here
IID_PPV_ARGS(&m_depthStencilTexture)
);
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {};
switch (surfaceDepthFormat)
{
case 0:
break;
case CELL_GCM_SURFACE_Z16:
depthStencilViewDesc.Format = DXGI_FORMAT_D16_UNORM;
break;
case CELL_GCM_SURFACE_Z24S8:
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", surfaceDepthFormat);
assert(0);
}
depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
device->CreateDepthStencilView(m_depthStencilTexture, &depthStencilViewDesc, m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
g_RTTIncrement = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rttDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < 4; ++i)
{
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET,
nullptr, // TODO: Assign sensible default clearvalue here
IID_PPV_ARGS(&m_rtts[i])
);
D3D12_RENDER_TARGET_VIEW_DESC rttViewDesc = {};
rttViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rttViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
device->CreateRenderTargetView(m_rtts[i], &rttViewDesc, Handle);
Handle.ptr += g_RTTIncrement;
}
/*if (!m_set_surface_clip_horizontal)
{
m_surface_clip_x = 0;
m_surface_clip_w = RSXThread::m_width;
}
if (!m_set_surface_clip_vertical)
{
m_surface_clip_y = 0;
m_surface_clip_h = RSXThread::m_height;
}*/
}
D3D12RenderTargetSets::~D3D12RenderTargetSets()
{
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12RenderTargetSets::getRTTCPUHandle(u8 baseFBO) const
{
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_rttDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += baseFBO * g_RTTIncrement;
return Handle;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12RenderTargetSets::getDSVCPUHandle() const
{
return m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
}
ID3D12Resource * D3D12RenderTargetSets::getRenderTargetTexture(u8 Id) const
{
return m_rtts[Id];
}
#endif

View File

@ -1,11 +1,28 @@
#pragma once
#if defined(DX12_SUPPORT)
#include <d3d12.h>
/**
* Class that embeds a RenderTargetDescriptor view and eventually a DepthStencil Descriptor View.
* Used to imitate OpenGL FrameBuffer concept.
*/
class D3D12RenderTargetSets
{
size_t g_RTTIncrement;
ID3D12Resource *m_depthStencilTexture;
ID3D12Resource *m_rtts[4];
ID3D12DescriptorHeap *m_rttDescriptorHeap;
ID3D12DescriptorHeap *m_depthStencilDescriptorHeap;
public:
bool IsCreated()
{
return false;
}
};
D3D12RenderTargetSets(ID3D12Device *device, u8 surfaceDepthFormat, size_t width, size_t height);
~D3D12RenderTargetSets();
/**
* Return the base descriptor address for the give surface target.
* All rtt's view descriptor are contigous.
*/
D3D12_CPU_DESCRIPTOR_HANDLE getRTTCPUHandle(u8 baseFBO) const;
D3D12_CPU_DESCRIPTOR_HANDLE getDSVCPUHandle() const;
ID3D12Resource *getRenderTargetTexture(u8 Id) const;
};
#endif