d3d12: Submit command list every draw call in debug mode

This commit is contained in:
Vincent Lejeune 2015-09-15 14:38:37 +02:00
parent 7d15cc0dfd
commit bf04758285
2 changed files with 108 additions and 104 deletions

View File

@ -102,8 +102,7 @@ void D3D12GSRender::ResourceStorage::Reset()
m_currentSamplerIndex = 0;
m_samplerDescriptorHeapIndex = 0;
m_commandAllocator->Reset();
m_nextAvailableCommandListIndex = 0;
ThrowIfFailed(m_commandAllocator->Reset());
setNewCommandList();
m_singleFrameLifetimeResources.clear();
@ -111,19 +110,7 @@ void D3D12GSRender::ResourceStorage::Reset()
void D3D12GSRender::ResourceStorage::setNewCommandList()
{
if (m_availableCommandLists.size() > m_nextAvailableCommandListIndex)
{
m_currentCommandList = m_availableCommandLists[m_nextAvailableCommandListIndex].Get();
m_currentCommandList->Reset(m_commandAllocator.Get(), nullptr);
}
else
{
ComPtr<ID3D12GraphicsCommandList> commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
m_availableCommandLists.push_back(commandList);
m_currentCommandList = m_availableCommandLists.back().Get();
}
m_nextAvailableCommandListIndex++;
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), nullptr));
}
void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
@ -133,6 +120,9 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
// Create a global command allocator
ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocator.GetAddressOf())));
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(m_commandList.GetAddressOf())));
ThrowIfFailed(m_commandList->Close());
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety
@ -164,7 +154,10 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
void D3D12GSRender::ResourceStorage::WaitAndClean(const std::vector<ID3D12Resource *> &dirtyTextures)
{
WaitForSingleObjectEx(m_frameFinishedHandle, INFINITE, FALSE);
if (!m_isUseable)
WaitForSingleObjectEx(m_frameFinishedHandle, INFINITE, FALSE);
else
ThrowIfFailed(m_commandList->Close());
Reset();
@ -178,7 +171,6 @@ void D3D12GSRender::ResourceStorage::WaitAndClean(const std::vector<ID3D12Resour
void D3D12GSRender::ResourceStorage::Release()
{
// NOTE: Should be released only after gfx pipeline last command has been finished.
m_availableCommandLists.clear();
CloseHandle(m_frameFinishedHandle);
}
@ -452,10 +444,10 @@ void D3D12GSRender::OnReset()
void D3D12GSRender::Clear(u32 cmd)
{
std::chrono::time_point<std::chrono::system_clock> startDuration = std::chrono::system_clock::now();
PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
assert(cmd == NV4097_CLEAR_SURFACE);
PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
/* if (m_set_color_mask)
{
@ -473,11 +465,11 @@ void D3D12GSRender::Clear(u32 cmd)
if (m_clear_surface_mask & 0x1)
{
u32 max_depth_value = m_surface_depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, m_clear_surface_z / (float)max_depth_value, 0, 0, nullptr);
}
if (m_clear_surface_mask & 0x2)
getCurrentResourceStorage().m_currentCommandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearDepthStencilView(m_rtts.m_depthStencilDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f, m_clear_surface_s, 0, nullptr);
if (m_clear_surface_mask & 0xF0)
{
@ -497,26 +489,26 @@ void D3D12GSRender::Clear(u32 cmd)
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 0), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 2 * g_descriptorStrideRTV), clearColor, 0, nullptr);
handle.ptr += g_RTTIncrement;
getCurrentResourceStorage().m_currentCommandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
getCurrentResourceStorage().m_commandList->ClearRenderTargetView(getCPUDescriptorHandle(m_rtts.m_renderTargetsDescriptorsHeap, 3 * g_descriptorStrideRTV), clearColor, 0, nullptr);
break;
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
@ -526,12 +518,19 @@ void D3D12GSRender::Clear(u32 cmd)
std::chrono::time_point<std::chrono::system_clock> endDuration = std::chrono::system_clock::now();
m_timers.m_drawCallDuration += std::chrono::duration_cast<std::chrono::microseconds>(endDuration - startDuration).count();
m_timers.m_drawCallCount++;
if (Ini.GSDebugOutputEnable.GetValue())
{
ThrowIfFailed(getCurrentResourceStorage().m_commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().m_commandList.GetAddressOf());
getCurrentResourceStorage().setNewCommandList();
}
}
void D3D12GSRender::Draw()
{
std::chrono::time_point<std::chrono::system_clock> startDuration = std::chrono::system_clock::now();
PrepareRenderTargets(getCurrentResourceStorage().m_currentCommandList);
PrepareRenderTargets(getCurrentResourceStorage().m_commandList.Get());
// Init vertex count
// TODO: Very hackish, clean this
@ -563,9 +562,9 @@ void D3D12GSRender::Draw()
{
const std::vector<D3D12_VERTEX_BUFFER_VIEW> &vertexBufferViews = UploadVertexBuffers(m_indexed_array.m_count ? true : false);
const D3D12_INDEX_BUFFER_VIEW &indexBufferView = uploadIndexBuffers(m_indexed_array.m_count ? true : false);
getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
getCurrentResourceStorage().m_commandList->IASetVertexBuffers(0, (UINT)vertexBufferViews.size(), vertexBufferViews.data());
if (m_renderingInfo.m_indexed)
getCurrentResourceStorage().m_currentCommandList->IASetIndexBuffer(&indexBufferView);
getCurrentResourceStorage().m_commandList->IASetIndexBuffer(&indexBufferView);
}
if (!LoadProgram())
@ -575,13 +574,13 @@ void D3D12GSRender::Draw()
return;
}
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
getCurrentResourceStorage().m_currentCommandList->OMSetStencilRef(m_stencil_func_ref);
