mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-04-21 03:55:32 +00:00
d3d12: Revert back to a signel resource storage
Using two of them doesnt increase perf atm but eats twice the space
This commit is contained in:
parent
b81fd13232
commit
c167a1228e
4 changed files with 89 additions and 110 deletions
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@ -207,13 +207,13 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
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{
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const VertexBufferFormat &vbf = vertexBufferFormat[buffer];
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// 65536 alignment
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size_t bufferHeapOffset = getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace;
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size_t bufferHeapOffset = m_perFrameStorage.m_vertexIndexBuffersHeapFreeSpace;
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bufferHeapOffset = (bufferHeapOffset + 65536 - 1) & ~65535;
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size_t subBufferSize = vbf.range.second - vbf.range.first;
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ID3D12Resource *vertexBuffer;
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check(m_device->CreatePlacedResource(
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getCurrentResourceStorage().m_vertexIndexBuffersHeap,
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m_perFrameStorage.m_vertexIndexBuffersHeap,
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bufferHeapOffset,
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&getBufferResourceDesc(subBufferSize),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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@ -262,14 +262,14 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
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}
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vertexBuffer->Unmap(0, nullptr);
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getCurrentResourceStorage().m_inflightResources.push_back(vertexBuffer);
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m_perFrameStorage.m_inflightResources.push_back(vertexBuffer);
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D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
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vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
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vertexBufferView.SizeInBytes = (UINT)subBufferSize;
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vertexBufferView.StrideInBytes = (UINT)vbf.stride;
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result.first.push_back(vertexBufferView);
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getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
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m_perFrameStorage.m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
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}
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// Only handle quads now
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@ -326,12 +326,12 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
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indexCount = m_draw_array_count * 6 / 4;
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size_t subBufferSize = powerOf2Align(indexCount * indexSize, 64);
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// 65536 alignment
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size_t bufferHeapOffset = getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace;
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size_t bufferHeapOffset = m_perFrameStorage.m_vertexIndexBuffersHeapFreeSpace;
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bufferHeapOffset = (bufferHeapOffset + 65536 - 1) & ~65535;
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ID3D12Resource *indexBuffer;
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check(m_device->CreatePlacedResource(
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getCurrentResourceStorage().m_vertexIndexBuffersHeap,
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m_perFrameStorage.m_vertexIndexBuffersHeap,
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bufferHeapOffset,
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&getBufferResourceDesc(subBufferSize),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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@ -371,8 +371,8 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
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}
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}
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indexBuffer->Unmap(0, nullptr);
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getCurrentResourceStorage().m_inflightResources.push_back(indexBuffer);
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getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
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m_perFrameStorage.m_inflightResources.push_back(indexBuffer);
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m_perFrameStorage.m_vertexIndexBuffersHeapFreeSpace = bufferHeapOffset + subBufferSize;
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indexBufferView.SizeInBytes = (UINT)subBufferSize;
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@ -406,7 +406,7 @@ void D3D12GSRender::setScaleOffset()
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scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale;
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scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale;
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size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
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size_t constantBuffersHeapOffset = m_perFrameStorage.m_constantsBuffersHeapFreeSpace;
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// 65536 alignment
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constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
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@ -414,7 +414,7 @@ void D3D12GSRender::setScaleOffset()
