dolphin/Source/Core/VideoBackends/D3D12/ShaderConstantsManager.cpp
Lioncash 6b08194728 D3D12: Get rid of safe deletion macros
Anything these macros provided can be obsoleted by using
the correct standard library types.
2016-02-16 02:09:06 -05:00

168 lines
No EOL
5.3 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/ShaderConstantsManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
enum SHADER_STAGE
{
SHADER_STAGE_GEOMETRY_SHADER = 0,
SHADER_STAGE_PIXEL_SHADER = 1,
SHADER_STAGE_VERTEX_SHADER = 2,
SHADER_STAGE_COUNT = 3
};
static std::array<std::unique_ptr<D3DStreamBuffer>, SHADER_STAGE_COUNT> s_shader_constant_stream_buffers;
static const unsigned int s_shader_constant_buffer_padded_sizes[SHADER_STAGE_COUNT] = {
(sizeof(GeometryShaderConstants) + 0xff) & ~0xff,
(sizeof(PixelShaderConstants) + 0xff) & ~0xff,
(sizeof(VertexShaderConstants) + 0xff) & ~0xff
};
void ShaderConstantsManager::Init()
{
// Allow a large maximum size, as we want to minimize stalls here
std::generate(std::begin(s_shader_constant_stream_buffers), std::end(s_shader_constant_stream_buffers), []() {
return std::make_unique<D3DStreamBuffer>(2 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
});
}
void ShaderConstantsManager::Shutdown()
{
for (auto& buffer : s_shader_constant_stream_buffers)
buffer.reset();
}
bool ShaderConstantsManager::LoadAndSetGeometryShaderConstants()
{
bool command_list_executed = false;
if (GeometryShaderManager::dirty)
{
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->AllocateSpaceInBuffer(
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_GEOMETRY_SHADER],
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
);
memcpy(
s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->GetCPUAddressOfCurrentAllocation(),
&GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, true);
}
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV))
{
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_GS_CBV,
s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->GetGPUAddressOfCurrentAllocation()
);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, false);
}
return command_list_executed;
}
bool ShaderConstantsManager::LoadAndSetPixelShaderConstants()
{
bool command_list_executed = false;
if (PixelShaderManager::dirty)
{
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->AllocateSpaceInBuffer(
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_PIXEL_SHADER],
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
);
memcpy(
s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->GetCPUAddressOfCurrentAllocation(),
&PixelShaderManager::constants,
sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
}
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV))
{
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_PS_CBVONE,
s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->GetGPUAddressOfCurrentAllocation()
);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, false);
}
return command_list_executed;
}
bool ShaderConstantsManager::LoadAndSetVertexShaderConstants()
{
bool command_list_executed = false;
if (VertexShaderManager::dirty)
{
command_list_executed = s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->AllocateSpaceInBuffer(
s_shader_constant_buffer_padded_sizes[SHADER_STAGE_VERTEX_SHADER],
0 // The padded sizes are already aligned to 256 bytes, so don't need to worry about manually aligning offset.
);
memcpy(
s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->GetCPUAddressOfCurrentAllocation(),
&VertexShaderManager::constants,
sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, true);
}
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV))
{
const D3D12_GPU_VIRTUAL_ADDRESS calculated_gpu_va =
s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->GetGPUAddressOfCurrentAllocation();
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_VS_CBV,
calculated_gpu_va
);
if (g_ActiveConfig.bEnablePixelLighting)
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_PS_CBVTWO,
calculated_gpu_va
);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, false);
}
return command_list_executed;
}
}