getCurrentResourceStorage().m_commandList->SetGraphicsRootSignature(m_rootSignatures[m_PSO->second].Get());
getCurrentResourceStorage().m_commandList->OMSetStencilRef(m_stencil_func_ref);
// Constants
setScaleOffset();
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0,
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
);
@ -593,16 +592,16 @@ void D3D12GSRender::Draw()
FillPixelShaderConstantsBuffer();
getCurrentResourceStorage().m_constantsBufferIndex++;
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1,
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
currentBufferIndex * g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_PSO->first);
getCurrentResourceStorage().m_commandList->SetPipelineState(m_PSO->first);
if (m_PSO->second > 0)
{
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_currentCommandList);
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get());
// Fill empty slots
for (; usedTexture < m_PSO->second; usedTexture++)
@ -632,14 +631,14 @@ void D3D12GSRender::Draw()
);
}
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(2,
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(2,
getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3,
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(3,
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
getCurrentResourceStorage().m_currentSamplerIndex * g_descriptorStrideSamplers)
);
@ -669,7 +668,7 @@ void D3D12GSRender::Draw()
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
getCurrentResourceStorage().m_commandList->OMSetRenderTargets((UINT)numRTT, &m_rtts.m_renderTargetsDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(), true,
&getCPUDescriptorHandle(m_rtts.m_depthStencilDescriptorHeap, 0));
D3D12_VIEWPORT viewport =
@ -681,7 +680,7 @@ void D3D12GSRender::Draw()
-1.f,
1.f
};
getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
getCurrentResourceStorage().m_commandList->RSSetViewports(1, &viewport);
D3D12_RECT box =
{
@ -690,49 +689,56 @@ void D3D12GSRender::Draw()
(LONG)m_surface_clip_w,
(LONG)m_surface_clip_h,
};
getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_commandList->RSSetScissorRects(1, &box);
switch (m_draw_mode - 1)
{
case GL_POINTS:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
break;
case GL_LINES:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
break;
case GL_LINE_LOOP:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
break;
case GL_LINE_STRIP:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
break;
case GL_TRIANGLES:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_TRIANGLE_STRIP:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
case GL_TRIANGLE_FAN:
case GL_QUADS:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_QUAD_STRIP:
case GL_POLYGON:
default:
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
LOG_ERROR(RSX, "Unsupported primitive type");
break;
}
if (m_renderingInfo.m_indexed)
getCurrentResourceStorage().m_currentCommandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
getCurrentResourceStorage().m_commandList->DrawIndexedInstanced((UINT)m_renderingInfo.m_count, 1, 0, (UINT)m_renderingInfo.m_baseVertex, 0);
else
getCurrentResourceStorage().m_currentCommandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
getCurrentResourceStorage().m_commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
m_indexed_array.Reset();
std::chrono::time_point<std::chrono::system_clock> endDuration = std::chrono::system_clock::now();
m_timers.m_drawCallDuration += std::chrono::duration_cast<std::chrono::microseconds>(endDuration - startDuration).count();
m_timers.m_drawCallCount++;
if (Ini.GSDebugOutputEnable.GetValue())
{
ThrowIfFailed(getCurrentResourceStorage().m_commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().m_commandList.GetAddressOf());
getCurrentResourceStorage().setNewCommandList();
}
}
static bool
@ -818,20 +824,20 @@ void D3D12GSRender::Flip()
src.PlacedFootprint.Footprint.Height = (UINT)h;
src.PlacedFootprint.Footprint.Depth = (UINT)1;
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = storage.m_RAMFramebuffer.Get();
viewport_w = (float)w, viewport_h = (float)h;
}
else
{
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = m_rtts.m_currentlyBoundRenderTargets[0];
}
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
D3D12_VIEWPORT viewport =
{
@ -842,7 +848,7 @@ void D3D12GSRender::Flip()
0.f,
1.f
};
getCurrentResourceStorage().m_currentCommandList->RSSetViewports(1, &viewport);
getCurrentResourceStorage().m_commandList->RSSetViewports(1, &viewport);
D3D12_RECT box =
{
@ -851,9 +857,9 @@ void D3D12GSRender::Flip()
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Width,
(LONG)m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()]->GetDesc().Height,
};
getCurrentResourceStorage().m_currentCommandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
getCurrentResourceStorage().m_currentCommandList->SetPipelineState(m_outputScalingPass.m_PSO);
getCurrentResourceStorage().m_commandList->RSSetScissorRects(1, &box);
getCurrentResourceStorage().m_commandList->SetGraphicsRootSignature(m_outputScalingPass.m_rootSignature);
getCurrentResourceStorage().m_commandList->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();
@ -885,30 +891,30 @@ 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();
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_textureDescriptorHeap);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0, GPUHandle);
GPUHandle = m_outputScalingPass.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