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// Separate constant buffer
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ID3D12Resource *scaleOffsetBuffer;
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check(m_device->CreatePlacedResource(
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getCurrentResourceStorage().m_constantsBuffersHeap,
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m_perFrameStorage.m_constantsBuffersHeap,
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constantBuffersHeapOffset,
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&getBufferResourceDesc(256),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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@ -430,11 +430,11 @@ void D3D12GSRender::setScaleOffset()
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D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
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constantBufferViewDesc.BufferLocation = scaleOffsetBuffer->GetGPUVirtualAddress();
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constantBufferViewDesc.SizeInBytes = (UINT)256;
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
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getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 256;
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getCurrentResourceStorage().m_inflightResources.push_back(scaleOffsetBuffer);
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m_perFrameStorage.m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 256;
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m_perFrameStorage.m_inflightResources.push_back(scaleOffsetBuffer);
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}
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void D3D12GSRender::FillVertexShaderConstantsBuffer()
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@ -446,13 +446,13 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
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memcpy((char*)vertexConstantShadowCopy + offset, vector, 4 * sizeof(float));
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}
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size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
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size_t constantBuffersHeapOffset = m_perFrameStorage.m_constantsBuffersHeapFreeSpace;
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// 65536 alignment
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constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
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ID3D12Resource *constantsBuffer;
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check(m_device->CreatePlacedResource(
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getCurrentResourceStorage().m_constantsBuffersHeap,
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m_perFrameStorage.m_constantsBuffersHeap,
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constantBuffersHeapOffset,
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&getBufferResourceDesc(512 * 4 * sizeof(float)),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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@ -468,11 +468,11 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
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D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
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constantBufferViewDesc.BufferLocation = constantsBuffer->GetGPUVirtualAddress();
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constantBufferViewDesc.SizeInBytes = 512 * 4 * sizeof(float);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
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getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 512 * 4 * sizeof(float);
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getCurrentResourceStorage().m_inflightResources.push_back(constantsBuffer);
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m_perFrameStorage.m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 512 * 4 * sizeof(float);
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m_perFrameStorage.m_inflightResources.push_back(constantsBuffer);
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}
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void D3D12GSRender::FillPixelShaderConstantsBuffer()
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@ -483,13 +483,13 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
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// Multiple of 256 never 0
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bufferSize = (bufferSize + 255) & ~255;
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size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
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size_t constantBuffersHeapOffset = m_perFrameStorage.m_constantsBuffersHeapFreeSpace;
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// 65536 alignment
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constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
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ID3D12Resource *constantsBuffer;
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check(m_device->CreatePlacedResource(
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getCurrentResourceStorage().m_constantsBuffersHeap,
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m_perFrameStorage.m_constantsBuffersHeap,
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constantBuffersHeapOffset,
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&getBufferResourceDesc(bufferSize),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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@ -536,11 +536,11 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
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D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
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constantBufferViewDesc.BufferLocation = constantsBuffer->GetGPUVirtualAddress();
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constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
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getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + bufferSize;
