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https://github.com/RPCS3/rpcs3.git
synced 2025-01-29 00:33:01 +00:00
d3d12: Reuse the same command list until flip or semaphoreRelease
This commit is contained in:
parent
a93a81997f
commit
80c25b8ced
@ -103,12 +103,32 @@ void D3D12GSRender::ResourceStorage::Reset()
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m_samplerDescriptorHeapIndex = 0;
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m_commandAllocator->Reset();
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m_inflightCommandList.clear();
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m_nextAvailableCommandListIndex = 0;
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setNewCommandList();
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m_singleFrameLifetimeResources.clear();
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}
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void D3D12GSRender::ResourceStorage::setNewCommandList()
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{
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if (m_availableCommandLists.size() > m_nextAvailableCommandListIndex)
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{
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m_currentCommandList = m_availableCommandLists[m_nextAvailableCommandListIndex].Get();
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m_currentCommandList->Reset(m_commandAllocator.Get(), nullptr);
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}
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else
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{
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ComPtr<ID3D12GraphicsCommandList> commandList;
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
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m_availableCommandLists.push_back(commandList);
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m_currentCommandList = m_availableCommandLists.back().Get();
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}
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m_nextAvailableCommandListIndex++;
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}
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void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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{
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m_device = device;
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m_RAMFramebuffer = nullptr;
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// Create a global command allocator
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ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocator.GetAddressOf())));
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@ -158,7 +178,7 @@ void D3D12GSRender::ResourceStorage::WaitAndClean(const std::vector<ID3D12Resour
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void D3D12GSRender::ResourceStorage::Release()
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{
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// NOTE: Should be released only after gfx pipeline last command has been finished.
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m_inflightCommandList.clear();
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m_availableCommandLists.clear();
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CloseHandle(m_frameFinishedHandle);
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}
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@ -429,11 +449,7 @@ void D3D12GSRender::Clear(u32 cmd)
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{
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assert(cmd == NV4097_CLEAR_SURFACE);
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ComPtr<ID3D12GraphicsCommandList> commandList;
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList.Get());
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PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
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/* if (m_set_color_mask)
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{
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@ -451,11 +467,11 @@ void D3D12GSRender::Clear(u32 cmd)
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if (m_clear_surface_mask & 0x1)
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{
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u32 max_depth_value = m_surface_depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
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commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
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}
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if (m_clear_surface_mask & 0x2)
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commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
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if (m_clear_surface_mask & 0xF0)
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{
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@ -475,43 +491,36 @@ void D3D12GSRender::Clear(u32 cmd)
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case CELL_GCM_SURFACE_TARGET_0:
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case CELL_GCM_SURFACE_TARGET_1:
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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break;
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case CELL_GCM_SURFACE_TARGET_MRT1:
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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break;
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case CELL_GCM_SURFACE_TARGET_MRT2:
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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handle.ptr += g_RTTIncrement;
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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break;
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case CELL_GCM_SURFACE_TARGET_MRT3:
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
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handle.ptr += g_RTTIncrement;
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
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handle.ptr += g_RTTIncrement;
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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handle.ptr += g_RTTIncrement;
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commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
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break;
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default:
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LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
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}
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}
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
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}
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void D3D12GSRender::Draw()
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{
