// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/D3D12StreamBuffer.h" #include "VideoBackends/D3D12/DescriptorAllocator.h" #include "VideoBackends/D3D12/DescriptorHeapManager.h" struct IDXGIFactory; namespace DX12 { // Vertex/Pixel shader root parameters enum ROOT_PARAMETER { ROOT_PARAMETER_PS_CBV, ROOT_PARAMETER_PS_SRV, ROOT_PARAMETER_PS_SAMPLERS, ROOT_PARAMETER_VS_CBV, ROOT_PARAMETER_GS_CBV, ROOT_PARAMETER_PS_UAV_OR_CBV2, ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled NUM_ROOT_PARAMETERS }; // Compute shader root parameters enum CS_ROOT_PARAMETERS { CS_ROOT_PARAMETER_CBV, CS_ROOT_PARAMETER_SRV, CS_ROOT_PARAMETER_SAMPLERS, CS_ROOT_PARAMETER_UAV, NUM_CS_ROOT_PARAMETERS, }; class DXContext { public: ~DXContext(); // Returns a list of AA modes. static std::vector GetAAModes(u32 adapter_index); // Creates new device and context. static bool Create(u32 adapter_index, bool enable_debug_layer); // Destroys active context. static void Destroy(); IDXGIFactory* GetDXGIFactory() const { return m_dxgi_factory.Get(); } ID3D12Device* GetDevice() const { return m_device.Get(); } ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); } // Returns the current command list, commands can be recorded directly. ID3D12GraphicsCommandList* GetCommandList() const { return m_command_lists[m_current_command_list].command_list.Get(); } DescriptorAllocator* GetDescriptorAllocator() { return &m_command_lists[m_current_command_list].descriptor_allocator; } SamplerAllocator* GetSamplerAllocator() { return &m_command_lists[m_current_command_list].sampler_allocator; } // Descriptor manager access. DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; } DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; } DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; } SamplerHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; } ID3D12DescriptorHeap* const* GetGPUDescriptorHeaps() const { return m_gpu_descriptor_heaps.data(); } u32 GetGPUDescriptorHeapCount() const { return static_cast(m_gpu_descriptor_heaps.size()); } const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; } // Root signature access. ID3D12RootSignature* GetGXRootSignature() const { return m_gx_root_signature.Get(); } ID3D12RootSignature* GetUtilityRootSignature() const { return m_utility_root_signature.Get(); } ID3D12RootSignature* GetComputeRootSignature() const { return m_compute_root_signature.Get(); } // Fence value for current command list. u64 GetCurrentFenceValue() const { return m_current_fence_value; } // Last "completed" fence. u64 GetCompletedFenceValue() const { return m_completed_fence_value; } // Texture streaming buffer for uploads. StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; } // Feature level to use when compiling shaders. D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; } // Test for support for the specified texture format. bool SupportsTextureFormat(DXGI_FORMAT format); // Creates command lists, global buffers and descriptor heaps. bool CreateGlobalResources(); // Executes the current command list. void ExecuteCommandList(bool wait_for_completion); // Waits for a specific fence. void WaitForFence(u64 fence); // Defers destruction of a D3D resource (associates it with the current list). void DeferResourceDestruction(ID3D12Resource* resource); // Defers destruction of a descriptor handle (associates it with the current list). void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index); // Clears all samplers from the per-frame allocators. void ResetSamplerAllocators(); // Re-creates the root signature. Call when the host config changes (e.g. bbox/per-pixel shading). void RecreateGXRootSignature(); private: // Number of command lists. One is being built while the other(s) are executed. static const u32 NUM_COMMAND_LISTS = 3; // Textures that don't fit into this buffer will be uploaded with a staging buffer. static const u32 TEXTURE_UPLOAD_BUFFER_SIZE = 32 * 1024 * 1024; struct CommandListResources { ComPtr command_allocator; ComPtr command_list; DescriptorAllocator descriptor_allocator; SamplerAllocator sampler_allocator; std::vector pending_resources; std::vector> pending_descriptors; u64 ready_fence_value = 0; }; DXContext(); bool CreateDXGIFactory(bool enable_debug_layer); bool CreateDevice(u32 adapter_index, bool enable_debug_layer); bool CreateCommandQueue(); bool CreateFence(); bool CreateDescriptorHeaps(); bool CreateRootSignatures(); bool CreateGXRootSignature(); bool CreateUtilityRootSignature(); bool CreateComputeRootSignature(); bool CreateTextureUploadBuffer(); bool CreateCommandLists(); void MoveToNextCommandList(); void DestroyPendingResources(CommandListResources& cmdlist); ComPtr m_dxgi_factory; ComPtr m_debug_interface; ComPtr m_device; ComPtr m_command_queue; ComPtr m_fence = nullptr; HANDLE m_fence_event = {}; u32 m_current_fence_value = 0; u64 m_completed_fence_value = 0; std::array m_command_lists; u32 m_current_command_list = NUM_COMMAND_LISTS - 1; DescriptorHeapManager m_descriptor_heap_manager; DescriptorHeapManager m_rtv_heap_manager; DescriptorHeapManager m_dsv_heap_manager; SamplerHeapManager m_sampler_heap_manager; std::array m_gpu_descriptor_heaps = {}; DescriptorHandle m_null_srv_descriptor; D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0; ComPtr m_gx_root_signature; ComPtr m_utility_root_signature; ComPtr m_compute_root_signature; StreamBuffer m_texture_upload_buffer; }; extern std::unique_ptr g_dx_context; } // namespace DX12