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https://github.com/RPCS3/rpcs3.git
synced 2025-04-21 03:55:32 +00:00
d3d12: Convert depth buffer on gpu
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parent
56853de0ef
commit
b50ab149d6
2 changed files with 122 additions and 27 deletions
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@ -107,17 +107,22 @@ void D3D12GSRender::ResourceStorage::Release()
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// 32 bits float to U8 unorm CS
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#define STRINGIFY(x) #x
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const char *shaderCode = STRINGIFY(
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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[numthreads(1, 1, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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[numthreads(8, 8, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0)) * 255.f;\n
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}
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);
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static void compileF32toU8CS()
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/**
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* returns bytecode and root signature of a Compute Shader converting texture from
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* one format to another
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*/
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static
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std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
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{
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ID3DBlob *bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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@ -135,18 +140,15 @@ static void compileF32toU8CS()
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descriptorRange[1].BaseShaderRegister = 0;
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descriptorRange[1].NumDescriptors = 1;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptorRange[1].OffsetInDescriptorsFromTableStart = 1;
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D3D12_ROOT_PARAMETER RP[2] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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RP[0].DescriptorTable.NumDescriptorRanges = 2;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.NumParameters = 2;
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rootSignatureDesc.NumParameters = 1;
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rootSignatureDesc.pParameters = RP;
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ID3DBlob *rootSignatureBlob;
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@ -157,6 +159,8 @@ static void compileF32toU8CS()
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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return std::make_pair(bytecode, rootSignatureBlob);
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}
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D3D12GSRender::D3D12GSRender()
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@ -281,13 +285,31 @@ D3D12GSRender::D3D12GSRender()
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m_perFrameStorage[1].Reset();
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m_currentResourceStorageIndex = m_swapChain->GetCurrentBackBufferIndex();
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compileF32toU8CS();
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vertexConstantShadowCopy = new float[512 * 4];
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// Convert shader
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auto p = compileF32toU8CS();
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check(
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m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature))
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);
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D3D12_COMPUTE_PIPELINE_STATE_DESC computePipelineStateDesc = {};
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computePipelineStateDesc.CS.BytecodeLength = p.first->GetBufferSize();
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computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
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computePipelineStateDesc.pRootSignature = m_convertRootSignature;
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check(
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m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO))
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);
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p.first->Release();
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p.second->Release();
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}
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D3D12GSRender::~D3D12GSRender()
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{
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m_convertPSO->Release();
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m_convertRootSignature->Release();
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m_perFrameStorage[0].Release();
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m_perFrameStorage[1].Release();
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m_commandQueueGraphic->Release();
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@ -615,7 +637,7 @@ void D3D12GSRender::ExecCMD()
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InitDrawBuffers();
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D3D12_CPU_DESCRIPTOR_HANDLE *DepthStencilHandle = m_set_depth_test ? &m_fbo->getDSVCPUHandle() : nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE *DepthStencilHandle = &m_fbo->getDSVCPUHandle();
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switch (m_surface_color_target)
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{
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case CELL_GCM_SURFACE_TARGET_NONE: break;
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@ -1080,17 +1102,41 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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/* if (!Ini.GSDumpDepthBuffer.GetValue())
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return;*/
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ID3D12Resource *writeDest;
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ID3D12Resource *writeDest, *depthConverted;
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ID3D12GraphicsCommandList *downloadCommandList;
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size_t rowPitch = RSXThread::m_width * sizeof(float);
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ID3D12DescriptorHeap *descriptorHeap;
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size_t rowPitch = RSXThread::m_width;
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rowPitch = (rowPitch + 255) & ~255;
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if (m_set_context_dma_z)
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{
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_READBACK;
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heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
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D3D12_RESOURCE_DESC resdesc = {};
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resdesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resdesc.Width = RSXThread::m_width;
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resdesc.Height = RSXThread::m_height;
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resdesc.DepthOrArraySize = 1;
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resdesc.SampleDesc.Count = 1;
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resdesc.MipLevels = 1;
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resdesc.Format = DXGI_FORMAT_R8_UNORM;
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resdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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check(
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m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resdesc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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nullptr,
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IID_PPV_ARGS(&depthConverted)
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)
