d3d12: Use a single big buffer to store readback data

This commit is contained in:
Vincent Lejeune 2015-11-25 17:54:58 +01:00
parent d0338cddf7
commit 0d2c4c24b4
4 changed files with 50 additions and 90 deletions

View file

@ -197,14 +197,14 @@ D3D12GSRender::D3D12GSRender()
IID_PPV_ARGS(&m_dummy_texture))
);
m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST);
m_uav_heap.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
m_rtts.init(m_device.Get());
m_constants_data.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_vertex_index_data.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_texture_upload_data.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_constants_data.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
m_vertex_index_data.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
m_texture_upload_data.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
if (rpcs3::config.rsx.d3d12.overlay.value())
init_d2d_structures();

View file

@ -121,7 +121,7 @@ private:
// Texture storage
data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> m_texture_upload_data;
data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_uav_heap;
data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_readback_resources;
data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> m_readback_resources;
struct
{

View file

@ -27,15 +27,15 @@ struct init_heap<ID3D12Heap>
template<>
struct init_heap<ID3D12Resource>
{
static ID3D12Resource* init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_HEAP_FLAGS flags)
static ID3D12Resource* init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_RESOURCE_STATES state)
{
ID3D12Resource *result;
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = type;
ThrowIfFailed(device->CreateCommittedResource(&heap_properties,
flags,
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(heap_size),
D3D12_RESOURCE_STATE_GENERIC_READ,
state,
nullptr,
IID_PPV_ARGS(&result))
);
@ -60,10 +60,11 @@ struct data_heap
size_t m_put_pos; // Start of free space
size_t m_get_pos; // End of free space
void init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_HEAP_FLAGS flags)
template <typename... arg_type>
void init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, arg_type... args)
{
m_size = heap_size;
m_heap = init_heap<T>::init(device, heap_size, type, flags);
m_heap = init_heap<T>::init(device, heap_size, type, args...);
m_put_pos = 0;
m_get_pos = heap_size - 1;
}

View file

@ -348,13 +348,12 @@ void render_targets::init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t
namespace
{
/**
* Create a write back buffer resource and populate command_list with copy command to fill it
* with color_surface data.
* Populate command_list with copy command with color_surface data and return offset in readback buffer
*/
ComPtr<ID3D12Resource> create_readback_buffer_and_download(
size_t download_to_readback_buffer(
ID3D12Device *device,
ID3D12GraphicsCommandList * command_list,
data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> &readback_heap,
data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &readback_heap,
ID3D12Resource * color_surface,
int color_surface_format
)
@ -376,31 +375,22 @@ namespace
size_t buffer_size = row_pitch * clip_h;
assert(readback_heap.can_alloc(buffer_size));
size_t heapOffset = readback_heap.alloc(buffer_size);
ComPtr<ID3D12Resource> Result;
ThrowIfFailed(
device->CreatePlacedResource(
readback_heap.m_heap,
heapOffset,
&CD3DX12_RESOURCE_DESC::Buffer(row_pitch * clip_h),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(Result.GetAddressOf())
)
);
size_t heap_offset = readback_heap.alloc(buffer_size);
command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(color_surface, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(Result.Get(), { 0,{ dxgi_format, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_heap.m_heap, { heap_offset, { dxgi_format, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(color_surface, 0), nullptr);
command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(color_surface, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
return Result;
return heap_offset;
}
void copy_readback_buffer_to_dest(void *dest, ID3D12Resource *res, size_t dst_pitch, size_t src_pitch, size_t height)
void copy_readback_buffer_to_dest(void *dest, data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &readback_heap, size_t offset_in_heap, size_t dst_pitch, size_t src_pitch, size_t height)
{
void *mapped_buffer;
ThrowIfFailed(res->Map(0, nullptr, &mapped_buffer));
void *buffer;
// TODO: Use exact range
ThrowIfFailed(readback_heap.m_heap->Map(0, nullptr, &buffer));
void *mapped_buffer = (char*)buffer + offset_in_heap;
for (unsigned row = 0; row < height; row++)
{
u32 *casted_dest = (u32*)((char*)dest + row * dst_pitch);
@ -408,7 +398,7 @@ namespace
for (unsigned col = 0; col < src_pitch / 4; col++)
*casted_dest++ = _byteswap_ulong(*casted_src++);
}
res->Unmap(0, nullptr);
readback_heap.m_heap->Unmap(0, nullptr);
}
void wait_for_command_queue(ID3D12Device *device, ID3D12CommandQueue *command_queue)
@ -431,9 +421,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
ComPtr<ID3D12Resource> depth_buffer_write_dest, depth_format_conversion_buffer;
ComPtr<ID3D12Resource> depth_format_conversion_buffer;
ComPtr<ID3D12DescriptorHeap> descriptor_heap;
size_t depth_row_pitch = align(clip_w, 256);
size_t depth_buffer_offset_in_heap = 0;
u32 context_dma_color[] =
{
@ -463,21 +454,6 @@ void D3D12GSRender::copy_render_target_to_dma_location()
)
);
size_t buffer_size = depth_row_pitch * clip_h;
assert(m_readback_resources.can_alloc(buffer_size));
heap_offset = m_readback_resources.alloc(buffer_size);
ThrowIfFailed(
m_device->CreatePlacedResource(
m_readback_resources.m_heap,
heap_offset,
&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(depth_buffer_write_dest.GetAddressOf())
)
);
D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(
m_device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(descriptor_heap.GetAddressOf()))
@ -511,22 +487,22 @@ void D3D12GSRender::copy_render_target_to_dma_location()
};
get_current_resource_storage().command_list->ResourceBarrier(2, barriers);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(depth_format_conversion_buffer.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(depth_buffer_write_dest.Get(), { 0,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(depth_buffer_write_dest.Get(), 0), nullptr);
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(depth_format_conversion_buffer.Get(), 0), nullptr);
invalidate_address(rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_ZETA_OFFSET], m_context_dma_z - 0xfeed0000));
need_transfer = true;
}
ComPtr<ID3D12Resource> readback_buffers[4];
size_t color_buffer_offset_in_heap[4];
if (rpcs3::state.config.rsx.opengl.write_color_buffers)
{
for (u8 i : get_rtt_indexes(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]))
{
if (!context_dma_color[i])
continue;
readback_buffers[i] = create_readback_buffer_and_download(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[0], m_surface.color_format);
color_buffer_offset_in_heap[i] = download_to_readback_buffer(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[i], m_surface.color_format);
invalidate_address(rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_COLOR_AOFFSET], context_dma_color[i] - 0xfeed0000));
need_transfer = true;
}
@ -546,8 +522,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
u32 address = rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_ZETA_OFFSET], m_context_dma_z - 0xfeed0000);
auto ptr = vm::base(address);
char *depth_buffer = (char*)ptr;
unsigned char *mapped_buffer;
ThrowIfFailed(depth_buffer_write_dest->Map(0, nullptr, (void**)&mapped_buffer));
void *buffer;
// TODO: Use exact range
ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &buffer));
unsigned char *mapped_buffer = (unsigned char*)buffer + depth_buffer_offset_in_heap;
for (unsigned row = 0; row < (unsigned)clip_h; row++)
{
@ -560,6 +538,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
depth_buffer[4 * (row * clip_w + i) + 3] = c;
}
}
m_readback_resources.m_heap->Unmap(0, nullptr);
}
size_t srcPitch, dstPitch;
@ -589,7 +568,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
{
if (!context_dma_color[i])
continue;
copy_readback_buffer_to_dest(dest_buffer[i], readback_buffers[i].Get(), srcPitch, dstPitch, clip_h);
copy_readback_buffer_to_dest(dest_buffer[i], m_readback_resources, color_buffer_offset_in_heap[i], srcPitch, dstPitch, clip_h);
}
}
}
@ -597,7 +576,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
void D3D12GSRender::copy_render_targets_to_memory(void *buffer, u8 rtt)
{
ComPtr<ID3D12Resource> readback_buffer = create_readback_buffer_and_download(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[rtt], m_surface.color_format);
size_t heap_offset = download_to_readback_buffer(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[rtt], m_surface.color_format);
ThrowIfFailed(get_current_resource_storage().command_list->Close());
m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf());
@ -620,7 +599,7 @@ void D3D12GSRender::copy_render_targets_to_memory(void *buffer, u8 rtt)
dstPitch = clip_w * 8;
break;
}
copy_readback_buffer_to_dest(buffer, readback_buffer.Get(), srcPitch, dstPitch, clip_h);
copy_readback_buffer_to_dest(buffer, m_readback_resources, heap_offset, srcPitch, dstPitch, clip_h);
}
void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
@ -630,24 +609,13 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
size_t row_pitch = align(clip_w * 4, 256);
ComPtr<ID3D12Resource> readback_buffer;
size_t buffer_size = row_pitch * clip_h;
assert(m_readback_resources.can_alloc(buffer_size));
size_t heapOffset = m_readback_resources.alloc(buffer_size);
ThrowIfFailed(
m_device->CreatePlacedResource(
m_readback_resources.m_heap,
heapOffset,
&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(readback_buffer.GetAddressOf())
)
);
size_t heap_offset = m_readback_resources.alloc(buffer_size);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_buffer.Get(), { 0,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { heap_offset,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(m_rtts.bound_depth_stencil, 0), nullptr);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
@ -658,8 +626,9 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
wait_for_command_queue(m_device.Get(), m_command_queue.Get());
m_readback_resources.m_get_pos = m_readback_resources.get_current_put_pos_minus_one();
void *mapped_buffer;
ThrowIfFailed(readback_buffer->Map(0, nullptr, &mapped_buffer));
void *temp_buffer;
ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &temp_buffer));
void *mapped_buffer = (char*)temp_buffer + heap_offset;
for (unsigned row = 0; row < clip_h; row++)
{
u32 *casted_dest = (u32*)((char*)buffer + row * clip_w * 4);
@ -667,7 +636,7 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
for (unsigned col = 0; col < row_pitch / 4; col++)
*casted_dest++ = *casted_src++;
}
readback_buffer->Unmap(0, nullptr);
m_readback_resources.m_heap->Unmap(0, nullptr);
}
@ -678,24 +647,13 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
size_t row_pitch = align(clip_w * 4, 256);
ComPtr<ID3D12Resource> readback_buffer;
size_t buffer_size = row_pitch * clip_h;
assert(m_readback_resources.can_alloc(buffer_size));
size_t heapOffset = m_readback_resources.alloc(buffer_size);
ThrowIfFailed(
m_device->CreatePlacedResource(
m_readback_resources.m_heap,
heapOffset,
&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(readback_buffer.GetAddressOf())
)
);
size_t heap_offset = m_readback_resources.alloc(buffer_size);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_buffer.Get(), { 0,{ DXGI_FORMAT_R8_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { heap_offset, { DXGI_FORMAT_R8_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(m_rtts.bound_depth_stencil, 1), nullptr);
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
@ -706,8 +664,9 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
wait_for_command_queue(m_device.Get(), m_command_queue.Get());
m_readback_resources.m_get_pos = m_readback_resources.get_current_put_pos_minus_one();
void *mapped_buffer;
ThrowIfFailed(readback_buffer->Map(0, nullptr, &mapped_buffer));
void *temp_buffer;
ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &temp_buffer));
void *mapped_buffer = (char*)temp_buffer + heap_offset;
for (unsigned row = 0; row < clip_h; row++)
{
char *casted_dest = (char*)buffer + row * clip_w;
@ -715,7 +674,7 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
for (unsigned col = 0; col < row_pitch; col++)
*casted_dest++ = *casted_src++;
}
readback_buffer->Unmap(0, nullptr);
m_readback_resources.m_heap->Unmap(0, nullptr);
}
#endif