dolphin/Source/Core/VideoBackends/D3D12/D3D12Renderer.cpp
Robin Kertels a07ee729e5
VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer
BindFramebuffer depends on the pipeline which might not be set yet.
That's why the framebuffer dirty flag exists in the first place.
I assume BindFramebuffer was called directly here, in order to handle
the texture state transitions necessary for DiscardResource.
The state is tracked anyway, so we can just issue those transitions there
too and defer binding the actual framebuffer.

Fixes an issue in Zelda Twilight Princess with EFB depth peeks.
Dolphin would bind a frame buffer which doesn't have an integer format
descriptor for the color target before binding the new pipeline.
So it would accidentally use the 0 descriptor.

Debug layer error:
D3D12 ERROR: ID3D12CommandList::OMSetRenderTargets:
Specified CPU descriptor handle ptr=0x0000000000000000 does not refer to
a location in a descriptor heap. pRenderTargetDescriptors[0] is the issue.
[ EXECUTION ERROR #646: INVALID_DESCRIPTOR_HANDLE]
2022-10-29 23:41:32 +02:00

775 lines
26 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12BoundingBox.h"
#include "VideoBackends/D3D12/D3D12PerfQuery.h"
#include "VideoBackends/D3D12/D3D12SwapChain.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoBackends/D3D12/DX12Pipeline.h"
#include "VideoBackends/D3D12/DX12Shader.h"
#include "VideoBackends/D3D12/DX12Texture.h"
#include "VideoBackends/D3D12/DX12VertexFormat.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
static bool UsesDynamicVertexLoader(const AbstractPipeline* pipeline)
{
const AbstractPipelineUsage usage = static_cast<const DXPipeline*>(pipeline)->GetUsage();
return (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader &&
usage == AbstractPipelineUsage::GXUber) ||
(g_ActiveConfig.UseVSForLinePointExpand() && usage != AbstractPipelineUsage::Utility);
}
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
backbuffer_scale,
swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
m_swap_chain(std::move(swap_chain))
{
m_state.root_signature = g_dx_context->GetGXRootSignature();
// Textures must be populated with null descriptors, since we copy directly from this array.
for (u32 i = 0; i < MAX_TEXTURES; i++)
{
m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
m_state.samplers.states[i] = RenderState::GetPointSamplerState();
}
}
Renderer::~Renderer() = default;
bool Renderer::IsHeadless() const
{
return !m_swap_chain;
}
bool Renderer::Initialize()
{
if (!::Renderer::Initialize())
return false;
return true;
}
void Renderer::Shutdown()
{
m_swap_chain.reset();
::Renderer::Shutdown();
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return DXTexture::Create(config, name);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
static_cast<DXTexture*>(depth_attachment));
}
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
return DXShader::CreateFromSource(stage, source, name);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length,
std::string_view name)
{
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
}
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<DXVertexFormat>(vtx_decl);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return DXPipeline::Create(config, cache_data, cache_data_length);
}
std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
{
return std::make_unique<D3D12BoundingBox>();
}
void Renderer::Flush()
{
ExecuteCommandList(false);
}
void Renderer::WaitForGPUIdle()
{
ExecuteCommandList(true);
}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z)
{
// Use a fast path without the shader if both color/alpha are enabled.
const bool fast_color_clear = color_enable && (alpha_enable || !EFBHasAlphaChannel());
if (fast_color_clear || z_enable)
{
MathUtil::Rectangle<int> native_rc = ConvertEFBRectangle(rc);
native_rc.ClampUL(0, 0, m_current_framebuffer->GetWidth(), m_current_framebuffer->GetHeight());
const D3D12_RECT d3d_clear_rc{native_rc.left, native_rc.top, native_rc.right, native_rc.bottom};
if (fast_color_clear)
{
static_cast<DXTexture*>(m_current_framebuffer->GetColorAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
const std::array<float, 4> clear_color = {
{static_cast<float>((color >> 16) & 0xFF) / 255.0f,
static_cast<float>((color >> 8) & 0xFF) / 255.0f,
static_cast<float>((color >> 0) & 0xFF) / 255.0f,
static_cast<float>((color >> 24) & 0xFF) / 255.0f}};
g_dx_context->GetCommandList()->ClearRenderTargetView(
static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetRTVDescriptor().cpu_handle,
clear_color.data(), 1, &d3d_clear_rc);
color_enable = false;
alpha_enable = false;
}
if (z_enable)
{
static_cast<DXTexture*>(m_current_framebuffer->GetDepthAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
// D3D does not support reversed depth ranges.
