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C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <memory>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/HRWrap.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_VS_CBV2,
ROOT_PARAMETER_VS_CUS_CBV,
ROOT_PARAMETER_GS_CBV,
ROOT_PARAMETER_VS_SRV,
ROOT_PARAMETER_BASE_VERTEX_CONSTANT,
ROOT_PARAMETER_PS_CUS_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<u32> 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<u32>(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 any other device object, e.g. a pipeline state.
void DeferObjectDestruction(IUnknown* object);
// 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();
public:
// How many command lists this device was created with. Bounded by
// Config::GFX_COMMAND_BUFFERS_IN_FLIGHT_MIN/MAX.
//
// Command lists are the ring Dolphin builds into. One is being built while the others are
// executed, and every ExecuteCommandList rotates the ring and blocks until the slot being
// reused has finished on the GPU. The ring therefore has to span more wall time than the
// GPU's completion latency, or that wait becomes the dominant cost. Workloads submitting
// many times per frame reach that point easily: CPU EFB access is the big one (each peek
// batch is a submit), and VR adds the eye-swapchain release on top — measured at ~13
// submits/frame in Mario Galaxy. At the old fixed value of 3 the ring wrapped into
// unfinished work constantly (40-54% of wall spent stalled on PSVR2/SteamVR); 16 drops that
// to zero. Vulkan's command buffer ring is sized from the same setting.
//
// Each slot costs one shader-visible descriptor heap of TEMPORARY_SLOTS entries (~2MB) plus a
// command allocator. The 1M descriptor cap is per heap rather than aggregate, so that memory
// is the only cost of a deeper ring — with the caveat that a deeper ring lets the CPU run
// further ahead of the GPU, which is latency if you are actually GPU-bound.
u32 GetCommandListCount() const { return m_num_command_lists; }
private:
// 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<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
DescriptorAllocator descriptor_allocator;
SamplerAllocator sampler_allocator;
std::vector<IUnknown*> pending_resources;
std::vector<std::pair<DescriptorHeapManager&, u32>> 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<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<ID3D12Fence> m_fence = nullptr;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
// Sized from Config::GFX_COMMAND_BUFFERS_IN_FLIGHT at device init; fixed for the device's life,
// so changing the setting takes effect on the next emulation start.
std::vector<CommandListResources> m_command_lists;
u32 m_num_command_lists = 0;
u32 m_current_command_list = 0;
DescriptorHeapManager m_descriptor_heap_manager;
DescriptorHeapManager m_rtv_heap_manager;
DescriptorHeapManager m_dsv_heap_manager;
SamplerHeapManager m_sampler_heap_manager;
std::array<ID3D12DescriptorHeap*, 2> m_gpu_descriptor_heaps = {};
DescriptorHandle m_null_srv_descriptor;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
ComPtr<ID3D12RootSignature> m_gx_root_signature;
ComPtr<ID3D12RootSignature> m_utility_root_signature;
ComPtr<ID3D12RootSignature> m_compute_root_signature;
StreamBuffer m_texture_upload_buffer;
};
extern std::unique_ptr<DXContext> g_dx_context;
// Wrapper for HRESULT to be used with fmt. Note that we can't create a fmt::formatter directly
// for HRESULT as HRESULT is simply a typedef on long and not a distinct type.
// Unlike the version in Common, this variant also knows to call GetDeviceRemovedReason if needed.
struct DX12HRWrap
{
constexpr explicit DX12HRWrap(HRESULT hr) : m_hr(hr) {}
const HRESULT m_hr;
};
} // namespace DX12
template <>
struct fmt::formatter<DX12::DX12HRWrap>
{
constexpr auto parse(fmt::format_parse_context& ctx) { return ctx.begin(); }
template <typename FormatContext>
auto format(const DX12::DX12HRWrap& hr, FormatContext& ctx) const
{
if (hr.m_hr == DXGI_ERROR_DEVICE_REMOVED && DX12::g_dx_context != nullptr &&
DX12::g_dx_context->GetDevice() != nullptr)
{
return fmt::format_to(
ctx.out(), "{}\nDevice removal reason: {}", Common::HRWrap(hr.m_hr),
Common::HRWrap(DX12::g_dx_context->GetDevice()->GetDeviceRemovedReason()));
}
else
{
return fmt::format_to(ctx.out(), "{}", Common::HRWrap(hr.m_hr));
}
}
};