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d3d12: Use ring buffer like rtv/dsv descriptor heap
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parent
231f322b60
commit
925d6889a6
4 changed files with 46 additions and 29 deletions
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@ -74,6 +74,8 @@ void resource_storage::reset()
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descriptors_heap_index = 0;
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current_sampler_index = 0;
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sampler_descriptors_heap_index = 0;
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render_targets_descriptors_heap_index = 0;
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depth_stencil_descriptor_heap_index = 0;
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ThrowIfFailed(command_allocator->Reset());
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set_new_command_list();
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@ -102,6 +104,12 @@ void resource_storage::init(ID3D12Device *device)
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ThrowIfFailed(device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&sampler_descriptor_heap[0])));
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ThrowIfFailed(device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&sampler_descriptor_heap[1])));
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D3D12_DESCRIPTOR_HEAP_DESC ds_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_DSV , 10000};
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device->CreateDescriptorHeap(&ds_descriptor_heap_desc, IID_PPV_ARGS(&depth_stencil_descriptor_heap));
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D3D12_DESCRIPTOR_HEAP_DESC rtv_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV , 10000 };
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device->CreateDescriptorHeap(&rtv_descriptor_heap_desc, IID_PPV_ARGS(&render_targets_descriptors_heap));
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frame_finished_handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
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fence_value = 0;
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ThrowIfFailed(device->CreateFence(fence_value++, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_finished_fence.GetAddressOf())));
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@ -214,6 +214,11 @@ struct resource_storage
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size_t sampler_descriptors_heap_index;
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size_t current_sampler_index;
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size_t render_targets_descriptors_heap_index;
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ComPtr<ID3D12DescriptorHeap> render_targets_descriptors_heap;
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size_t depth_stencil_descriptor_heap_index;
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ComPtr<ID3D12DescriptorHeap> depth_stencil_descriptor_heap;
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ComPtr<ID3D12Resource> ram_framebuffer;
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/// Texture that were invalidated
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@ -76,24 +76,32 @@ void D3D12GSRender::clear_surface(u32 arg)
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m_timers.m_rttDuration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count();
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if (arg & 0x1 || arg & 0x2)
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m_rtts.bind_depth_stencil(m_device.Get(), m_surface.depth_format, m_rtts.depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart());
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if (arg & 0x1)
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{
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u32 clear_depth = rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE] >> 8;
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u32 max_depth_value = m_surface.depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
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getCurrentResourceStorage().command_list->ClearDepthStencilView(m_rtts.depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, clear_depth / (float)max_depth_value, 0, 0, nullptr);
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}
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CD3DX12_CPU_DESCRIPTOR_HANDLE handle = CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset(getCurrentResourceStorage().depth_stencil_descriptor_heap_index * g_descriptorStrideRTV);
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m_rtts.bind_depth_stencil(m_device.Get(), m_surface.depth_format, handle);
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getCurrentResourceStorage().depth_stencil_descriptor_heap_index++;
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if (arg & 0x2)
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getCurrentResourceStorage().command_list->ClearDepthStencilView(m_rtts.depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_STENCIL, 0.f,
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get_clear_stencil(rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE]), 0, nullptr);
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if (arg & 0x1)
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{
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u32 clear_depth = rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE] >> 8;
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u32 max_depth_value = m_surface.depth_format == CELL_GCM_SURFACE_Z16 ? 0x0000ffff : 0x00ffffff;
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getCurrentResourceStorage().command_list->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, clear_depth / (float)max_depth_value, 0, 0, nullptr);
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}
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if (arg & 0x2)
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getCurrentResourceStorage().command_list->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_STENCIL, 0.f,
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get_clear_stencil(rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE]), 0, nullptr);
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}
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if (arg & 0xF0)
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{
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size_t rtt_index = m_rtts.bind_render_targets(m_device.Get(), m_surface.color_format, m_rtts.render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart());
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CD3DX12_CPU_DESCRIPTOR_HANDLE handle = CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset(getCurrentResourceStorage().render_targets_descriptors_heap_index * g_descriptorStrideRTV);
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size_t rtt_index = m_rtts.bind_render_targets(m_device.Get(), m_surface.color_format, handle);
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getCurrentResourceStorage().render_targets_descriptors_heap_index += rtt_index;
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for (unsigned i = 0; i < rtt_index; i++)
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getCurrentResourceStorage().command_list->ClearRenderTargetView(CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart()).Offset(i, g_descriptorStrideRTV),