const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
g_dx_context->GetCommandList()->ClearDepthStencilView(
static_cast<const DXFramebuffer*>(m_current_framebuffer)->GetDSVDescriptor().cpu_handle,
D3D12_CLEAR_FLAG_DEPTH, clear_depth, 0, 1, &d3d_clear_rc);
z_enable = false;
}
}
// Anything left over, fall back to clear triangle.
if (color_enable || alpha_enable || z_enable)
::Renderer::ClearScreen(rc, color_enable, alpha_enable, z_enable, color, z);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
return;
m_current_pipeline = dx_pipeline;
m_dirty_bits |= DirtyState_Pipeline;
if (dx_pipeline)
{
if (dx_pipeline->GetRootSignature() != m_state.root_signature)
{
m_state.root_signature = dx_pipeline->GetRootSignature();
m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
DirtyState_VS_SRV_Descriptor;
}
if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
{
m_state.using_integer_rtv = dx_pipeline->UseIntegerRTV();
m_dirty_bits |= DirtyState_Framebuffer;
}
if (dx_pipeline->GetPrimitiveTopology() != m_state.primitive_topology)
{
m_state.primitive_topology = dx_pipeline->GetPrimitiveTopology();
m_dirty_bits |= DirtyState_PrimitiveTopology;
}
}
}
void Renderer::BindFramebuffer(DXFramebuffer* fb)
{
if (fb->HasColorBuffer())
{
static_cast<DXTexture*>(fb->GetColorAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
}
if (fb->HasDepthBuffer())
{
static_cast<DXTexture*>(fb->GetDepthAttachment())
->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
g_dx_context->GetCommandList()->OMSetRenderTargets(
fb->GetRTVDescriptorCount(),
m_state.using_integer_rtv ? fb->GetIntRTVDescriptorArray() : fb->GetRTVDescriptorArray(),
FALSE, fb->GetDSVDescriptorArray());
m_current_framebuffer = fb;
m_dirty_bits &= ~DirtyState_Framebuffer;
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
m_current_framebuffer = framebuffer;
m_dirty_bits |= DirtyState_Framebuffer;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
SetFramebuffer(framebuffer);
static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
if (framebuffer->HasColorBuffer())
{
DXTexture* color_attachment = static_cast<DXTexture*>(framebuffer->GetColorAttachment());
color_attachment->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
g_dx_context->GetCommandList()->DiscardResource(color_attachment->GetResource(), &dr);
}
if (framebuffer->HasDepthBuffer())
{
DXTexture* depth_attachment = static_cast<DXTexture*>(framebuffer->GetDepthAttachment());
depth_attachment->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
g_dx_context->GetCommandList()->DiscardResource(depth_attachment->GetResource(), &dr);
}
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
DXFramebuffer* dxfb = static_cast<DXFramebuffer*>(framebuffer);
BindFramebuffer(dxfb);
static const D3D12_DISCARD_REGION dr = {0, nullptr, 0, 1};
if (framebuffer->HasColorBuffer())
{
g_dx_context->GetCommandList()->ClearRenderTargetView(dxfb->GetRTVDescriptor().cpu_handle,
color_value.data(), 0, nullptr);
}
if (framebuffer->HasDepthBuffer())
{
g_dx_context->GetCommandList()->ClearDepthStencilView(
dxfb->GetDSVDescriptor().cpu_handle, D3D12_CLEAR_FLAG_DEPTH, depth_value, 0, 0, nullptr);
}
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
if (m_state.scissor.left == rc.left && m_state.scissor.right == rc.right &&
m_state.scissor.top == rc.top && m_state.scissor.bottom == rc.bottom)
{
return;
}
m_state.scissor.left = rc.left;
m_state.scissor.right = rc.right;
m_state.scissor.top = rc.top;
m_state.scissor.bottom = rc.bottom;
m_dirty_bits |= DirtyState_ScissorRect;
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.textures[index].ptr == dxtex->GetSRVDescriptor().cpu_handle.ptr)
return;
m_state.textures[index].ptr = dxtex->GetSRVDescriptor().cpu_handle.ptr;
if (dxtex)
dxtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
m_dirty_bits |= DirtyState_Textures;
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
if (m_state.samplers.states[index] == state)
return;
m_state.samplers.states[index] = state;
m_dirty_bits |= DirtyState_Samplers;
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
const DXTexture* dxtex = static_cast<const DXTexture*>(texture);
