d3d12: Support size changing depth buffer

This commit is contained in:
Vincent Lejeune 2015-10-30 18:12:05 +01:00
parent 2043181501
commit 449c41aca2
2 changed files with 37 additions and 24 deletions

View file

@ -160,7 +160,10 @@ void D3D12GSRender::prepare_render_targets(ID3D12GraphicsCommandList *copycmdlis
} }
} }
ID3D12Resource *ds = m_rtts.bindAddressAsDepthStencil(m_device.Get(), copycmdlist, address_z, clip_width, clip_height, m_surface.depth_format, 1., 0); ComPtr<ID3D12Resource> oldDS;
ID3D12Resource *ds = m_rtts.bindAddressAsDepthStencil(m_device.Get(), copycmdlist, address_z, clip_width, clip_height, m_surface.depth_format, 1., 0, oldDS);
if (oldDS)
getCurrentResourceStorage().dirty_textures.push_back(oldDS);
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {}; D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {};
depthStencilViewDesc.Format = get_depth_stencil_surface_format(m_surface.depth_format); depthStencilViewDesc.Format = get_depth_stencil_surface_format(m_surface.depth_format);
@ -205,19 +208,29 @@ ID3D12Resource *RenderTargets::bindAddressAsRenderTargets(ID3D12Device *device,
return rtt; return rtt;
} }
ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device, ID3D12GraphicsCommandList * cmdList, u32 address, size_t width, size_t height, u8 surfaceDepthFormat, float depthClear, u8 stencilClear) ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device, ID3D12GraphicsCommandList * cmdList, u32 address, size_t width, size_t height, u8 surfaceDepthFormat, float depthClear, u8 stencilClear, ComPtr<ID3D12Resource> &dirtyDS)
{ {
ID3D12Resource* ds;
auto It = m_depthStencil.find(address); auto It = m_depthStencil.find(address);
// TODO: Check if sizes and surface depth format match m_currentlyBoundDepthStencilAddress = address;
// TODO: Check if surface depth format match
if (It != m_depthStencil.end()) if (It != m_depthStencil.end())
{ {
ds = It->second; ComPtr<ID3D12Resource> ds = It->second;
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ds, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE)); if (ds->GetDesc().Width == width && ds->GetDesc().Height == height)
}
else
{ {
// set the resource as depth write
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ds.Get(), D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE));
m_currentlyBoundDepthStencil = ds.Get();
return ds.Get();
}
// If size doesn't match, remove ds from cache
m_depthStencil.erase(address);
dirtyDS = ds;
}
D3D12_CLEAR_VALUE clearDepthValue = {}; D3D12_CLEAR_VALUE clearDepthValue = {};
clearDepthValue.DepthStencil.Depth = depthClear; clearDepthValue.DepthStencil.Depth = depthClear;
@ -227,19 +240,19 @@ ID3D12Resource * RenderTargets::bindAddressAsDepthStencil(ID3D12Device * device,
DXGI_FORMAT dxgiFormat = get_depth_typeless_surface_format(surfaceDepthFormat); DXGI_FORMAT dxgiFormat = get_depth_typeless_surface_format(surfaceDepthFormat);
clearDepthValue.Format = get_depth_stencil_surface_clear_format(surfaceDepthFormat); clearDepthValue.Format = get_depth_stencil_surface_clear_format(surfaceDepthFormat);
ComPtr<ID3D12Resource> newds;
device->CreateCommittedResource( device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(dxgiFormat, (UINT)width, (UINT)height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL), &CD3DX12_RESOURCE_DESC::Tex2D(dxgiFormat, (UINT)width, (UINT)height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_DEPTH_WRITE,
&clearDepthValue, &clearDepthValue,
IID_PPV_ARGS(&ds) IID_PPV_ARGS(newds.GetAddressOf())
); );
m_depthStencil[address] = ds; m_depthStencil[address] = newds;
} m_currentlyBoundDepthStencil = newds.Get();
m_currentlyBoundDepthStencil = ds;
m_currentlyBoundDepthStencilAddress = address; return newds.Get();
return ds;
} }
void RenderTargets::Init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth) void RenderTargets::Init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t width, size_t height, float clearColor[4], float clearDepth)

View file

@ -7,7 +7,7 @@ struct RenderTargets
std::unordered_map<u32, ID3D12Resource* > m_renderTargets; std::unordered_map<u32, ID3D12Resource* > m_renderTargets;
ID3D12Resource *m_currentlyBoundRenderTargets[4]; ID3D12Resource *m_currentlyBoundRenderTargets[4];
u32 m_currentlyBoundRenderTargetsAddress[4]; u32 m_currentlyBoundRenderTargetsAddress[4];
std::unordered_map<u32, ID3D12Resource *> m_depthStencil; std::unordered_map<u32, ComPtr<ID3D12Resource> > m_depthStencil;
ID3D12Resource *m_currentlyBoundDepthStencil; ID3D12Resource *m_currentlyBoundDepthStencil;
u32 m_currentlyBoundDepthStencilAddress; u32 m_currentlyBoundDepthStencilAddress;
ID3D12DescriptorHeap *m_renderTargetsDescriptorsHeap; ID3D12DescriptorHeap *m_renderTargetsDescriptorsHeap;
@ -22,7 +22,7 @@ struct RenderTargets
size_t width, size_t height, u8 surfaceColorFormat, const std::array<float, 4> &clearColor); size_t width, size_t height, u8 surfaceColorFormat, const std::array<float, 4> &clearColor);
ID3D12Resource *bindAddressAsDepthStencil(ID3D12Device *device, ID3D12GraphicsCommandList *cmdList, u32 address, ID3D12Resource *bindAddressAsDepthStencil(ID3D12Device *device, ID3D12GraphicsCommandList *cmdList, u32 address,
size_t width, size_t height, u8 surfaceDepthFormat, float depthClear, u8 stencilClear); size_t width, size_t height, u8 surfaceDepthFormat, float depthClear, u8 stencilClear, ComPtr<ID3D12Resource> &dirtyDS);
void Init(ID3D12Device *device); void Init(ID3D12Device *device);
void Release(); void Release();