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								// Copyright 2014 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 "Common/CommonTypes.h"
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								#include "Common/MsgHandler.h"
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								#include "VideoBackends/D3D12/BoundingBox.h"
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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/D3DDescriptorHeapManager.h"
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								#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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								#include "VideoBackends/D3D12/D3DUtil.h"
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								#include "VideoBackends/D3D12/FramebufferManager.h"
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								#include "VideoBackends/D3D12/Render.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX12
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								{
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								constexpr size_t BBOX_BUFFER_SIZE = sizeof(int) * 4;
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								constexpr size_t BBOX_STREAM_BUFFER_SIZE = BBOX_BUFFER_SIZE * 128;
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								static ID3D12Resource* s_bbox_buffer;
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								static ID3D12Resource* s_bbox_staging_buffer;
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								static void* s_bbox_staging_buffer_map;
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								static std::unique_ptr<D3DStreamBuffer> s_bbox_stream_buffer;
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								static D3D12_GPU_DESCRIPTOR_HANDLE s_bbox_descriptor_handle;
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								void BBox::Init()
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								{
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								  CD3DX12_RESOURCE_DESC buffer_desc(CD3DX12_RESOURCE_DESC::Buffer(
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								      BBOX_BUFFER_SIZE, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, 0));
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								  CD3DX12_RESOURCE_DESC staging_buffer_desc(
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								      CD3DX12_RESOURCE_DESC::Buffer(BBOX_BUFFER_SIZE, D3D12_RESOURCE_FLAG_NONE, 0));
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								  CheckHR(D3D::device12->CreateCommittedResource(
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								      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &buffer_desc,
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								      D3D12_RESOURCE_STATE_UNORDERED_ACCESS, nullptr, IID_PPV_ARGS(&s_bbox_buffer)));
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								  CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
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								                                                 D3D12_HEAP_FLAG_NONE, &staging_buffer_desc,
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								                                                 D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
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								                                                 IID_PPV_ARGS(&s_bbox_staging_buffer)));
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								  s_bbox_stream_buffer =
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								      std::make_unique<D3DStreamBuffer>(BBOX_STREAM_BUFFER_SIZE, BBOX_STREAM_BUFFER_SIZE, nullptr);
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								  // D3D12 root signature UAV must be raw or structured buffers, not typed. Since we used a typed
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								  // buffer,
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								  // we have to use a descriptor table. Luckily, we only have to allocate this once, and it never
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								  // changes.
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								  D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
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								  if (!D3D::gpu_descriptor_heap_mgr->Allocate(&cpu_descriptor_handle, &s_bbox_descriptor_handle,
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								                                              nullptr, false))
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								    PanicAlert("Failed to create bounding box UAV descriptor");
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								  D3D12_UNORDERED_ACCESS_VIEW_DESC view_desc = {DXGI_FORMAT_R32_SINT, D3D12_UAV_DIMENSION_BUFFER};
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								  view_desc.Buffer.FirstElement = 0;
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								  view_desc.Buffer.NumElements = 4;
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								  view_desc.Buffer.StructureByteStride = 0;
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								  view_desc.Buffer.CounterOffsetInBytes = 0;
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								  view_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
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								  D3D::device12->CreateUnorderedAccessView(s_bbox_buffer, nullptr, &view_desc,
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								                                           cpu_descriptor_handle);
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								  Bind();
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								}
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								void BBox::Bind()
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								{
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								  D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_UAV,
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								                                                            s_bbox_descriptor_handle);
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								}
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								void BBox::Invalidate()
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								{
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								  if (!s_bbox_staging_buffer_map)
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								    return;
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								  D3D12_RANGE write_range = {};
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								  s_bbox_staging_buffer->Unmap(0, &write_range);
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								  s_bbox_staging_buffer_map = nullptr;
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								}
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								void BBox::Shutdown()
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								{
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								  Invalidate();
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								  if (s_bbox_buffer)
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								  {
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								    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_bbox_buffer);
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								    s_bbox_buffer = nullptr;
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								  }
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								  if (s_bbox_staging_buffer)
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								  {
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								    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_bbox_staging_buffer);
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								    s_bbox_staging_buffer = nullptr;
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								  }
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								  s_bbox_stream_buffer.reset();
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								}
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								void BBox::Set(int index, int value)
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								{
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								  // If the buffer is currently mapped, compare the value, and update the staging buffer.
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								  if (s_bbox_staging_buffer_map)
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								  {
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								    int current_value;
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								    memcpy(¤t_value, reinterpret_cast<u8*>(s_bbox_staging_buffer_map) + (index * sizeof(int)),
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								           sizeof(int));
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								    if (current_value == value)
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								    {
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								      // Value hasn't changed. So skip updating completely.
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								      return;
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								    }
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								    memcpy(reinterpret_cast<u8*>(s_bbox_staging_buffer_map) + (index * sizeof(int)), &value,
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								           sizeof(int));
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								  }
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								  s_bbox_stream_buffer->AllocateSpaceInBuffer(sizeof(int), sizeof(int));
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								  // Allocate temporary bytes in upload buffer, then copy to real buffer.
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								  memcpy(s_bbox_stream_buffer->GetCPUAddressOfCurrentAllocation(), &value, sizeof(int));
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								  D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer,
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								                       D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST, 0);
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								  D3D::current_command_list->CopyBufferRegion(
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								      s_bbox_buffer, index * sizeof(int), s_bbox_stream_buffer->GetBuffer(),
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								      s_bbox_stream_buffer->GetOffsetOfCurrentAllocation(), sizeof(int));
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								  D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_COPY_DEST,
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								                       D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0);
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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								}
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								int BBox::Get(int index)
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  if (!s_bbox_staging_buffer_map)
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								  {
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								    D3D::command_list_mgr->CPUAccessNotify();
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								    // Copy from real buffer to staging buffer, then block until we have the results.
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								    D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer,
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								                         D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE,
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								                         0);
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								    D3D::current_command_list->CopyBufferRegion(s_bbox_staging_buffer, 0, s_bbox_buffer, 0,
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								                                                BBOX_BUFFER_SIZE);
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								    D3D::ResourceBarrier(D3D::current_command_list, s_bbox_buffer, D3D12_RESOURCE_STATE_COPY_SOURCE,
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								                         D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0);
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								    D3D::command_list_mgr->ExecuteQueuedWork(true);
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								    D3D12_RANGE read_range = {0, BBOX_BUFFER_SIZE};
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								    CheckHR(s_bbox_staging_buffer->Map(0, &read_range, &s_bbox_staging_buffer_map));
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								  }
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								  int value;
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								  memcpy(&value, &reinterpret_cast<int*>(s_bbox_staging_buffer_map)[index], sizeof(int));
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								  return value;
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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								}
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								};
							 |