if (m_state.compute_image_texture == dxtex)
return;
m_state.compute_image_texture = dxtex;
if (dxtex)
dxtex->TransitionToState(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
m_dirty_bits |= DirtyState_ComputeImageTexture;
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
const auto srv_shadow_descriptor =
static_cast<const DXTexture*>(texture)->GetSRVDescriptor().cpu_handle;
for (u32 i = 0; i < MAX_TEXTURES; i++)
{
if (m_state.textures[i].ptr == srv_shadow_descriptor.ptr)
{
m_state.textures[i].ptr = g_dx_context->GetNullSRVDescriptor().cpu_handle.ptr;
m_dirty_bits |= DirtyState_Textures;
}
}
if (m_state.compute_image_texture == texture)
{
m_state.compute_image_texture = nullptr;
m_dirty_bits |= DirtyState_ComputeImageTexture;
}
}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
if (m_state.viewport.TopLeftX == x && m_state.viewport.TopLeftY == y &&
m_state.viewport.Width == width && m_state.viewport.Height == height &&
near_depth == m_state.viewport.MinDepth && far_depth == m_state.viewport.MaxDepth)
{
return;
}
m_state.viewport.TopLeftX = x;
m_state.viewport.TopLeftY = y;
m_state.viewport.Width = width;
m_state.viewport.Height = height;
m_state.viewport.MinDepth = near_depth;
m_state.viewport.MaxDepth = far_depth;
m_dirty_bits |= DirtyState_Viewport;
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
if (!ApplyState())
return;
g_dx_context->GetCommandList()->DrawInstanced(num_vertices, 1, base_vertex, 0);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (!ApplyState())
return;
// DX12 is great and doesn't include the base vertex in SV_VertexID
if (UsesDynamicVertexLoader(m_current_pipeline))
g_dx_context->GetCommandList()->SetGraphicsRoot32BitConstant(
ROOT_PARAMETER_BASE_VERTEX_CONSTANT, base_vertex, 0);
g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
if (m_dirty_bits & DirtyState_ComputeImageTexture && !UpdateComputeUAVDescriptorTable())
{
ExecuteCommandList(false);
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
UpdateComputeUAVDescriptorTable();
}
// Share graphics and compute state. No need to track now since dispatches are infrequent.
auto* const cmdlist = g_dx_context->GetCommandList();
cmdlist->SetPipelineState(static_cast<const DXShader*>(shader)->GetComputePipeline());
cmdlist->SetComputeRootConstantBufferView(CS_ROOT_PARAMETER_CBV, m_state.constant_buffers[0]);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SRV, m_state.srv_descriptor_base);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_SAMPLERS,
m_state.sampler_descriptor_base);
cmdlist->SetComputeRootDescriptorTable(CS_ROOT_PARAMETER_UAV,
m_state.compute_uav_descriptor_base);
cmdlist->Dispatch(groups_x, groups_y, groups_z);
// Compute and graphics state share the same pipeline object? :(
m_dirty_bits |= DirtyState_Pipeline;
}
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(), clear_color);
}
void Renderer::CheckForSwapChainChanges()
{
const bool surface_changed = m_surface_changed.TestAndClear();
const bool surface_resized =
m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
if (!surface_changed && !surface_resized)
return;
// The swap chain could be in use from a previous frame.
WaitForGPUIdle();
if (surface_changed)
{
m_swap_chain->ChangeSurface(m_new_surface_handle);
m_new_surface_handle = nullptr;
}
else
{
m_swap_chain->ResizeSwapChain();
}
m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
}
void Renderer::PresentBackbuffer()
{
m_current_framebuffer = nullptr;
m_swap_chain->GetCurrentTexture()->TransitionToState(D3D12_RESOURCE_STATE_PRESENT);
ExecuteCommandList(false);
m_swap_chain->Present();
}
void Renderer::OnConfigChanged(u32 bits)
{
::Renderer::OnConfigChanged(bits);
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
ExecuteCommandList(true);
m_swap_chain->SetStereo(SwapChain::WantsStereo());
}
// Wipe sampler cache if force texture filtering or anisotropy changes.
if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
{
ExecuteCommandList(true);
g_dx_context->GetSamplerHeapManager().Clear();
g_dx_context->ResetSamplerAllocators();
}
// If the host config changed (e.g. bbox/per-pixel-shading), recreate the root signature.