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ComPtr<ID3D12GraphicsCommandList> commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList.Get());
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PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
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// Init vertex count
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// TODO: Very hackish, clean this
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@ -543,9 +552,9 @@ void D3D12GSRender::Draw()
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{
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const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertexBufferViews = UploadVertexBuffers(m_indexed_array.m_count ? true : false);
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const D3D12_INDEX_BUFFER_VIEW &indexBufferView = uploadIndexBuffers(m_indexed_array.m_count ? true : false);
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commandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
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getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
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if (m_renderingInfo.m_indexed)
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commandList->IASetIndexBuffer(&indexBufferView);
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getCurrentResourceStorage().m_currentCommandList->IASetIndexBuffer(&indexBufferView);
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}
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std::chrono::time_point<std::chrono::system_clock> endVertexTime = std::chrono::system_clock::now();
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m_timers.m_vertexUploadDuration += std::chrono::duration_cast<std::chrono::microseconds>(endVertexTime - startVertexTime).count();
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@ -557,13 +566,13 @@ void D3D12GSRender::Draw()
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return;
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}
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commandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
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commandList->OMSetStencilRef(m_stencil_func_ref);
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
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getCurrentResourceStorage().m_currentCommandList->OMSetStencilRef(m_stencil_func_ref);
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// Constants
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setScaleOffset();
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(0,
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getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
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getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
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);
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@ -575,17 +584,17 @@ void D3D12GSRender::Draw()
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FillPixelShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(1,
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getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
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currentBufferIndex * g_descriptorStrideSRVCBVUAV)
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);
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commandList->SetPipelineState(m_PSO->first);
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getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_PSO->first);
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if (m_PSO->second > 0)
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{
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std::chrono::time_point<std::chrono::system_clock> startTextureTime = std::chrono::system_clock::now();
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size_t usedTexture = UploadTextures(commandList.Get());
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size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_currentCommandList);
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// Fill empty slots
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for (; usedTexture < m_PSO->second; usedTexture++)
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@ -615,14 +624,14 @@ void D3D12GSRender::Draw()
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);
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}
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(2,
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getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(2,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
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getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
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);
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commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
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commandList->SetGraphicsRootDescriptorTable(3,
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getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
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getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers)
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);
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@ -654,7 +663,7 @@ void D3D12GSRender::Draw()
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LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
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}
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commandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
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getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
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&getCPUDescriptorHandle(m_rtts.m_depthStencilDescriptorHeap, 0));
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D3D12_VIEWPORT viewport =
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@ -666,7 +675,7 @@ void D3D12GSRender::Draw()
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-1.f,
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1.f
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};
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commandList->RSSetViewports(1, &viewport);
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getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
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D3D12_RECT box =
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{
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@ -675,47 +684,45 @@ void D3D12GSRender::Draw()
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(LONG)m_surface_clip_w,
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(LONG)m_surface_clip_h,
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};
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commandList->RSSetScissorRects(1, &box);
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getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
