mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-04-28 21:37:58 +03:00
Implement rasterization path for framebuffer copy operations. (#270)
* Move all copies & resolves to rasterization. * Fix Vulkan crash. * Implement hardware resolve path for both color and depth targets.
This commit is contained in:
parent
aaad10d797
commit
11d0fd2f9c
17 changed files with 280 additions and 75 deletions
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@ -414,7 +414,9 @@ function(compile_pixel_shader FILE_PATH)
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endfunction()
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compile_pixel_shader(blend_color_alpha_ps)
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compile_vertex_shader(copy_vs)
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compile_vertex_shader(copy_vs)
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compile_pixel_shader(copy_color_ps)
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compile_pixel_shader(copy_depth_ps)
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compile_pixel_shader(csd_filter_ps)
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compile_vertex_shader(csd_no_tex_vs)
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compile_vertex_shader(csd_vs)
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@ -427,7 +429,10 @@ compile_pixel_shader(gamma_correction_ps)
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compile_pixel_shader(imgui_ps)
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compile_vertex_shader(imgui_vs)
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compile_pixel_shader(movie_ps)
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compile_vertex_shader(movie_vs)
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compile_vertex_shader(movie_vs)
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compile_pixel_shader(resolve_msaa_color_2x)
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compile_pixel_shader(resolve_msaa_color_4x)
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compile_pixel_shader(resolve_msaa_color_8x)
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compile_pixel_shader(resolve_msaa_depth_2x)
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compile_pixel_shader(resolve_msaa_depth_4x)
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compile_pixel_shader(resolve_msaa_depth_8x)
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@ -27,6 +27,8 @@
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//# define D3D12_DEBUG_LAYER_GPU_BASED_VALIDATION_ENABLED
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#endif
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//#define D3D12_DEBUG_SET_STABLE_POWER_STATE
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// Old Windows SDK versions don't provide this macro, so we workaround it by making sure it is defined.
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#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
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#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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@ -692,6 +694,20 @@ namespace plume {
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);
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}
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static D3D12_RESOLVE_MODE toD3D12(RenderResolveMode resolveMode) {
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switch (resolveMode) {
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case RenderResolveMode::MIN:
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return D3D12_RESOLVE_MODE_MIN;
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case RenderResolveMode::MAX:
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return D3D12_RESOLVE_MODE_MAX;
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case RenderResolveMode::AVERAGE:
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return D3D12_RESOLVE_MODE_AVERAGE;
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default:
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assert(false && "Unknown resolve mode.");
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return D3D12_RESOLVE_MODE_AVERAGE;
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}
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}
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static void setObjectName(ID3D12Object *object, const std::string &name) {
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const std::wstring wideCharName = Utf8ToUtf16(name);
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object->SetName(wideCharName.c_str());
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@ -1916,7 +1932,7 @@ namespace plume {
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resetSamplePositions();
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}
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void D3D12CommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) {
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void D3D12CommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) {
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assert(dstTexture != nullptr);
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assert(srcTexture != nullptr);
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@ -1931,7 +1947,7 @@ namespace plume {
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}
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setSamplePositions(interfaceDstTexture);
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d3d->ResolveSubresourceRegion(interfaceDstTexture->d3d, 0, dstX, dstY, interfaceSrcTexture->d3d, 0, (srcRect != nullptr) ? &rect : nullptr, toDXGI(interfaceDstTexture->desc.format), D3D12_RESOLVE_MODE_AVERAGE);
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d3d->ResolveSubresourceRegion(interfaceDstTexture->d3d, 0, dstX, dstY, interfaceSrcTexture->d3d, 0, (srcRect != nullptr) ? &rect : nullptr, toDXGI(interfaceDstTexture->desc.format), toD3D12(resolveMode));
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resetSamplePositions();
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}
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@ -3373,6 +3389,10 @@ namespace plume {
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return;
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}
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#ifdef D3D12_DEBUG_SET_STABLE_POWER_STATE
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d3d->SetStablePowerState(TRUE);
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#endif
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = d3d;
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allocatorDesc.pAdapter = adapter;
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@ -192,7 +192,7 @@ namespace plume {
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void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) override;
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void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
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void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
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void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) override;
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void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) override;
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void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) override;
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void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) override;
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void discardTexture(const RenderTexture* texture) override;
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@ -143,7 +143,7 @@ namespace plume {
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virtual void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) = 0;
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virtual void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) = 0;
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virtual void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) = 0;
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virtual void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect = nullptr) = 0;
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virtual void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect = nullptr, RenderResolveMode resolveMode = RenderResolveMode::AVERAGE) = 0;
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virtual void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) = 0;
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virtual void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) = 0;
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virtual void discardTexture(const RenderTexture* texture) = 0; // D3D12 only.
