dolphin/Source/Core/VideoBackends/D3D12/D3DState.h

192 lines
6 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <stack>
#include <unordered_map>
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/NativeVertexFormat.h"
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoCommon/BPMemory.h"
namespace DX12
{
class PipelineStateCacheInserter;
union RasterizerState
{
BitField<0, 2, D3D12_CULL_MODE> cull_mode;
u32 hex;
};
union BlendState
{
BitField<0, 1, u32> blend_enable;
BitField<1, 3, D3D12_BLEND_OP> blend_op;
BitField<4, 4, u8> write_mask;
BitField<8, 5, D3D12_BLEND> src_blend;
BitField<13, 5, D3D12_BLEND> dst_blend;
BitField<18, 1, u32> use_dst_alpha;
u32 hex;
};
union SamplerState
{
BitField<0, 3, u32> min_filter;
BitField<3, 1, u32> mag_filter;
BitField<4, 8, u32> min_lod;
BitField<12, 8, u32> max_lod;
BitField<20, 8, s32> lod_bias;
BitField<28, 2, u32> wrap_s;
BitField<30, 2, u32> wrap_t;
u32 hex;
};
struct SmallPsoDesc
{
D3D12_SHADER_BYTECODE gs_bytecode;
D3D12_SHADER_BYTECODE ps_bytecode;
D3D12_SHADER_BYTECODE vs_bytecode;
D3DVertexFormat* input_layout;
BlendState blend_state;
RasterizerState rasterizer_state;
ZMode depth_stencil_state;
};
// The Bitfield members in BlendState, RasterizerState, and ZMode cause the..
// static_assert(std::is_trivially_copyable<K>::value, "K must be a trivially copyable type");
// .. check in LinearDiskCache to fail. So, just storing the packed u32 values.
struct SmallPsoDiskDesc
{
u32 blend_state_hex;
u32 rasterizer_state_hex;
u32 depth_stencil_state_hex;
PixelShaderUid ps_uid;
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology;
PortableVertexDeclaration vertex_declaration; // Used to construct the input layout.
};
class StateCache
{
public:
StateCache();
static void Init();
// Get D3D12 descs for the internal state bitfields.
static D3D12_SAMPLER_DESC GetDesc12(SamplerState state);
static D3D12_BLEND_DESC GetDesc12(BlendState state);
static D3D12_RASTERIZER_DESC GetDesc12(RasterizerState state);
static D3D12_DEPTH_STENCIL_DESC GetDesc12(ZMode state);
HRESULT GetPipelineStateObjectFromCache(D3D12_GRAPHICS_PIPELINE_STATE_DESC* pso_desc, ID3D12PipelineState** pso);
HRESULT GetPipelineStateObjectFromCache(SmallPsoDesc* pso_desc, ID3D12PipelineState** pso, D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, const GeometryShaderUid* gs_uid, const PixelShaderUid* ps_uid, const VertexShaderUid* vs_uid);
// Called when the MSAA count/quality changes. Invalidates all small PSOs.
void OnMSAASettingsChanged();
// Release all cached states and clear hash tables.
void Clear();
private:
friend DX12::PipelineStateCacheInserter;
D3D12_GRAPHICS_PIPELINE_STATE_DESC m_current_pso_desc;
struct hash_pso_desc
{
size_t operator()(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& pso_desc) const
{
return ((uintptr_t)pso_desc.PS.pShaderBytecode * 1000000) ^ ((uintptr_t)pso_desc.VS.pShaderBytecode * 1000) ^ ((uintptr_t)pso_desc.InputLayout.pInputElementDescs);
}
};
struct equality_pipeline_state_desc
{
bool operator()(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& lhs, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& rhs) const
{
return std::tie(lhs.PS.pShaderBytecode, lhs.VS.pShaderBytecode, lhs.GS.pShaderBytecode,
lhs.RasterizerState.CullMode,
lhs.DepthStencilState.DepthEnable,
lhs.DepthStencilState.DepthFunc,
lhs.DepthStencilState.DepthWriteMask,
lhs.BlendState.RenderTarget[0].BlendEnable,
lhs.BlendState.RenderTarget[0].BlendOp,
lhs.BlendState.RenderTarget[0].DestBlend,
lhs.BlendState.RenderTarget[0].SrcBlend,
lhs.BlendState.RenderTarget[0].RenderTargetWriteMask,
lhs.RTVFormats[0],
lhs.SampleDesc.Count) ==
std::tie(rhs.PS.pShaderBytecode, rhs.VS.pShaderBytecode, rhs.GS.pShaderBytecode,
rhs.RasterizerState.CullMode,
rhs.DepthStencilState.DepthEnable,
rhs.DepthStencilState.DepthFunc,
rhs.DepthStencilState.DepthWriteMask,
rhs.BlendState.RenderTarget[0].BlendEnable,
rhs.BlendState.RenderTarget[0].BlendOp,
rhs.BlendState.RenderTarget[0].DestBlend,
rhs.BlendState.RenderTarget[0].SrcBlend,
rhs.BlendState.RenderTarget[0].RenderTargetWriteMask,
rhs.RTVFormats[0],
rhs.SampleDesc.Count);
}
};
std::unordered_map<D3D12_GRAPHICS_PIPELINE_STATE_DESC, ID3D12PipelineState*, hash_pso_desc, equality_pipeline_state_desc> m_pso_map;
struct hash_small_pso_desc
{
size_t operator()(const SmallPsoDesc& pso_desc) const
{
return ((uintptr_t)pso_desc.vs_bytecode.pShaderBytecode << 10) ^
((uintptr_t)pso_desc.ps_bytecode.pShaderBytecode) +
pso_desc.blend_state.hex +
pso_desc.depth_stencil_state.hex;
}
};
struct equality_small_pipeline_state_desc
{
bool operator()(const SmallPsoDesc& lhs, const SmallPsoDesc& rhs) const
{
return std::tie(lhs.ps_bytecode.pShaderBytecode, lhs.vs_bytecode.pShaderBytecode, lhs.gs_bytecode.pShaderBytecode,
lhs.input_layout, lhs.blend_state.hex, lhs.depth_stencil_state.hex, lhs.rasterizer_state.hex) ==
std::tie(rhs.ps_bytecode.pShaderBytecode, rhs.vs_bytecode.pShaderBytecode, rhs.gs_bytecode.pShaderBytecode,
rhs.input_layout, rhs.blend_state.hex, rhs.depth_stencil_state.hex, rhs.rasterizer_state.hex);
}
};
struct hash_shader_bytecode
{
size_t operator()(const D3D12_SHADER_BYTECODE& shader) const
{
return (uintptr_t)shader.pShaderBytecode;
}
};
struct equality_shader_bytecode
{
bool operator()(const D3D12_SHADER_BYTECODE& lhs, const D3D12_SHADER_BYTECODE& rhs) const
{
return lhs.pShaderBytecode == rhs.pShaderBytecode;
}
};
std::unordered_map<SmallPsoDesc, ID3D12PipelineState*, hash_small_pso_desc, equality_small_pipeline_state_desc> m_small_pso_map;
};
} // namespace DX12