d3d12: Add some code documentation + rename some functions

This commit is contained in:
vlj 2015-06-16 16:59:46 +02:00 committed by Vincent Lejeune
parent f2d39d0e82
commit aa66ddcd86
4 changed files with 36 additions and 19 deletions

View file

@ -264,7 +264,7 @@ ID3D12Resource *createVertexBuffer(const VertexBufferFormat &vbf, const RSXVerte
return vertexBuffer;
}
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12GSRender::EnableVertexData(bool indexed_draw)
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12GSRender::UploadVertexBuffers(bool indexed_draw)
{
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> result;
const std::vector<VertexBufferFormat> &vertexBufferFormat = FormatVertexData(m_vertex_data);

View file

@ -630,7 +630,7 @@ void D3D12GSRender::ExecCMD(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
InitDrawBuffers();
PrepareRenderTargets();
ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
@ -710,7 +710,7 @@ void D3D12GSRender::ExecCMD(u32 cmd)
void D3D12GSRender::ExecCMD()
{
InitDrawBuffers();
PrepareRenderTargets();
// Init vertex count
// TODO: Very hackish, clean this
@ -743,7 +743,7 @@ void D3D12GSRender::ExecCMD()
if (m_indexed_array.m_count || m_draw_array_count)
{
const std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> &vertexIndexBufferViews = EnableVertexData(m_indexed_array.m_count ? true : false);
const std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> &vertexIndexBufferViews = UploadVertexBuffers(m_indexed_array.m_count ? true : false);
commandList->IASetVertexBuffers(0, (UINT)vertexIndexBufferViews.first.size(), vertexIndexBufferViews.first.data());
if (m_forcedIndexBuffer || m_indexed_array.m_count)
commandList->IASetIndexBuffer(&vertexIndexBufferViews.second);

View file

@ -81,6 +81,14 @@ struct InitHeap<ID3D12Resource>
}
};
/**
* Wrapper around a ID3D12Resource or a ID3D12Heap.
* Acts as a ring buffer : hold a get and put pointers,
* put pointer is used as storage space offset
* and get is used as beginning of in use data space.
* This wrapper checks that put pointer doesn't cross get one.
*/
template<typename T, size_t Alignment>
struct DataHeap
{
@ -154,6 +162,12 @@ struct DataHeap
}
};
/**
* Wrapper for a worker thread that executes lambda functions
* in the order they were submitted during its lifetime.
* Used mostly to release data that are not needed anymore.
*/
struct GarbageCollectionThread
{
std::mutex m_mutex;
@ -192,12 +206,25 @@ private:
void Init(ID3D12Device *device);
void Release();
};
/**
* Stores data related to the scaling pass that turns internal
* render targets into presented buffers.
*/
Shader m_outputScalingPass;
/**
* Data used when depth buffer is converted to uchar textures.
*/
ID3D12PipelineState *m_convertPSO;
ID3D12RootSignature *m_convertRootSignature;
/**
* Stores data that are "ping ponged" between frame.
* For instance command allocator : maintains 2 command allocators and
* swap between them when frame is flipped.
*/
struct ResourceStorage
{
ID3D12Fence* m_frameFinishedFence;
@ -296,29 +323,19 @@ private:
virtual void Close() override;
bool LoadProgram();
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> EnableVertexData(bool indexed_draw = false);
std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> UploadVertexBuffers(bool indexed_draw = false);
void setScaleOffset();
void FillVertexShaderConstantsBuffer();
void FillPixelShaderConstantsBuffer();
/**
* Upload textures to Data heap if necessary and create necessary descriptor in the per frame storage struct.
* returns the number of texture uploaded
*/
size_t UploadTextures();
size_t GetMaxAniso(size_t aniso);
D3D12_TEXTURE_ADDRESS_MODE GetWrap(size_t wrap);
/*void DisableVertexData();
void WriteBuffers();
void WriteColorBuffers();
void WriteColorBufferA();
void WriteColorBufferB();
void WriteColorBufferC();
void WriteColorBufferD();
void DrawObjects();*/
void InitDrawBuffers();
void WriteDepthBuffer();
void PrepareRenderTargets();
protected:
virtual void OnInit() override;
virtual void OnInitThread() override;

View file

@ -12,7 +12,7 @@
#include "D3D12.h"
#include "D3D12GSRender.h"
void D3D12GSRender::InitDrawBuffers()
void D3D12GSRender::PrepareRenderTargets()
{
// FBO location has changed, previous data might be copied
u32 address_a = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);