if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
g_dx_context->RecreateGXRootSignature();
}
void Renderer::ExecuteCommandList(bool wait_for_completion)
{
PerfQuery::GetInstance()->ResolveQueries();
g_dx_context->ExecuteCommandList(wait_for_completion);
m_dirty_bits = DirtyState_All;
}
void Renderer::SetConstantBuffer(u32 index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
if (m_state.constant_buffers[index] == address)
return;
m_state.constant_buffers[index] = address;
m_dirty_bits |= DirtyState_PS_CBV << index;
}
void Renderer::SetTextureDescriptor(u32 index, D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if (m_state.textures[index].ptr == handle.ptr)
return;
m_state.textures[index].ptr = handle.ptr;
m_dirty_bits |= DirtyState_Textures;
}
void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if (m_state.ps_uav.ptr == handle.ptr)
return;
m_state.ps_uav = handle;
m_dirty_bits |= DirtyState_PS_UAV;
}
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
u32 stride, u32 size)
{
if (m_state.vertex_buffer.BufferLocation != address ||
m_state.vertex_buffer.StrideInBytes != stride || m_state.vertex_buffer.SizeInBytes != size)
{
m_state.vertex_buffer.BufferLocation = address;
m_state.vertex_buffer.StrideInBytes = stride;
m_state.vertex_buffer.SizeInBytes = size;
m_dirty_bits |= DirtyState_VertexBuffer;
}
if (m_state.vs_srv.ptr != srv.ptr)
{
m_state.vs_srv = srv;
m_dirty_bits |= DirtyState_VS_SRV;
}
}
void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
{
if (m_state.index_buffer.BufferLocation == address && m_state.index_buffer.SizeInBytes == size &&
m_state.index_buffer.Format == format)
{
return;
}
m_state.index_buffer.BufferLocation = address;
m_state.index_buffer.SizeInBytes = size;
m_state.index_buffer.Format = format;
m_dirty_bits |= DirtyState_IndexBuffer;
}
bool Renderer::ApplyState()
{
if (!m_current_framebuffer || !m_current_pipeline)
return false;
// Updating the descriptor tables can cause command list execution if no descriptors remain.
SetRootSignatures();
SetDescriptorHeaps();
UpdateDescriptorTables();
// Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
// if utility pipelines are bound.
const u32 dirty_bits = m_dirty_bits;
m_dirty_bits &=
~(DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport |
DirtyState_ScissorRect | DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor |
DirtyState_UAV_Descriptor | DirtyState_VertexBuffer | DirtyState_IndexBuffer |
DirtyState_PrimitiveTopology | DirtyState_VS_SRV_Descriptor);
auto* const cmdlist = g_dx_context->GetCommandList();
auto* const pipeline = static_cast<const DXPipeline*>(m_current_pipeline);
if (dirty_bits & DirtyState_Pipeline)
cmdlist->SetPipelineState(pipeline->GetPipeline());
if (dirty_bits & DirtyState_Framebuffer)
BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
if (dirty_bits & DirtyState_Viewport)
cmdlist->RSSetViewports(1, &m_state.viewport);
if (dirty_bits & DirtyState_ScissorRect)
cmdlist->RSSetScissorRects(1, &m_state.scissor);
if (dirty_bits & DirtyState_VertexBuffer)
cmdlist->IASetVertexBuffers(0, 1, &m_state.vertex_buffer);
if (dirty_bits & DirtyState_IndexBuffer)
cmdlist->IASetIndexBuffer(&m_state.index_buffer);
if (dirty_bits & DirtyState_PrimitiveTopology)
cmdlist->IASetPrimitiveTopology(m_state.primitive_topology);
if (dirty_bits & DirtyState_SRV_Descriptor)
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SRV, m_state.srv_descriptor_base);
if (dirty_bits & DirtyState_Sampler_Descriptor)
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_SAMPLERS,
m_state.sampler_descriptor_base);
}
if (pipeline->GetUsage() != AbstractPipelineUsage::Utility)
{
if (dirty_bits & DirtyState_VS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV,
m_state.constant_buffers[1]);
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV2,
m_state.constant_buffers[1]);
if (g_ActiveConfig.bEnablePixelLighting)
{
cmdlist->SetGraphicsRootConstantBufferView(
g_ActiveConfig.bBBoxEnable ? ROOT_PARAMETER_PS_CBV2 : ROOT_PARAMETER_PS_UAV_OR_CBV2,
m_state.constant_buffers[1]);
}
}
if (dirty_bits & DirtyState_VS_SRV_Descriptor && UsesDynamicVertexLoader(pipeline))
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_VS_SRV,
m_state.vertex_srv_descriptor_base);
}
if (dirty_bits & DirtyState_GS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
m_state.constant_buffers[2]);
}
if (dirty_bits & DirtyState_UAV_Descriptor && g_ActiveConfig.bBBoxEnable)
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_PS_UAV_OR_CBV2,
m_state.uav_descriptor_base);
}
}
if (dirty_bits & DirtyState_PS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_PS_CBV, m_state.constant_buffers[0]);
}
return true;
}
void Renderer::SetRootSignatures()
{
const u32 dirty_bits = m_dirty_bits;
if (dirty_bits & DirtyState_RootSignature)
g_dx_context->GetCommandList()->SetGraphicsRootSignature(m_state.root_signature);
if (dirty_bits & DirtyState_ComputeRootSignature)
{
g_dx_context->GetCommandList()->SetComputeRootSignature(
g_dx_context->GetComputeRootSignature());
}
m_dirty_bits &= ~(DirtyState_RootSignature | DirtyState_ComputeRootSignature);
}
void Renderer::SetDescriptorHeaps()
{
if (m_dirty_bits & DirtyState_DescriptorHeaps)
{
g_dx_context->GetCommandList()->SetDescriptorHeaps(g_dx_context->GetGPUDescriptorHeapCount(),
g_dx_context->GetGPUDescriptorHeaps());
m_dirty_bits &= ~DirtyState_DescriptorHeaps;
}
}
void Renderer::UpdateDescriptorTables()
{
// Samplers force a full sync because any of the samplers could be in use.