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switch (m_draw_mode - 1)
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{
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case GL_POINTS:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
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break;
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case GL_LINES:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
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break;
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case GL_LINE_LOOP:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
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break;
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case GL_LINE_STRIP:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
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break;
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case GL_TRIANGLES:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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break;
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case GL_TRIANGLE_STRIP:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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break;
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case GL_TRIANGLE_FAN:
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case GL_QUADS:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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break;
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case GL_QUAD_STRIP:
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case GL_POLYGON:
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default:
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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LOG_ERROR(RSX, "Unsupported primitive type");
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break;
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}
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if (m_renderingInfo.m_indexed)
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commandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
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getCurrentResourceStorage().m_currentCommandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
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else
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commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
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getCurrentResourceStorage().m_currentCommandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
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m_indexed_array.Reset();
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}
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@ -738,10 +745,6 @@ isFlipSurfaceInLocalMemory(u32 surfaceColorTarget)
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void D3D12GSRender::Flip()
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{
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ComPtr<ID3D12GraphicsCommandList> commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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ID3D12Resource *resourceToFlip;
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float viewport_w, viewport_h;
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@ -806,20 +809,20 @@ void D3D12GSRender::Flip()
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src.PlacedFootprint.Footprint.Height = (UINT)h;
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src.PlacedFootprint.Footprint.Depth = (UINT)1;
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src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
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commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
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getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
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resourceToFlip = storage.m_RAMFramebuffer.Get();
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viewport_w = (float)w, viewport_h = (float)h;
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}
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else
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{
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if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
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getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
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resourceToFlip = m_rtts.m_currentlyBoundRenderTargets[0];
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}
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
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getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
||||
|
||||
D3D12_VIEWPORT viewport =
|
||||
{
|
||||
@ -830,7 +833,7 @@ void D3D12GSRender::Flip()
|
||||
0.f,
|
||||
1.f
|
||||
};
|
||||
commandList->RSSetViewports(1, &viewport);
|
||||
getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
|
||||
|
||||
D3D12_RECT box =
|
||||
{
|
||||
@ -839,9 +842,9 @@ void D3D12GSRender::Flip()
|
||||
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Width,
|
||||
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Height,
|
||||
};
|
||||
commandList->RSSetScissorRects(1, &box);
|
||||
commandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
|
||||
commandList->SetPipelineState(m_outputScalingPass.m_PSO);
|
||||
getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_outputScalingPass.m_PSO);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle;
|
||||
CPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
CPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
|
||||
@ -873,29 +876,29 @@ void D3D12GSRender::Flip()
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle;
|
||||
GPUHandle = m_outputScalingPass.m_textureDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
||||
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * m_swapChain->GetCurrentBackBufferIndex();
|
||||
commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
|
||||
commandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
|
||||
GPUHandle = m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
|
||||
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) * m_swapChain->GetCurrentBackBufferIndex();
|
||||
commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
|
||||
commandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
|
||||
|
||||
CPUHandle = m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart();
|
||||
commandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
|
||||
getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv = {};
|
||||
vbv.BufferLocation = m_outputScalingPass.m_vertexBuffer->GetGPUVirtualAddress();
|
||||
vbv.StrideInBytes = 4 * sizeof(float);
|
||||
vbv.SizeInBytes = 16 * sizeof(float);
|
||||
commandList->IASetVertexBuffers(0, 1, &vbv);
|
||||
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, 1, &vbv);
|
||||
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
|
||||