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@ -483,6 +483,12 @@ namespace plume {
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CPU
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};
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enum class RenderResolveMode {
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MIN,
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MAX,
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AVERAGE
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};
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// Global functions.
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constexpr uint32_t RenderFormatSize(RenderFormat format) {
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@ -3074,12 +3074,13 @@ namespace plume {
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}
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void VulkanCommandList::resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) {
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resolveTextureRegion(dstTexture, 0, 0, srcTexture, nullptr);
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resolveTextureRegion(dstTexture, 0, 0, srcTexture, nullptr, RenderResolveMode::AVERAGE);
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}
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void VulkanCommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) {
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void VulkanCommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) {
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assert(dstTexture != nullptr);
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assert(srcTexture != nullptr);
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assert(resolveMode == RenderResolveMode::AVERAGE && "Vulkan only supports AVERAGE resolve mode.");
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thread_local std::vector<VkImageResolve> imageResolves;
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imageResolves.clear();
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@ -315,7 +315,7 @@ namespace plume {
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void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) override;
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void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
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void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
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void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) override;
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void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) override;
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void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) override;
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void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) override;
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void discardTexture(const RenderTexture* texture) override;
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8
UnleashedRecomp/gpu/shader/copy_color_ps.hlsl
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8
UnleashedRecomp/gpu/shader/copy_color_ps.hlsl
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@ -0,0 +1,8 @@
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#include "copy_common.hlsli"
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Texture2D<float4> g_Texture2DDescriptorHeap[] : register(t0, space0);
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float4 main(in float4 position : SV_Position) : SV_Target
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{
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return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0));
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}
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8
UnleashedRecomp/gpu/shader/copy_common.hlsli
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8
UnleashedRecomp/gpu/shader/copy_common.hlsli
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#pragma once
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struct PushConstants
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{
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uint ResourceDescriptorIndex;
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};
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[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants : register(b3, space4);
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8
UnleashedRecomp/gpu/shader/copy_depth_ps.hlsl
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8
UnleashedRecomp/gpu/shader/copy_depth_ps.hlsl
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#include "copy_common.hlsli"
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Texture2D<float> g_Texture2DDescriptorHeap[] : register(t0, space0);
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float main(in float4 position : SV_Position) : SV_Depth
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{
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return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0));
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}
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15
UnleashedRecomp/gpu/shader/resolve_msaa_color.hlsli
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15
UnleashedRecomp/gpu/shader/resolve_msaa_color.hlsli
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#pragma once
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#include "copy_common.hlsli"
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Texture2DMS<float4, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
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float4 main(in float4 position : SV_Position) : SV_Target
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{
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float4 result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
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[unroll] for (int i = 1; i < SAMPLE_COUNT; i++)
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result += g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i);
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return result / SAMPLE_COUNT;
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}
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2
UnleashedRecomp/gpu/shader/resolve_msaa_color_2x.hlsl