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getCurrentResourceStorage().m_inflightResources.push_back(constantsBuffer);
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m_perFrameStorage.m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + bufferSize;
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m_perFrameStorage.m_inflightResources.push_back(constantsBuffer);
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}
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@ -88,12 +88,11 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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void D3D12GSRender::ResourceStorage::Release()
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{
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// NOTE: Should be released only if no command are in flight !
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m_backbufferAsRendertarget->Release();
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m_constantsBufferDescriptorsHeap->Release();
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m_scaleOffsetDescriptorHeap->Release();
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m_constantsBuffersHeap->Release();
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m_vertexIndexBuffersHeap->Release();
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m_backBuffer->Release();
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for (auto tmp : m_inflightResources)
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tmp->Release();
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m_textureDescriptorsHeap->Release();
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@ -218,8 +217,8 @@ D3D12GSRender::D3D12GSRender()
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swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_perFrameStorage[0].m_backBuffer));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_perFrameStorage[1].m_backBuffer));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.NumDescriptors = 1;
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@ -227,10 +226,10 @@ D3D12GSRender::D3D12GSRender()
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D3D12_RENDER_TARGET_VIEW_DESC rttDesc = {};
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rttDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rttDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_perFrameStorage[0].m_backbufferAsRendertarget));
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m_device->CreateRenderTargetView(m_perFrameStorage[0].m_backBuffer, &rttDesc, m_perFrameStorage[0].m_backbufferAsRendertarget->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_perFrameStorage[1].m_backbufferAsRendertarget));
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m_device->CreateRenderTargetView(m_perFrameStorage[1].m_backBuffer, &rttDesc, m_perFrameStorage[1].m_backbufferAsRendertarget->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0]));
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m_device->CreateRenderTargetView(m_backBuffer[0], &rttDesc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
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m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
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// Common root signature
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D3D12_DESCRIPTOR_RANGE descriptorRange[4] = {};
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@ -282,12 +281,9 @@ D3D12GSRender::D3D12GSRender()
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rootSignatureBlob->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignature));
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m_perFrameStorage[0].Init(m_device);
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m_perFrameStorage[0].Reset();
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m_perFrameStorage[1].Init(m_device);
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m_perFrameStorage[1].Reset();
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m_perFrameStorage.Init(m_device);
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m_perFrameStorage.Reset();
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m_currentResourceStorageIndex = m_swapChain->GetCurrentBackBufferIndex();
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vertexConstantShadowCopy = new float[512 * 4];
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// Convert shader
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@ -313,10 +309,13 @@ 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_perFrameStorage.Release();
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m_commandQueueGraphic->Release();
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m_commandQueueCopy->Release();
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m_backbufferAsRendertarget[0]->Release();
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m_backBuffer[0]->Release();
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m_backbufferAsRendertarget[1]->Release();
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m_backBuffer[1]->Release();
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if (m_fbo)
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delete m_fbo;
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m_rootSignature->Release();
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@ -325,16 +324,6 @@ D3D12GSRender::~D3D12GSRender()
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delete[] vertexConstantShadowCopy;
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}
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D3D12GSRender::ResourceStorage &D3D12GSRender::getCurrentResourceStorage()
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{
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return m_perFrameStorage[m_currentResourceStorageIndex];
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}
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D3D12GSRender::ResourceStorage &D3D12GSRender::getNonCurrentResourceStorage()
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{
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return m_perFrameStorage[1 - m_currentResourceStorageIndex];
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}
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void D3D12GSRender::Close()