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getCurrentResourceStorage().command_list->ClearRenderTargetView(handle.Offset(i, g_descriptorStrideRTV),
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get_clear_color(rsx::method_registers[NV4097_SET_COLOR_CLEAR_VALUE]).data(), 0, nullptr);
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}
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@ -220,7 +228,7 @@ size_t render_targets::bind_render_targets(ID3D12Device *device, u32 color_forma
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if (bound_render_targets[i] == nullptr)
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continue;
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device->CreateRenderTargetView(bound_render_targets[i], &rtt_view_desc,
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CD3DX12_CPU_DESCRIPTOR_HANDLE(render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart()).Offset((INT)rtt_index * g_descriptor_stride_rtv));
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CD3DX12_CPU_DESCRIPTOR_HANDLE(handle).Offset((INT)rtt_index * g_descriptor_stride_rtv));
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rtt_index++;
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}
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return rtt_index;
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@ -233,16 +241,22 @@ size_t render_targets::bind_depth_stencil(ID3D12Device *device, u32 depth_format
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D3D12_DEPTH_STENCIL_VIEW_DESC depth_stencil_view_desc = {};
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depth_stencil_view_desc.Format = get_depth_stencil_surface_format(depth_format);
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depth_stencil_view_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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device->CreateDepthStencilView(bound_depth_stencil, &depth_stencil_view_desc, depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart());
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device->CreateDepthStencilView(bound_depth_stencil, &depth_stencil_view_desc, handle);
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return 1;
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}
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void D3D12GSRender::set_rtt_and_ds(ID3D12GraphicsCommandList *command_list)
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{
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size_t num_rtt = m_rtts.bind_render_targets(m_device.Get(), m_surface.color_format, m_rtts.render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart());
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size_t num_ds = m_rtts.bind_depth_stencil(m_device.Get(), m_surface.depth_format, m_rtts.depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart());
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command_list->OMSetRenderTargets((UINT)num_rtt, num_rtt > 0 ? &m_rtts.render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart() : nullptr, !!num_rtt,
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num_ds > 0 ? &CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart()) : nullptr);
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CD3DX12_CPU_DESCRIPTOR_HANDLE handle = CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().render_targets_descriptors_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset(getCurrentResourceStorage().render_targets_descriptors_heap_index * g_descriptorStrideRTV);
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size_t num_rtt = m_rtts.bind_render_targets(m_device.Get(), m_surface.color_format, handle);
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getCurrentResourceStorage().render_targets_descriptors_heap_index += num_rtt;
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CD3DX12_CPU_DESCRIPTOR_HANDLE depth_stencil_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().depth_stencil_descriptor_heap->GetCPUDescriptorHandleForHeapStart())
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.Offset(getCurrentResourceStorage().depth_stencil_descriptor_heap_index * g_descriptorStrideRTV);
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size_t num_ds = m_rtts.bind_depth_stencil(m_device.Get(), m_surface.depth_format, depth_stencil_handle);
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getCurrentResourceStorage().depth_stencil_descriptor_heap_index += num_ds;
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command_list->OMSetRenderTargets((UINT)num_rtt, num_rtt > 0 ? &handle : nullptr, !!num_rtt,
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num_ds > 0 ? &depth_stencil_handle : nullptr);
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}
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ID3D12Resource *render_targets::bind_address_as_render_targets(ID3D12Device *device, ID3D12GraphicsCommandList *cmdList, u32 address,
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@ -322,15 +336,6 @@ ID3D12Resource * render_targets::bind_address_as_depth_stencil(ID3D12Device * de
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void render_targets::init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth)
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{
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D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {};
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descriptor_heap_desc.NumDescriptors = 1;
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descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(depth_stencil_descriptor_heap.GetAddressOf()));
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descriptor_heap_desc.NumDescriptors = 4;
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descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(render_targets_descriptors_heap.GetAddressOf()));
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memset(bound_render_targets_address, 0, 4 * sizeof(u32));
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memset(bound_render_targets, 0, 4 * sizeof(ID3D12Resource*));
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bound_depth_stencil = nullptr;
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@ -338,6 +343,7 @@ void render_targets::init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t
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g_descriptor_stride_rtv = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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}
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namespace
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{
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/**
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@ -11,8 +11,6 @@ struct render_targets
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std::unordered_map<u32, ComPtr<ID3D12Resource> > depth_stencil_storage;
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ID3D12Resource *bound_depth_stencil;
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u32 bound_depth_stencil_address;
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ComPtr<ID3D12DescriptorHeap> render_targets_descriptors_heap;
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ComPtr<ID3D12DescriptorHeap> depth_stencil_descriptor_heap;
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size_t bind_render_targets(ID3D12Device *, u32 color_format, D3D12_CPU_DESCRIPTOR_HANDLE);
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size_t bind_depth_stencil(ID3D12Device *, u32 depth_format, D3D12_CPU_DESCRIPTOR_HANDLE);
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