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2
UnleashedRecomp/gpu/shader/resolve_msaa_color_2x.hlsl
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#define SAMPLE_COUNT 2
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#include "resolve_msaa_color.hlsli"
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2
UnleashedRecomp/gpu/shader/resolve_msaa_color_4x.hlsl
Normal file
2
UnleashedRecomp/gpu/shader/resolve_msaa_color_4x.hlsl
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#define SAMPLE_COUNT 4
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#include "resolve_msaa_color.hlsli"
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2
UnleashedRecomp/gpu/shader/resolve_msaa_color_8x.hlsl
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2
UnleashedRecomp/gpu/shader/resolve_msaa_color_8x.hlsl
Normal file
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#define SAMPLE_COUNT 8
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#include "resolve_msaa_color.hlsli"
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@ -1,11 +1,6 @@
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#pragma once
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struct PushConstants
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{
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uint ResourceDescriptorIndex;
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};
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[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants : register(b3, space4);
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#include "copy_common.hlsli"
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Texture2DMS<float, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
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@ -40,6 +40,8 @@
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#ifdef UNLEASHED_RECOMP_D3D12
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#include "shader/blend_color_alpha_ps.hlsl.dxil.h"
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#include "shader/copy_vs.hlsl.dxil.h"
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#include "shader/copy_color_ps.hlsl.dxil.h"
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#include "shader/copy_depth_ps.hlsl.dxil.h"
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#include "shader/csd_filter_ps.hlsl.dxil.h"
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#include "shader/csd_no_tex_vs.hlsl.dxil.h"
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#include "shader/csd_vs.hlsl.dxil.h"
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#include "shader/imgui_vs.hlsl.dxil.h"
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#include "shader/movie_ps.hlsl.dxil.h"
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#include "shader/movie_vs.hlsl.dxil.h"
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#include "shader/resolve_msaa_color_2x.hlsl.dxil.h"
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#include "shader/resolve_msaa_color_4x.hlsl.dxil.h"
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#include "shader/resolve_msaa_color_8x.hlsl.dxil.h"
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#include "shader/resolve_msaa_depth_2x.hlsl.dxil.h"
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#include "shader/resolve_msaa_depth_4x.hlsl.dxil.h"
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#include "shader/resolve_msaa_depth_8x.hlsl.dxil.h"
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#include "shader/blend_color_alpha_ps.hlsl.spirv.h"
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#include "shader/copy_vs.hlsl.spirv.h"
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#include "shader/copy_color_ps.hlsl.spirv.h"
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#include "shader/copy_depth_ps.hlsl.spirv.h"
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#include "shader/csd_filter_ps.hlsl.spirv.h"
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#include "shader/csd_no_tex_vs.hlsl.spirv.h"
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#include "shader/csd_vs.hlsl.spirv.h"
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#include "shader/imgui_vs.hlsl.spirv.h"
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#include "shader/movie_ps.hlsl.spirv.h"
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#include "shader/movie_vs.hlsl.spirv.h"
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#include "shader/resolve_msaa_color_2x.hlsl.spirv.h"
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#include "shader/resolve_msaa_color_4x.hlsl.spirv.h"
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#include "shader/resolve_msaa_color_8x.hlsl.spirv.h"
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#include "shader/resolve_msaa_depth_2x.hlsl.spirv.h"
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#include "shader/resolve_msaa_depth_4x.hlsl.spirv.h"
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#include "shader/resolve_msaa_depth_8x.hlsl.spirv.h"
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};
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#pragma pack(pop)
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struct UploadAllocation
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{
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const RenderBuffer* buffer;
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uint64_t offset;
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uint8_t* memory;
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uint64_t deviceAddress;
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};
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struct SharedConstants
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{
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uint32_t texture2DIndices[16]{};
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static PipelineState g_pipelineState;
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static int32_t g_depthBias;
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static float g_slopeScaledDepthBias;
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static UploadAllocation g_vertexShaderConstants;
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static UploadAllocation g_pixelShaderConstants;
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static SharedConstants g_sharedConstants;
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static GuestTexture* g_textures[16];