GPUHandle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) * m_swapChain->GetCurrentBackBufferIndex();
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &m_outputScalingPass.m_samplerDescriptorHeap);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1, GPUHandle);
CPUHandle = m_backbufferAsRendertarget[m_swapChain->GetCurrentBackBufferIndex()]->GetCPUDescriptorHandleForHeapStart();
getCurrentResourceStorage().m_currentCommandList->OMSetRenderTargets(1, &CPUHandle, true, nullptr);
getCurrentResourceStorage().m_commandList->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);
getCurrentResourceStorage().m_currentCommandList->IASetVertexBuffers(0, 1, &vbv);
getCurrentResourceStorage().m_currentCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
getCurrentResourceStorage().m_commandList->IASetVertexBuffers(0, 1, &vbv);
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
getCurrentResourceStorage().m_currentCommandList->DrawInstanced(4, 1, 0, 0);
getCurrentResourceStorage().m_commandList->DrawInstanced(4, 1, 0, 0);
if (!Ini.GSOverlay.GetValue())
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
getCurrentResourceStorage().m_commandList->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)
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));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(getCurrentResourceStorage().m_commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().m_commandList.GetAddressOf());
if(Ini.GSOverlay.GetValue())
renderOverlay();
@ -1151,13 +1157,13 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
m_device->CreateUnorderedAccessView(depthConverted.Get(), nullptr, &uavDesc, Handle);
// Convert
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
getCurrentResourceStorage().m_commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
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);
getCurrentResourceStorage().m_commandList->SetPipelineState(m_convertPSO);
getCurrentResourceStorage().m_commandList->SetComputeRootSignature(m_convertRootSignature);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, &descriptorHeap);
getCurrentResourceStorage().m_commandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
getCurrentResourceStorage().m_commandList->Dispatch(m_surface_clip_w / 8, m_surface_clip_h / 8, 1);
// Flush UAV
D3D12_RESOURCE_BARRIER uavbarrier = {};
@ -1169,8 +1175,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
getResourceBarrierTransition(m_rtts.m_currentlyBoundDepthStencil, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE),
uavbarrier,
};
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(2, barriers);
getCurrentResourceStorage().m_currentCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
getCurrentResourceStorage().m_commandList->ResourceBarrier(2, barriers);
getCurrentResourceStorage().m_commandList->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 +1193,7 @@ 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;
getCurrentResourceStorage().m_currentCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
getCurrentResourceStorage().m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
invalidateTexture(GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000));
}
@ -1201,29 +1207,29 @@ 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], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_commandList.Get());
break;
case CELL_GCM_SURFACE_TARGET_1:
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_currentCommandList);
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_commandList.Get());
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
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_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_commandList.Get());
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
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_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_commandList.Get());
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
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);
if (m_context_dma_color_a) rtt0 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[0], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_b) rtt1 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[1], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_c) rtt2 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[2], getCurrentResourceStorage().m_commandList.Get());
if (m_context_dma_color_d) rtt3 = writeColorBuffer(m_rtts.m_currentlyBoundRenderTargets[3], getCurrentResourceStorage().m_commandList.Get());
break;
}
@ -1234,8 +1240,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
if (needTransfer)
{
ThrowIfFailed(getCurrentResourceStorage().m_currentCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&(getCurrentResourceStorage().m_currentCommandList));
ThrowIfFailed(getCurrentResourceStorage().m_commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)getCurrentResourceStorage().m_commandList.GetAddressOf());
getCurrentResourceStorage().setNewCommandList();
}

View File

@ -307,8 +307,7 @@ private:
// Pointer to device, not owned by ResourceStorage
ID3D12Device *m_device;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
std::vector<ComPtr<ID3D12GraphicsCommandList> > m_availableCommandLists;
size_t m_nextAvailableCommandListIndex;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
// Constants storage
ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
@ -328,7 +327,6 @@ 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);