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{
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Stop();
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@ -387,8 +376,8 @@ void D3D12GSRender::ExecCMD(u32 cmd)
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InitDrawBuffers();
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ID3D12GraphicsCommandList *commandList;
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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m_perFrameStorage.m_inflightCommandList.push_back(commandList);
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/* if (m_set_color_mask)
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{
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@ -582,8 +571,8 @@ bool D3D12GSRender::LoadProgram()
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void D3D12GSRender::ExecCMD()
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{
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ID3D12GraphicsCommandList *commandList;
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
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m_perFrameStorage.m_inflightCommandList.push_back(commandList);
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commandList->SetGraphicsRootSignature(m_rootSignature);
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@ -607,36 +596,36 @@ void D3D12GSRender::ExecCMD()
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// Constants
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setScaleOffset();
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_scaleOffsetDescriptorHeap);
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D3D12_GPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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commandList->SetDescriptorHeaps(1, &m_perFrameStorage.m_scaleOffsetDescriptorHeap);
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D3D12_GPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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commandList->SetGraphicsRootDescriptorTable(0, Handle);
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getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
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m_perFrameStorage.m_currentScaleOffsetBufferIndex++;
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size_t currentBufferIndex = getCurrentResourceStorage().m_constantsBufferIndex;
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size_t currentBufferIndex = m_perFrameStorage.m_constantsBufferIndex;
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FillVertexShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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m_perFrameStorage.m_constantsBufferIndex++;
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FillPixelShaderConstantsBuffer();
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getCurrentResourceStorage().m_constantsBufferIndex++;
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m_perFrameStorage.m_constantsBufferIndex++;
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_constantsBufferDescriptorsHeap);
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Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
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commandList->SetDescriptorHeaps(1, &m_perFrameStorage.m_constantsBufferDescriptorsHeap);
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Handle = m_perFrameStorage.m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += currentBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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commandList->SetGraphicsRootDescriptorTable(1, Handle);
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commandList->SetPipelineState(m_PSO);
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size_t usedTexture = UploadTextures();
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Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_textureDescriptorsHeap);
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Handle = m_perFrameStorage.m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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commandList->SetDescriptorHeaps(1, &m_perFrameStorage.m_textureDescriptorsHeap);
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commandList->SetGraphicsRootDescriptorTable(2, Handle);
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Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += getCurrentResourceStorage().m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_samplerDescriptorHeap);
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Handle = m_perFrameStorage.m_samplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
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Handle.ptr += m_perFrameStorage.m_currentTextureIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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commandList->SetDescriptorHeaps(1, &m_perFrameStorage.m_samplerDescriptorHeap);
|
||||
commandList->SetGraphicsRootDescriptorTable(3, Handle);
|
||||
|
||||
getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
|
||||
m_perFrameStorage.m_currentTextureIndex += usedTexture;
|
||||
|
||||
InitDrawBuffers();
|
||||
|
||||
|
@ -1030,8 +1019,8 @@ void D3D12GSRender::ExecCMD()
|
|||
void D3D12GSRender::Flip()
|
||||
{
|
||||
ID3D12GraphicsCommandList *commandList;
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
||||
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
|
||||
m_perFrameStorage.m_inflightCommandList.push_back(commandList);
|
||||
|
||||
switch (m_surface_color_target)
|
||||
{
|
||||
|
@ -1043,7 +1032,7 @@ void D3D12GSRender::Flip()
|
|||
{
|
||||
D3D12_RESOURCE_BARRIER barriers[2] = {};
|
||||
barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barriers[0].Transition.pResource = getCurrentResourceStorage().m_backBuffer;
|
||||
barriers[0].Transition.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
|
||||
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
|
||||
|
@ -1056,7 +1045,7 @@ void D3D12GSRender::Flip()
|
|||
D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
|
||||
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
src.SubresourceIndex = 0, dst.SubresourceIndex = 0;
|
||||
