GPU: Add D3D12 renderer
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102
src/core/gpu_hw_d3d12.h
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102
src/core/gpu_hw_d3d12.h
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#pragma once
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#include "common/dimensional_array.h"
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#include "common/d3d12/staging_texture.h"
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#include "common/d3d12/stream_buffer.h"
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#include "common/d3d12/texture.h"
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#include "gpu_hw.h"
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#include <array>
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#include <memory>
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#include <tuple>
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class GPU_HW_D3D12 : public GPU_HW
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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GPU_HW_D3D12();
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~GPU_HW_D3D12() override;
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GPURenderer GetRendererType() const override;
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bool Initialize(HostDisplay* host_display) override;
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void Reset(bool clear_vram) override;
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void ResetGraphicsAPIState() override;
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void RestoreGraphicsAPIState() override;
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void UpdateSettings() override;
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protected:
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void ClearDisplay() override;
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void UpdateDisplay() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void UpdateVRAMReadTexture() override;
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void UpdateDepthBufferFromMaskBit() override;
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void ClearDepthBuffer() override;
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void SetScissorFromDrawingArea() override;
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void MapBatchVertexPointer(u32 required_vertices) override;
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void UnmapBatchVertexPointer(u32 used_vertices) override;
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void UploadUniformBuffer(const void* data, u32 data_size) override;
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void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override;
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private:
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enum : u32
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{
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MAX_PUSH_CONSTANTS_SIZE = 64,
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};
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void SetCapabilities();
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void DestroyResources();
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bool CreateRootSignatures();
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bool CreateSamplers();
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bool CreateFramebuffer();
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void ClearFramebuffer();
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void DestroyFramebuffer();
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bool CreateVertexBuffer();
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bool CreateUniformBuffer();
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bool CreateTextureBuffer();
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bool CompilePipelines();
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void DestroyPipelines();
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ComPtr<ID3D12RootSignature> m_batch_root_signature;
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ComPtr<ID3D12RootSignature> m_single_sampler_root_signature;
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D3D12::Texture m_vram_texture;
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D3D12::Texture m_vram_depth_texture;
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D3D12::Texture m_vram_read_texture;
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D3D12::Texture m_vram_readback_texture;
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D3D12::StagingTexture m_vram_readback_staging_texture;
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D3D12::Texture m_display_texture;
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D3D12::DescriptorHandle m_point_sampler;
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D3D12::DescriptorHandle m_linear_sampler;
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D3D12::StreamBuffer m_vertex_stream_buffer;
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D3D12::StreamBuffer m_uniform_stream_buffer;
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D3D12::StreamBuffer m_texture_stream_buffer;
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D3D12::DescriptorHandle m_texture_stream_buffer_srv;
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u32 m_current_uniform_buffer_offset = 0;
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<ComPtr<ID3D12PipelineState>, 2, 2, 5, 9, 4, 2> m_batch_pipelines;
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// [interlaced]
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std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_fill_pipelines;
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// [depth_test]
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std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_write_pipelines;
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std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_copy_pipelines;
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ComPtr<ID3D12PipelineState> m_vram_readback_pipeline;
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ComPtr<ID3D12PipelineState> m_vram_update_depth_pipeline;
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// [depth_24][interlace_mode]
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DimensionalArray<ComPtr<ID3D12PipelineState>, 3, 2> m_display_pipelines;
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};
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