mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-04-27 04:41:39 +00:00
Implement hardware resolve path for both color and depth targets.
This commit is contained in:
parent
7487cfd337
commit
472b136272
7 changed files with 170 additions and 95 deletions
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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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@ -235,6 +235,9 @@ static bool g_vulkan = false;
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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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@ -3024,10 +3027,35 @@ static bool PopulateBarriersForStretchRect(GuestSurface* renderTarget, GuestSurf
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{
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if (surface != nullptr && !surface->destinationTextures.empty())
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{
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AddBarrier(surface, RenderTextureLayout::SHADER_READ);
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const bool multiSampling = surface->sampleCount != RenderSampleCount::COUNT_1;
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RenderTextureLayout srcLayout;
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RenderTextureLayout dstLayout;
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bool shaderResolve = true;
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if (multiSampling && g_hardwareResolve)
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{
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// Hardware depth resolve is only supported on D3D12 when programmable sample positions are available.
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bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations;
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if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable)
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{
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srcLayout = RenderTextureLayout::RESOLVE_SOURCE;
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dstLayout = RenderTextureLayout::RESOLVE_DEST;
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shaderResolve = false;
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}
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}
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if (shaderResolve)
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{
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srcLayout = RenderTextureLayout::SHADER_READ;
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dstLayout = (surface->format == RenderFormat::D32_FLOAT ? RenderTextureLayout::DEPTH_WRITE : RenderTextureLayout::COLOR_WRITE);
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}
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AddBarrier(surface, srcLayout);
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for (const auto texture : surface->destinationTextures)
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AddBarrier(texture, texture->format == RenderFormat::D32_FLOAT ? RenderTextureLayout::DEPTH_WRITE : RenderTextureLayout::COLOR_WRITE);
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AddBarrier(texture, dstLayout);
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addedAny = true;
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}
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@ -3048,113 +3076,133 @@ static void ExecutePendingStretchRectCommands(GuestSurface* renderTarget, GuestS
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for (const auto texture : surface->destinationTextures)
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{
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RenderPipeline* pipeline = nullptr;
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bool shaderResolve = true;
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if (multiSampling)
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if (multiSampling && g_hardwareResolve)
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{
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uint32_t pipelineIndex = 0;
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bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations;
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switch (surface->sampleCount)
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if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable)
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{
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case RenderSampleCount::COUNT_2:
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pipelineIndex = 0;
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break;
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case RenderSampleCount::COUNT_4:
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pipelineIndex = 1;
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break;
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case RenderSampleCount::COUNT_8:
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pipelineIndex = 2;
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break;
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default:
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assert(false && "Unsupported MSAA sample count");
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break;
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}
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if (surface->format == RenderFormat::D32_FLOAT)
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commandList->resolveTextureRegion(texture->texture, 0, 0, surface->texture, nullptr, RenderResolveMode::MIN);
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else
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commandList->resolveTexture(texture->texture, surface->texture);
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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pipeline = g_resolveMsaaDepthPipelines[pipelineIndex].get();
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shaderResolve = false;
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}
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else
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}
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if (shaderResolve)
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{
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RenderPipeline* pipeline = nullptr;
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if (multiSampling)
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{
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auto& resolveMsaaColorPipeline = g_resolveMsaaColorPipelines[surface->format][pipelineIndex];
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if (resolveMsaaColorPipeline == nullptr)
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uint32_t pipelineIndex = 0;
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switch (surface->sampleCount)
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{
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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 = g_resolveMsaaColorShaders[pipelineIndex].get();
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desc.renderTargetFormat[0] = texture->format;
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desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
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desc.renderTargetCount = 1;
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resolveMsaaColorPipeline = g_device->createGraphicsPipeline(desc);
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case RenderSampleCount::COUNT_2:
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pipelineIndex = 0;
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break;
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case RenderSampleCount::COUNT_4:
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pipelineIndex = 1;
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break;
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case RenderSampleCount::COUNT_8:
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pipelineIndex = 2;
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break;
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default:
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assert(false && "Unsupported MSAA sample count");
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break;
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}
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pipeline = resolveMsaaColorPipeline.get();
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}
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}
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else
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{
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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pipeline = g_copyDepthPipeline.get();
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}
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else
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{
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auto& copyColorPipeline = g_copyColorPipelines[surface->format];
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if (copyColorPipeline == nullptr)
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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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 = g_copyColorShader.get();
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desc.renderTargetFormat[0] = texture->format;
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desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
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desc.renderTargetCount = 1;
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copyColorPipeline = g_device->createGraphicsPipeline(desc);
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pipeline = g_resolveMsaaDepthPipelines[pipelineIndex].get();
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}
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else
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{
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auto& resolveMsaaColorPipeline = g_resolveMsaaColorPipelines[surface->format][pipelineIndex];
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if (resolveMsaaColorPipeline == nullptr)
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{
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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 = g_resolveMsaaColorShaders[pipelineIndex].get();
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desc.renderTargetFormat[0] = texture->format;
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desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
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desc.renderTargetCount = 1;
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resolveMsaaColorPipeline = g_device->createGraphicsPipeline(desc);
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}
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pipeline = copyColorPipeline.get();
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}
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}
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if (texture->framebuffer == nullptr)
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{
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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RenderFramebufferDesc desc;
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desc.depthAttachment = texture->texture;
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texture->framebuffer = g_device->createFramebuffer(desc);
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pipeline = resolveMsaaColorPipeline.get();
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}
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}
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else
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{
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RenderFramebufferDesc desc;
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desc.colorAttachments = const_cast<const RenderTexture**>(&texture->texture);
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desc.colorAttachmentsCount = 1;
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texture->framebuffer = g_device->createFramebuffer(desc);
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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pipeline = g_copyDepthPipeline.get();
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}
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else
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{
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auto& copyColorPipeline = g_copyColorPipelines[surface->format];
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if (copyColorPipeline == nullptr)
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{
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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 = g_copyColorShader.get();
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desc.renderTargetFormat[0] = texture->format;
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desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
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desc.renderTargetCount = 1;
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copyColorPipeline = g_device->createGraphicsPipeline(desc);
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}
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pipeline = copyColorPipeline.get();
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}
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}
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}
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if (g_framebuffer != texture->framebuffer.get())
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{
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commandList->setFramebuffer(texture->framebuffer.get());
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g_framebuffer = texture->framebuffer.get();
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}
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if (texture->framebuffer == nullptr)
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{
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if (texture->format == RenderFormat::D32_FLOAT)
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{
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RenderFramebufferDesc desc;
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desc.depthAttachment = texture->texture;
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texture->framebuffer = g_device->createFramebuffer(desc);
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}
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else
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{
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RenderFramebufferDesc desc;
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desc.colorAttachments = const_cast<const RenderTexture**>(&texture->texture);
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desc.colorAttachmentsCount = 1;
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texture->framebuffer = g_device->createFramebuffer(desc);
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}
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}
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commandList->setPipeline(pipeline);
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commandList->setViewports(RenderViewport(0.0f, 0.0f, float(texture->width), float(texture->height), 0.0f, 1.0f));
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commandList->setScissors(RenderRect(0, 0, texture->width, texture->height));
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commandList->setGraphicsPushConstants(0, &surface->descriptorIndex, 0, sizeof(uint32_t));
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commandList->drawInstanced(6, 1, 0, 0);
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if (g_framebuffer != texture->framebuffer.get())
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{
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commandList->setFramebuffer(texture->framebuffer.get());
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g_framebuffer = texture->framebuffer.get();
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}
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g_dirtyStates.renderTargetAndDepthStencil = true;
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g_dirtyStates.viewport = true;
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g_dirtyStates.pipelineState = true;
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g_dirtyStates.scissorRect = true;
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commandList->setPipeline(pipeline);
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commandList->setViewports(RenderViewport(0.0f, 0.0f, float(texture->width), float(texture->height), 0.0f, 1.0f));
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commandList->setScissors(RenderRect(0, 0, texture->width, texture->height));
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commandList->setGraphicsPushConstants(0, &surface->descriptorIndex, 0, sizeof(uint32_t));
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commandList->drawInstanced(6, 1, 0, 0);
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if (g_vulkan)
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{
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g_dirtyStates.vertexShaderConstants = true; // The push constant call invalidates vertex shader constants.
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g_dirtyStates.depthBias = true; // Static depth bias in copy pipeline invalidates dynamic depth bias.
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g_dirtyStates.renderTargetAndDepthStencil = true;
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g_dirtyStates.viewport = true;
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g_dirtyStates.pipelineState = true;
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g_dirtyStates.scissorRect = true;
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if (g_vulkan)
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{
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g_dirtyStates.vertexShaderConstants = true; // The push constant call invalidates vertex shader constants.
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g_dirtyStates.depthBias = true; // Static depth bias in copy pipeline invalidates dynamic depth bias.
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}
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}
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texture->sourceSurface = nullptr;
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