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static RenderSamplerDesc g_samplerDescs[16];
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static constexpr bool g_vulkan = true;
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#endif
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static constexpr bool g_hardwareResolve = true;
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static constexpr bool g_hardwareDepthResolve = true;
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static std::unique_ptr<RenderInterface> g_interface;
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static std::unique_ptr<RenderDevice> g_device;
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uint64_t deviceAddress = 0;
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};
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struct UploadAllocation
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{
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const RenderBuffer* buffer;
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uint64_t offset;
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uint8_t* memory;
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uint64_t deviceAddress;
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};
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struct UploadAllocator
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{
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std::vector<UploadBuffer> buffers;
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{ D3DRS_COLORWRITEENABLE, HostToGuestFunction<SetRenderState<D3DRS_COLORWRITEENABLE>> }
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};
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static std::unique_ptr<RenderShader> g_copyShader;
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static std::unique_ptr<RenderShader> g_copyColorShader;
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static ankerl::unordered_dense::map<RenderFormat, std::unique_ptr<RenderPipeline>> g_copyColorPipelines;
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static std::unique_ptr<RenderPipeline> g_copyDepthPipeline;
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static std::unique_ptr<RenderShader> g_resolveMsaaColorShaders[3];
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static ankerl::unordered_dense::map<RenderFormat, std::array<std::unique_ptr<RenderPipeline>, 3>> g_resolveMsaaColorPipelines;
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static std::unique_ptr<RenderPipeline> g_resolveMsaaDepthPipelines[3];
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enum
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@ -1462,6 +1485,9 @@ static void BeginCommandList()
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g_backBuffer->layout = RenderTextureLayout::UNKNOWN;
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g_vertexShaderConstants = {};
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g_pixelShaderConstants = {};
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for (size_t i = 0; i < 16; i++)
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{
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g_sharedConstants.texture2DIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_2D;
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@ -1711,7 +1737,23 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver)
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g_pipelineLayout = pipelineLayoutBuilder.create(g_device.get());
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auto copyShader = CREATE_SHADER(copy_vs);
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g_copyShader = CREATE_SHADER(copy_vs);
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g_copyColorShader = CREATE_SHADER(copy_color_ps);
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auto copyDepthShader = CREATE_SHADER(copy_depth_ps);
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RenderGraphicsPipelineDesc desc;
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desc.pipelineLayout = g_pipelineLayout.get();
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desc.vertexShader = g_copyShader.get();
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desc.pixelShader = copyDepthShader.get();
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desc.depthFunction = RenderComparisonFunction::ALWAYS;
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desc.depthEnabled = true;
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desc.depthWriteEnabled = true;
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desc.depthTargetFormat = RenderFormat::D32_FLOAT;
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g_copyDepthPipeline = g_device->createGraphicsPipeline(desc);
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g_resolveMsaaColorShaders[0] = CREATE_SHADER(resolve_msaa_color_2x);
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g_resolveMsaaColorShaders[1] = CREATE_SHADER(resolve_msaa_color_4x);
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g_resolveMsaaColorShaders[2] = CREATE_SHADER(resolve_msaa_color_8x);
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|
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for (size_t i = 0; i < std::size(g_resolveMsaaDepthPipelines); i++)
|
||||
{
|
||||
|
@ -1729,9 +1771,9 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver)
|
|||
break;
|
||||
}
|
||||
|
||||
RenderGraphicsPipelineDesc desc;
|
||||
desc = {};
|
||||
desc.pipelineLayout = g_pipelineLayout.get();
|
||||
desc.vertexShader = copyShader.get();
|
||||
desc.vertexShader = g_copyShader.get();
|
||||
desc.pixelShader = pixelShader.get();
|
||||
desc.depthFunction = RenderComparisonFunction::ALWAYS;
|
||||
desc.depthEnabled = true;
|
||||
|
@ -1758,9 +1800,9 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver)
|
|||
|
||||
auto gammaCorrectionShader = CREATE_SHADER(gamma_correction_ps);
|
||||
|
||||
RenderGraphicsPipelineDesc desc;
|
||||
desc = {};
|
||||
desc.pipelineLayout = g_pipelineLayout.get();
|
||||
desc.vertexShader = copyShader.get();
|
||||
desc.vertexShader = g_copyShader.get();
|
||||
desc.pixelShader = gammaCorrectionShader.get();
|
||||
desc.renderTargetFormat[0] = BACKBUFFER_FORMAT;
|
||||
desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
|
||||
|
@ -2490,6 +2532,15 @@ void Video::Present()
|
|||
g_presentProfiler.Reset();
|
||||
}
|
||||
|
||||
static void Present(GuestDevice* device)
|
||||
{
|
||||
Video::Present();
|
||||
|
||||
// Invalidate vertex/pixel shader constants.
|
||||
device->dirtyFlags[0] = ~0;
|
||||
device->dirtyFlags[1] = ~0;
|
||||
}
|
||||
|
||||
void Video::StartPipelinePrecompilation()
|
||||
{
|
||||
g_shouldPrecompilePipelines = true;
|
||||
|
@ -2714,7 +2765,13 @@ static GuestTexture* CreateTexture(uint32_t width, uint32_t height, uint32_t dep
|
|||
desc.mipLevels = levels;
|
||||
desc.arraySize = 1;
|
||||
desc.format = ConvertFormat(format);
|
||||
desc.flags = (desc.format == RenderFormat::D32_FLOAT) ? RenderTextureFlag::DEPTH_TARGET : RenderTextureFlag::NONE;
|
||||
|
||||
if (desc.format == RenderFormat::D32_FLOAT)
|
||||
desc.flags = RenderTextureFlag::DEPTH_TARGET;
|
||||
else if (usage != 0)
|
||||
desc.flags = RenderTextureFlag::RENDER_TARGET;
|
||||
else
|
||||
desc.flags = RenderTextureFlag::NONE;
|
||||
|
||||
texture->textureHolder = g_device->createTexture(desc);
|
||||
texture->texture = texture->textureHolder.get();
|
||||
|
@ -2974,24 +3031,25 @@ static bool PopulateBarriersForStretchRect(GuestSurface* renderTarget, GuestSurf
|
|||
|
||||
RenderTextureLayout srcLayout;
|
||||
RenderTextureLayout dstLayout;
|
||||
bool shaderResolve = true;
|
||||
|
||||
if (multiSampling)
|
||||
if (multiSampling && g_hardwareResolve)
|
||||
{
|
||||
if (surface == depthStencil)
|
||||
{
|
||||
srcLayout = RenderTextureLayout::SHADER_READ;
|
||||
dstLayout = RenderTextureLayout::DEPTH_WRITE;
|
||||
}
|
||||
else
|
||||
// Hardware depth resolve is only supported on D3D12 when programmable sample positions are available.
|
||||
bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations;
|
||||
|
||||
if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable)
|
||||
{
|
||||
srcLayout = RenderTextureLayout::RESOLVE_SOURCE;
|
||||
dstLayout = RenderTextureLayout::RESOLVE_DEST;
|
||||
shaderResolve = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
if (shaderResolve)
|
||||
{
|
||||
srcLayout = RenderTextureLayout::COPY_SOURCE;
|
||||
dstLayout = RenderTextureLayout::COPY_DEST;
|
||||
srcLayout = RenderTextureLayout::SHADER_READ;
|
||||
dstLayout = (surface->format == RenderFormat::D32_FLOAT ? RenderTextureLayout::DEPTH_WRITE : RenderTextureLayout::COLOR_WRITE);
|
||||
}
|
||||
|
||||
AddBarrier(surface, srcLayout);
|
||||
|
@ -3018,9 +3076,28 @@ static void ExecutePendingStretchRectCommands(GuestSurface* renderTarget, GuestS
|
|||
|
||||
for (const auto texture : surface->destinationTextures)
|
||||
{
|
||||
if (multiSampling)
|
||||
bool shaderResolve = true;
|
||||
|
||||
if (multiSampling && g_hardwareResolve)
|
||||
{
|
||||
if (surface == depthStencil)
|
||||
bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations;
|
||||
|
||||
if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable)
|
||||
{
|
||||
if (surface->format == RenderFormat::D32_FLOAT)
|
||||
commandList->resolveTextureRegion(texture->texture, 0, 0, surface->texture, nullptr, RenderResolveMode::MIN);
|
||||
else
|
||||
commandList->resolveTexture(texture->texture, surface->texture);
|
||||
|
||||
shaderResolve = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (shaderResolve)
|
||||
{
|
||||
RenderPipeline* pipeline = nullptr;
|
||||
|
||||
if (multiSampling)
|
||||
{
|
||||
uint32_t pipelineIndex = 0;
|
||||
|
||||
|
@ -3040,44 +3117,92 @@ static void ExecutePendingStretchRectCommands(GuestSurface* renderTarget, GuestS
|
|||
break;
|
||||
}
|
||||
|
||||
if (texture->framebuffer == nullptr)
|
||||
if (texture->format == RenderFormat::D32_FLOAT)
|
||||
{
|
||||
pipeline = g_resolveMsaaDepthPipelines[pipelineIndex].get();
|
||||
}
|
||||
else
|
||||
{
|
||||
auto& resolveMsaaColorPipeline = g_resolveMsaaColorPipelines[surface->format][pipelineIndex];
|
||||
if (resolveMsaaColorPipeline == nullptr)
|
||||
{
|
||||
RenderGraphicsPipelineDesc desc;
|
||||
desc.pipelineLayout = g_pipelineLayout.get();
|
||||
desc.vertexShader = g_copyShader.get();
|
||||
desc.pixelShader = g_resolveMsaaColorShaders[pipelineIndex].get();
|
||||
desc.renderTargetFormat[0] = texture->format;
|
||||
desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
|
||||
desc.renderTargetCount = 1;
|
||||
resolveMsaaColorPipeline = g_device->createGraphicsPipeline(desc);
|
||||
}
|
||||
|
||||
pipeline = resolveMsaaColorPipeline.get();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture->format == RenderFormat::D32_FLOAT)
|
||||
{
|
||||
pipeline = g_copyDepthPipeline.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
auto& copyColorPipeline = g_copyColorPipelines[surface->format];
|
||||
if (copyColorPipeline == nullptr)
|
||||
{
|
||||
RenderGraphicsPipelineDesc desc;
|
||||
desc.pipelineLayout = g_pipelineLayout.get();
|
||||
desc.vertexShader = g_copyShader.get();
|
||||
desc.pixelShader = g_copyColorShader.get();
|
||||
desc.renderTargetFormat[0] = texture->format;
|
||||
desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
|
||||
desc.renderTargetCount = 1;
|
||||
copyColorPipeline = g_device->createGraphicsPipeline(desc);
|
||||
}
|
||||
|
||||
pipeline = copyColorPipeline.get();
|
||||
}
|
||||
}
|
||||
|
||||
if (texture->framebuffer == nullptr)
|
||||
{
|
||||
if (texture->format == RenderFormat::D32_FLOAT)
|
||||
{
|
||||
RenderFramebufferDesc desc;
|
||||
desc.depthAttachment = texture->texture;
|
||||
texture->framebuffer = g_device->createFramebuffer(desc);
|
||||
}
|
||||
|
||||
if (g_framebuffer != texture->framebuffer.get())
|
||||
else
|
||||
{
|
||||
commandList->setFramebuffer(texture->framebuffer.get());
|
||||
g_framebuffer = texture->framebuffer.get();
|
||||
}
|
||||
|
||||
commandList->setPipeline(g_resolveMsaaDepthPipelines[pipelineIndex].get());
|
||||
commandList->setViewports(RenderViewport(0.0f, 0.0f, float(texture->width), float(texture->height), 0.0f, 1.0f));
|
||||
commandList->setScissors(RenderRect(0, 0, texture->width, texture->height));
|
||||
commandList->setGraphicsPushConstants(0, &surface->descriptorIndex, 0, sizeof(uint32_t));
|
||||
commandList->drawInstanced(6, 1, 0, 0);
|
||||
|
||||
g_dirtyStates.renderTargetAndDepthStencil = true;
|
||||
g_dirtyStates.viewport = true;
|
||||
g_dirtyStates.pipelineState = true;
|
||||
g_dirtyStates.scissorRect = true;
|
||||
|
||||
if (g_vulkan)
|
||||
{
|
||||
g_dirtyStates.depthBias = true; // Static depth bias in MSAA pipeline invalidates dynamic depth bias.
|
||||
g_dirtyStates.vertexShaderConstants = true;
|
||||
RenderFramebufferDesc desc;
|
||||
desc.colorAttachments = const_cast<const RenderTexture**>(&texture->texture);
|
||||
desc.colorAttachmentsCount = 1;
|
||||
texture->framebuffer = g_device->createFramebuffer(desc);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
if (g_framebuffer != texture->framebuffer.get())
|
||||
{
|
||||
commandList->resolveTexture(texture->texture, surface->texture);
|
||||
commandList->setFramebuffer(texture->framebuffer.get());
|
||||
g_framebuffer = texture->framebuffer.get();
|
||||
}
|
||||
|
||||
commandList->setPipeline(pipeline);
|
||||
commandList->setViewports(RenderViewport(0.0f, 0.0f, float(texture->width), float(texture->height), 0.0f, 1.0f));
|
||||
commandList->setScissors(RenderRect(0, 0, texture->width, texture->height));
|
||||
commandList->setGraphicsPushConstants(0, &surface->descriptorIndex, 0, sizeof(uint32_t));
|
||||
commandList->drawInstanced(6, 1, 0, 0);
|
||||
|
||||
g_dirtyStates.renderTargetAndDepthStencil = true;
|
||||
g_dirtyStates.viewport = true;
|
||||
g_dirtyStates.pipelineState = true;
|
||||
g_dirtyStates.scissorRect = true;
|
||||
|
||||
if (g_vulkan)
|
||||
{
|
||||
g_dirtyStates.vertexShaderConstants = true; // The push constant call invalidates vertex shader constants.
|
||||
g_dirtyStates.depthBias = true; // Static depth bias in copy pipeline invalidates dynamic depth bias.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
commandList->copyTexture(texture->texture, surface->texture);
|
||||
}
|
||||
|
||||
texture->sourceSurface = nullptr;
|
||||
|
@ -3841,7 +3966,7 @@ static void FlushRenderStateForMainThread(GuestDevice* device, LocalRenderComman
|
|||
}
|
||||
}
|
||||
|
||||
if (g_dirtyStates.vertexShaderConstants || device->dirtyFlags[0] != 0)
|
||||
if (device->dirtyFlags[0] != 0)
|
||||
{
|
||||
auto& cmd = queue.enqueue();
|
||||
cmd.type = RenderCommandType::SetVertexShaderConstants;
|
||||
|
@ -3850,7 +3975,7 @@ static void FlushRenderStateForMainThread(GuestDevice* device, LocalRenderComman
|
|||
device->dirtyFlags[0] = 0;
|
||||
}
|
||||
|
||||
if (g_dirtyStates.pixelShaderConstants || device->dirtyFlags[1] != 0)
|
||||
if (device->dirtyFlags[1] != 0)
|
||||
{
|
||||
auto& cmd = queue.enqueue();
|
||||
cmd.type = RenderCommandType::SetPixelShaderConstants;
|
||||
|
@ -3915,12 +4040,14 @@ static void ProcSetSamplerState(const RenderCommand& cmd)
|
|||
|
||||
static void ProcSetVertexShaderConstants(const RenderCommand& cmd)
|
||||
{
|
||||
SetRootDescriptor(cmd.setVertexShaderConstants.allocation, 0);
|
||||
g_vertexShaderConstants = cmd.setVertexShaderConstants.allocation;
|
||||
g_dirtyStates.vertexShaderConstants = true;
|
||||
}
|
||||
|
||||
static void ProcSetPixelShaderConstants(const RenderCommand& cmd)
|
||||
{
|
||||
SetRootDescriptor(cmd.setPixelShaderConstants.allocation, 1);
|
||||
g_pixelShaderConstants = cmd.setPixelShaderConstants.allocation;
|
||||
g_dirtyStates.pixelShaderConstants = true;
|
||||
}
|
||||
|
||||
static void ProcAddPipeline(const RenderCommand& cmd)
|
||||
|
@ -4010,6 +4137,12 @@ static void FlushRenderStateForRenderThread()
|
|||
if (g_dirtyStates.depthBias && g_capabilities.dynamicDepthBias)
|
||||
commandList->setDepthBias(g_depthBias, 0.0f, g_slopeScaledDepthBias);
|
||||
|
||||
if (g_dirtyStates.vertexShaderConstants)
|
||||
SetRootDescriptor(g_vertexShaderConstants, 0);
|
||||
|
||||
if (g_dirtyStates.pixelShaderConstants)
|
||||
SetRootDescriptor(g_pixelShaderConstants, 1);
|
||||
|
||||
if (g_dirtyStates.sharedConstants)
|
||||
{
|
||||
auto sharedConstants = g_uploadAllocators[g_frame].allocate<false>(&g_sharedConstants, sizeof(g_sharedConstants), 0x100);
|
||||
|
@ -7001,7 +7134,7 @@ GUEST_FUNCTION_HOOK(sub_82BE96F0, GetSurfaceDesc);
|
|||
GUEST_FUNCTION_HOOK(sub_82BE04B0, GetVertexDeclaration);
|
||||
GUEST_FUNCTION_HOOK(sub_82BE0530, HashVertexDeclaration);
|
||||
|
||||
GUEST_FUNCTION_HOOK(sub_82BDA8C0, Video::Present);
|
||||
GUEST_FUNCTION_HOOK(sub_82BDA8C0, Present);
|
||||
GUEST_FUNCTION_HOOK(sub_82BDD330, GetBackBuffer);
|
||||
|
||||
GUEST_FUNCTION_HOOK(sub_82BE9498, CreateTexture);
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 96458eb7bc01798c951bce9d627852c2870bc54d
|
||||
Subproject commit 855a5a8c51ea5f84baecbf4fc87c182795d482c9
|
Loading…
Add table
Add a link
Reference in a new issue