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);
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heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_READBACK;
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resdesc = {};
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resdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resdesc.Width = RSXThread::m_width * RSXThread::m_height * 4 * 2; // * 2 for safety
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resdesc.Width = RSXThread::m_width * RSXThread::m_height * 2; // * 2 for safety
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resdesc.Height = 1;
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resdesc.DepthOrArraySize = 1;
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resdesc.SampleDesc.Count = 1;
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@ -1112,30 +1158,74 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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);
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.NumDescriptors = 2;
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(
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m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
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);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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m_device->CreateShaderResourceView(m_fbo->getDepthStencilTexture(), &srvDesc, Handle);
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Handle.ptr += m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
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uavDesc.Format = DXGI_FORMAT_R8_UNORM;
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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m_device->CreateUnorderedAccessView(depthConverted, nullptr, &uavDesc, Handle);
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// Convert
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Transition.pResource = m_fbo->getDepthStencilTexture();
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
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downloadCommandList->ResourceBarrier(1, &barrier);
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downloadCommandList->SetPipelineState(m_convertPSO);
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downloadCommandList->SetComputeRootSignature(m_convertRootSignature);
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downloadCommandList->SetDescriptorHeaps(1, &descriptorHeap);
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downloadCommandList->SetComputeRootDescriptorTable(0, descriptorHeap->GetGPUDescriptorHandleForHeapStart());
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downloadCommandList->Dispatch(RSXThread::m_width / 8, RSXThread::m_height / 8, 1);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_GENERIC_READ;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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// Flush UAV
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D3D12_RESOURCE_BARRIER uavbarrier = {};
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uavbarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
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uavbarrier.UAV.pResource = depthConverted;
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D3D12_RESOURCE_BARRIER barriers[] =
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{
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barrier,
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uavbarrier,
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};
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downloadCommandList->ResourceBarrier(2, barriers);
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// Copy
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barrier.Transition.pResource = depthConverted;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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downloadCommandList->ResourceBarrier(1, &barrier);
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D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
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src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src.pResource = m_fbo->getDepthStencilTexture();
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src.pResource = depthConverted;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst.pResource = writeDest;
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dst.PlacedFootprint.Offset = 0;
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dst.PlacedFootprint.Footprint.Depth = 1;
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dst.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
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dst.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8_UNORM;
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dst.PlacedFootprint.Footprint.Height = RSXThread::m_height;
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dst.PlacedFootprint.Footprint.Width = RSXThread::m_width;
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dst.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
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downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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downloadCommandList->ResourceBarrier(1, &barrier);
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downloadCommandList->Close();
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
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}
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@ -1159,14 +1249,14 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
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auto ptr = vm::get_ptr<void>(address);
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char *ptrAsChar = (char*)ptr;
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float *writeDestPtr;
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unsigned char *writeDestPtr;
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check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
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// TODO : this should be done by the gpu
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for (unsigned row = 0; row < RSXThread::m_height; row++)
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{
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for (unsigned i = 0; i < RSXThread::m_width; i++)
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{
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unsigned char c = (unsigned char)(writeDestPtr[row * rowPitch / 4 + i] * 255.);
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unsigned char c = writeDestPtr[row * rowPitch + i];
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ptrAsChar[4 * (row * RSXThread::m_width + i)] = c;
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ptrAsChar[4 * (row * RSXThread::m_width + i) + 1] = c;
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ptrAsChar[4 * (row * RSXThread::m_width + i) + 2] = c;
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@ -1174,6 +1264,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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}
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}
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writeDest->Release();
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depthConverted->Release();
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descriptorHeap->Release();
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fence->Release();
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downloadCommandList->Release();
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}
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@ -54,6 +54,9 @@ private:
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ID3D12PipelineState *m_PSO;
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ID3D12RootSignature *m_rootSignature;
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ID3D12PipelineState *m_convertPSO;
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ID3D12RootSignature *m_convertRootSignature;
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struct ResourceStorage
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{
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ID3D12CommandAllocator *m_commandAllocator;
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