const bool texture_update_failed =
(m_dirty_bits & DirtyState_Textures) && !UpdateSRVDescriptorTable();
const bool sampler_update_failed =
(m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
const bool srv_update_failed =
(m_dirty_bits & DirtyState_VS_SRV) && !UpdateVSSRVDescriptorTable();
if (texture_update_failed || sampler_update_failed || uav_update_failed || srv_update_failed)
{
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for temporary {}",
texture_update_failed ? "descriptors" : "samplers");
ExecuteCommandList(false);
SetRootSignatures();
SetDescriptorHeaps();
UpdateSRVDescriptorTable();
UpdateSamplerDescriptorTable();
UpdateUAVDescriptorTable();
UpdateVSSRVDescriptorTable();
}
}
bool Renderer::UpdateSRVDescriptorTable()
{
static constexpr std::array<UINT, MAX_TEXTURES> src_sizes = {1, 1, 1, 1, 1, 1, 1, 1};
DescriptorHandle dst_base_handle;
const UINT dst_handle_sizes = 8;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(MAX_TEXTURES, &dst_base_handle))
return false;
g_dx_context->GetDevice()->CopyDescriptors(
1, &dst_base_handle.cpu_handle, &dst_handle_sizes, MAX_TEXTURES, m_state.textures.data(),
src_sizes.data(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.srv_descriptor_base = dst_base_handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_Textures) | DirtyState_SRV_Descriptor;
return true;
}
bool Renderer::UpdateSamplerDescriptorTable()
{
if (!g_dx_context->GetSamplerAllocator()->GetGroupHandle(m_state.samplers,
&m_state.sampler_descriptor_base))
{
g_dx_context->ResetSamplerAllocators();
return false;
}
m_dirty_bits = (m_dirty_bits & ~DirtyState_Samplers) | DirtyState_Sampler_Descriptor;
return true;
}
bool Renderer::UpdateUAVDescriptorTable()
{
// We can skip writing the UAV descriptor if bbox isn't enabled, since it's not used otherwise.
if (!g_ActiveConfig.bBBoxEnable)
return true;
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.ps_uav,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.uav_descriptor_base = handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_PS_UAV) | DirtyState_UAV_Descriptor;
return true;
}
bool Renderer::UpdateVSSRVDescriptorTable()
{
if (!UsesDynamicVertexLoader(m_current_pipeline))
{
return true;
}
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.vs_srv,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.vertex_srv_descriptor_base = handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_VS_SRV) | DirtyState_VS_SRV_Descriptor;
return true;
}
bool Renderer::UpdateComputeUAVDescriptorTable()
{
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
if (m_state.compute_image_texture)
{
g_dx_context->GetDevice()->CopyDescriptorsSimple(
1, handle.cpu_handle, m_state.compute_image_texture->GetUAVDescriptor().cpu_handle,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
else
{
constexpr D3D12_UNORDERED_ACCESS_VIEW_DESC null_uav_desc = {};
g_dx_context->GetDevice()->CreateUnorderedAccessView(nullptr, nullptr, &null_uav_desc,
handle.cpu_handle);
}
m_dirty_bits &= ~DirtyState_ComputeImageTexture;
m_state.compute_uav_descriptor_base = handle.gpu_handle;
return true;
}
} // namespace DX12