commandList->DrawInstanced(4, 1, 0, 0);
|
||||
getCurrentResourceStorage().m_currentCommandList->DrawInstanced(4, 1, 0, 0);
|
||||
|
||||
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
||||
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
||||
if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
|
||||
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
||||
ThrowIfFailed(commandList->Close());
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
|
||||
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
||||
ThrowIfFailed(getCurrentResourceStorage().m_currentCommandList->Close());
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&(getCurrentResourceStorage().m_currentCommandList));
|
||||
|
||||
ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
|
||||
// Add an event signaling queue completion
|
||||
@ -1054,7 +1057,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
fence->SetEventOnCompletion(1, handle);
|
||||
|
||||
ComPtr<ID3D12Resource> writeDest, depthConverted;
|
||||
ID3D12GraphicsCommandList *convertCommandList;
|
||||
ID3D12DescriptorHeap *descriptorHeap;
|
||||
size_t depthRowPitch = m_surface_clip_w;
|
||||
depthRowPitch = (depthRowPitch + 255) & ~255;
|
||||
@ -1102,10 +1104,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
);
|
||||
getCurrentResourceStorage().m_singleFrameLifetimeResources.push_back(writeDest);
|
||||
|
||||
ThrowIfFailed(
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&convertCommandList))
|
||||
);
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
|
||||
descriptorHeapDesc.NumDescriptors = 2;
|
||||
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
@ -1140,13 +1138,13 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
m_device->CreateUnorderedAccessView(depthConverted.Get(), nullptr, &uavDesc, Handle);
|
||||
|
||||
// Convert
|
||||
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
|
||||
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
|
||||
|
||||
convertCommandList->SetPipelineState(m_convertPSO);
|
||||
convertCommandList->SetComputeRootSignature(m_convertRootSignature);
|
||||
convertCommandList->SetDescriptorHeaps(1, &descriptorHeap);
|
||||
convertCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
convertCommandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_convertPSO);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetComputeRootSignature(m_convertRootSignature);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &descriptorHeap);
|
||||
getCurrentResourceStorage().m_currentCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
getCurrentResourceStorage().m_currentCommandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
|
||||
|
||||
// Flush UAV
|
||||
D3D12_RESOURCE_BARRIER uavbarrier = {};
|
||||
@ -1158,19 +1156,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
|
||||
uavbarrier,
|
||||
};
|
||||
convertCommandList->ResourceBarrier(2, barriers);
|
||||
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
|
||||
|
||||
ThrowIfFailed(convertCommandList->Close());
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList *downloadCommandList;
|
||||
if (needTransfer)
|
||||
{
|
||||
ThrowIfFailed(
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&downloadCommandList))
|
||||
);
|
||||
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(2, barriers);
|
||||
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
|
||||
}
|
||||
|
||||
if (m_set_context_dma_z && Ini.GSDumpDepthBuffer.GetValue())
|
||||
@ -1187,7 +1174,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
dst.PlacedFootprint.Footprint.Height = m_surface_clip_h;
|
||||
dst.PlacedFootprint.Footprint.Width = m_surface_clip_w;
|
||||
dst.PlacedFootprint.Footprint.RowPitch = (UINT)depthRowPitch;
|
||||
downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||
getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||
|
||||
invalidateTexture(GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000));
|
||||
}
|
||||
@ -1201,29 +1188,29 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
break;
|
||||
|
||||
case CELL_GCM_SURFACE_TARGET_0:
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
|
||||
break;
|
||||
|
||||
case CELL_GCM_SURFACE_TARGET_1:
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
|
||||
break;
|
||||
|
||||
case CELL_GCM_SURFACE_TARGET_MRT1:
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
|
||||
break;
|
||||
|
||||
case CELL_GCM_SURFACE_TARGET_MRT2:
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
||||
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_currentCommandList);
|
||||
break;
|
||||
|
||||
case CELL_GCM_SURFACE_TARGET_MRT3:
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], downloadCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], downloadCommandList);
|
||||
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], downloadCommandList);
|
||||
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], downloadCommandList);
|
||||
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_currentCommandList);
|
||||
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], getCurrentResourceStorage().m_currentCommandList);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -1234,8 +1221,9 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
}
|
||||
if (needTransfer)
|
||||
{
|
||||
ThrowIfFailed(downloadCommandList->Close());
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
|
||||
ThrowIfFailed(getCurrentResourceStorage().m_currentCommandList->Close());
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&(getCurrentResourceStorage().m_currentCommandList));
|
||||
getCurrentResourceStorage().setNewCommandList();
|
||||
}
|
||||
|
||||
//Wait for result
|
||||
@ -1266,7 +1254,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
}
|
||||
}
|
||||
descriptorHeap->Release();
|
||||
convertCommandList->Release();
|
||||
}
|
||||
|
||||
size_t srcPitch, dstPitch;
|
||||
@ -1349,9 +1336,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
||||
}
|
||||
}
|
||||
|
||||
if (needTransfer)
|
||||
downloadCommandList->Release();
|
||||
|
||||
vm::write32(m_label_addr + offset, value);
|
||||
});
|
||||
|
||||
|
@ -304,8 +304,11 @@ private:
|
||||
UINT64 m_fenceValue;
|
||||
HANDLE m_frameFinishedHandle;
|
||||
|
||||
// Pointer to device, not owned by ResourceStorage
|
||||
ID3D12Device *m_device;
|
||||
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
|
||||
std::list<ComPtr<ID3D12GraphicsCommandList> > m_inflightCommandList;
|
||||
std::vector<ComPtr<ID3D12GraphicsCommandList> > m_availableCommandLists;
|
||||
size_t m_nextAvailableCommandListIndex;
|
||||
|
||||
// Constants storage
|
||||
ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
|
||||
@ -325,8 +328,11 @@ private:
|
||||
// List of resources that can be freed after frame is flipped
|
||||
std::vector<ComPtr<ID3D12Resource> > m_singleFrameLifetimeResources;
|
||||
|
||||
ID3D12GraphicsCommandList *m_currentCommandList;
|
||||
|
||||
void Reset();
|
||||
void Init(ID3D12Device *device);
|
||||
void setNewCommandList();
|
||||
void WaitAndClean(const std::vector<ID3D12Resource *> &dirtyTextures);
|
||||
void Release();
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user