src.pResource = m_fbo->getRenderTargetTexture(0), dst.pResource = getCurrentResourceStorage().m_backBuffer;
|
||||
src.pResource = m_fbo->getRenderTargetTexture(0), dst.pResource = m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()];
|
||||
D3D12_BOX box = { 0, 0, 0, RSXThread::m_width, RSXThread::m_height, 1 };
|
||||
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
|
||||
|
||||
|
@ -1074,18 +1063,12 @@ void D3D12GSRender::Flip()
|
|||
// Add an event signaling queue completion
|
||||
Microsoft::WRL::ComPtr<ID3D12Fence> fence;
|
||||
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
getCurrentResourceStorage().m_queueCompletion = CreateEvent(0, 0, 0, 0);
|
||||
fence->SetEventOnCompletion(1, getCurrentResourceStorage().m_queueCompletion);
|
||||
HANDLE handle = CreateEvent(0, 0, 0, 0);
|
||||
fence->SetEventOnCompletion(1, handle);
|
||||
m_commandQueueGraphic->Signal(fence.Get(), 1);
|
||||
|
||||
// Wait execution is over
|
||||
if (getNonCurrentResourceStorage().m_queueCompletion)
|
||||
{
|
||||
WaitForSingleObject(getNonCurrentResourceStorage().m_queueCompletion, INFINITE);
|
||||
CloseHandle(getNonCurrentResourceStorage().m_queueCompletion);
|
||||
getNonCurrentResourceStorage().Reset();
|
||||
}
|
||||
m_currentResourceStorageIndex = 1 - m_currentResourceStorageIndex;
|
||||
WaitForSingleObject(handle, INFINITE);
|
||||
CloseHandle(handle);
|
||||
m_perFrameStorage.Reset();
|
||||
|
||||
m_frame->Flip(nullptr);
|
||||
}
|
||||
|
@ -1166,7 +1149,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
|||
);
|
||||
|
||||
check(
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
|
||||
);
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
|
||||
|
@ -1246,7 +1229,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
|
|||
m_commandQueueGraphic->Signal(convertDownloadFence, 1);
|
||||
|
||||
check(
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, getCurrentResourceStorage().m_downloadCommandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, m_perFrameStorage.m_downloadCommandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
|
||||
);
|
||||
|
||||
// Copy
|
||||
|
|
|
@ -85,10 +85,6 @@ private:
|
|||
ID3D12DescriptorHeap *m_samplerDescriptorHeap;
|
||||
size_t m_currentTextureIndex;
|
||||
|
||||
//BackBuffers
|
||||
ID3D12Resource* m_backBuffer;
|
||||
ID3D12DescriptorHeap *m_backbufferAsRendertarget;
|
||||
|
||||
// Fence
|
||||
HANDLE m_queueCompletion;
|
||||
|
||||
|
@ -97,7 +93,7 @@ private:
|
|||
void Release();
|
||||
};
|
||||
|
||||
ResourceStorage m_perFrameStorage[2];
|
||||
ResourceStorage m_perFrameStorage;
|
||||
|
||||
bool m_forcedIndexBuffer;
|
||||
size_t indexCount;
|
||||
|
@ -109,11 +105,11 @@ private:
|
|||
ID3D12CommandQueue *m_commandQueueGraphic;
|
||||
|
||||
struct IDXGISwapChain3 *m_swapChain;
|
||||
//BackBuffers
|
||||
ID3D12Resource* m_backBuffer[2];
|
||||
ID3D12DescriptorHeap *m_backbufferAsRendertarget[2];
|
||||
|
||||
size_t m_lastWidth, m_lastHeight, m_lastDepth;
|
||||
size_t m_currentResourceStorageIndex;
|
||||
ResourceStorage& getCurrentResourceStorage();
|
||||
ResourceStorage& getNonCurrentResourceStorage();
|
||||
public:
|
||||
GSFrameBase2 *m_frame;
|
||||
u32 m_draw_frames;
|
||||
|
|
|
@ -60,7 +60,7 @@ size_t D3D12GSRender::UploadTextures()
|
|||
|
||||
// Upload at each iteration to take advantage of overlapping transfer
|
||||
ID3D12GraphicsCommandList *commandList;
|
||||
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
|
||||
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
|
||||
|
||||
DXGI_FORMAT dxgiFormat;
|
||||
size_t pixelSize;
|
||||
|
@ -89,8 +89,8 @@ size_t D3D12GSRender::UploadTextures()
|
|||
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
|
||||
check(m_device->CreatePlacedResource(
|
||||
getCurrentResourceStorage().m_uploadTextureHeap,
|
||||
getCurrentResourceStorage().m_currentStorageOffset,
|
||||
m_perFrameStorage.m_uploadTextureHeap,
|
||||
m_perFrameStorage.m_currentStorageOffset,
|
||||
&textureDesc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
|
@ -119,18 +119,18 @@ size_t D3D12GSRender::UploadTextures()
|
|||
vramTextureDesc.SampleDesc.Count = 1;
|
||||
vramTextureDesc.MipLevels = 1;
|
||||
check(m_device->CreatePlacedResource(
|
||||
getCurrentResourceStorage().m_textureStorage,
|
||||
getCurrentResourceStorage().m_currentStorageOffset,
|
||||
m_perFrameStorage.m_textureStorage,
|
||||
m_perFrameStorage.m_currentStorageOffset,
|
||||
&vramTextureDesc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&vramTexture)
|
||||
));
|
||||
|
||||
getCurrentResourceStorage().m_currentStorageOffset += textureSize;
|
||||
getCurrentResourceStorage().m_currentStorageOffset = (getCurrentResourceStorage().m_currentStorageOffset + 65536 - 1) & ~65535;
|
||||
getCurrentResourceStorage().m_inflightResources.push_back(Texture);
|
||||
getCurrentResourceStorage().m_inflightResources.push_back(vramTexture);
|
||||
m_perFrameStorage.m_currentStorageOffset += textureSize;
|
||||
m_perFrameStorage.m_currentStorageOffset = (m_perFrameStorage.m_currentStorageOffset + 65536 - 1) & ~65535;
|
||||
m_perFrameStorage.m_inflightResources.push_back(Texture);
|
||||
m_perFrameStorage.m_inflightResources.push_back(vramTexture);
|
||||
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
||||
|
@ -158,8 +158,8 @@ size_t D3D12GSRender::UploadTextures()
|
|||
srvDesc.Format = dxgiFormat;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_perFrameStorage.m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
|
||||
|
||||
// TODO : Correctly define sampler
|
||||
|
@ -174,13 +174,13 @@ size_t D3D12GSRender::UploadTextures()
|
|||
samplerDesc.BorderColor[4] = m_textures[i].GetBorderColor();
|
||||
samplerDesc.MinLOD = m_textures[i].GetMinLOD() >> 8;
|
||||
samplerDesc.MaxLOD = m_textures[i].GetMaxLOD() >> 8;
|
||||
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
Handle = m_perFrameStorage.m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
Handle.ptr += (m_perFrameStorage.m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
m_device->CreateSampler(&samplerDesc, Handle);
|
||||
|
||||
commandList->Close();
|
||||
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
|
||||
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
|
||||
m_perFrameStorage.m_inflightCommandList.push_back(commandList);
|
||||
|
||||
usedTexture++;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue