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								// Copyright 2015 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <memory>
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								#include "VideoBackends/D3D12/D3DBase.h"
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								#include "VideoBackends/D3D12/D3DCommandListManager.h"
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								#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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								#include "VideoBackends/D3D12/ShaderConstantsManager.h"
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								#include "VideoCommon/GeometryShaderManager.h"
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								#include "VideoCommon/PixelShaderManager.h"
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								#include "VideoCommon/Statistics.h"
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								#include "VideoCommon/VertexShaderManager.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX12
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								{
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								enum SHADER_STAGE
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								{
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								  SHADER_STAGE_GEOMETRY_SHADER = 0,
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								  SHADER_STAGE_PIXEL_SHADER = 1,
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								  SHADER_STAGE_VERTEX_SHADER = 2,
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								  SHADER_STAGE_COUNT = 3
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								};
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								static std::array<std::unique_ptr<D3DStreamBuffer>, SHADER_STAGE_COUNT>
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								    s_shader_constant_stream_buffers;
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								static const unsigned int s_shader_constant_buffer_padded_sizes[SHADER_STAGE_COUNT] = {
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								    (sizeof(GeometryShaderConstants) + 0xff) & ~0xff, (sizeof(PixelShaderConstants) + 0xff) & ~0xff,
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								    (sizeof(VertexShaderConstants) + 0xff) & ~0xff};
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								void ShaderConstantsManager::Init()
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								{
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								  // Allow a large maximum size, as we want to minimize stalls here
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								  std::generate(std::begin(s_shader_constant_stream_buffers),
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								                std::end(s_shader_constant_stream_buffers), []() {
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								                  return std::make_unique<D3DStreamBuffer>(2 * 1024 * 1024, 64 * 1024 * 1024,
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								                                                           nullptr);
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								                });
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								}
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								void ShaderConstantsManager::Shutdown()
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								{
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								  for (auto& buffer : s_shader_constant_stream_buffers)
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								    buffer.reset();
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								}
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								bool ShaderConstantsManager::LoadAndSetGeometryShaderConstants()
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								{
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								  bool command_list_executed = false;
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								  if (GeometryShaderManager::dirty)
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								  {
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								    command_list_executed =
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								        s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]->AllocateSpaceInBuffer(
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								            s_shader_constant_buffer_padded_sizes[SHADER_STAGE_GEOMETRY_SHADER],
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								            0  // The padded sizes are already aligned to 256 bytes, so don't need to worry about
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								               // manually aligning offset.
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								            );
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								    memcpy(s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]
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								               ->GetCPUAddressOfCurrentAllocation(),
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								           &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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								    GeometryShaderManager::dirty = false;
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								    ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, true);
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								  }
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								  if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV))
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								  {
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								    D3D::current_command_list->SetGraphicsRootConstantBufferView(
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								        DESCRIPTOR_TABLE_GS_CBV, s_shader_constant_stream_buffers[SHADER_STAGE_GEOMETRY_SHADER]
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								                                     ->GetGPUAddressOfCurrentAllocation());
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								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_GS_CBV, false);
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								  }
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								  return command_list_executed;
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								}
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								bool ShaderConstantsManager::LoadAndSetPixelShaderConstants()
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								{
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								  bool command_list_executed = false;
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								  if (PixelShaderManager::dirty)
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								  {
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								    command_list_executed =
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								        s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]->AllocateSpaceInBuffer(
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								            s_shader_constant_buffer_padded_sizes[SHADER_STAGE_PIXEL_SHADER],
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								            0  // The padded sizes are already aligned to 256 bytes, so don't need to worry about
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								               // manually aligning offset.
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								            );
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								    memcpy(s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]
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								               ->GetCPUAddressOfCurrentAllocation(),
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								           &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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								    PixelShaderManager::dirty = false;
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								    ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
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								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
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								  }
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								  if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV))
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								  {
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								    D3D::current_command_list->SetGraphicsRootConstantBufferView(
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								        DESCRIPTOR_TABLE_PS_CBVONE, s_shader_constant_stream_buffers[SHADER_STAGE_PIXEL_SHADER]
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								                                        ->GetGPUAddressOfCurrentAllocation());
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								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, false);
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								  }
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								  return command_list_executed;
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								}
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								bool ShaderConstantsManager::LoadAndSetVertexShaderConstants()
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  bool command_list_executed = false;
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  if (VertexShaderManager::dirty)
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								  {
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								    command_list_executed =
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								        s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]->AllocateSpaceInBuffer(
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								            s_shader_constant_buffer_padded_sizes[SHADER_STAGE_VERTEX_SHADER],
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								            0  // The padded sizes are already aligned to 256 bytes, so don't need to worry about
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								               // manually aligning offset.
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								            );
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    memcpy(s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]
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								               ->GetCPUAddressOfCurrentAllocation(),
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								           &VertexShaderManager::constants, sizeof(VertexShaderConstants));
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    VertexShaderManager::dirty = false;
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, true);
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								  }
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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								  {
							 | 
						
					
						
							| 
								
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								    const D3D12_GPU_VIRTUAL_ADDRESS calculated_gpu_va =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        s_shader_constant_stream_buffers[SHADER_STAGE_VERTEX_SHADER]
							 | 
						
					
						
							| 
								
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								            ->GetGPUAddressOfCurrentAllocation();
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_VS_CBV,
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								                                                                 calculated_gpu_va);
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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							 | 
							
							
								    if (g_ActiveConfig.bEnablePixelLighting)
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								      D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVTWO,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                                                   calculated_gpu_va);
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VS_CBV, false);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
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							 | 
							
							
								  return command_list_executed;
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |