forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			200 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/MainBase.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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// TODO: Find sensible values for these two
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const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
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void VertexManager::CreateDeviceObjects()
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{
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	D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE,
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		D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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	m_vertexDrawOffset = 0;
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	m_indexDrawOffset = 0;
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	for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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	{
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		m_buffers[i] = nullptr;
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		CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])), "Failed to create buffer.");
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		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_buffers[i], "Buffer of VertexManager");
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	}
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	m_currentBuffer = 0;
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	m_bufferCursor = MAX_BUFFER_SIZE;
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}
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void VertexManager::DestroyDeviceObjects()
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{
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	for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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	{
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		SAFE_RELEASE(m_buffers[i]);
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	}
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}
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VertexManager::VertexManager()
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{
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	LocalVBuffer.resize(MAXVBUFFERSIZE);
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	s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
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	s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
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	LocalIBuffer.resize(MAXIBUFFERSIZE);
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	CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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	DestroyDeviceObjects();
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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	D3D11_MAPPED_SUBRESOURCE map;
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	u32 vertexBufferSize = u32(s_pCurBufferPointer - s_pBaseBufferPointer);
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	u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16);
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	u32 totalBufferSize = vertexBufferSize + indexBufferSize;
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	u32 cursor = m_bufferCursor;
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	u32 padding = m_bufferCursor % stride;
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	if (padding)
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	{
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		cursor += stride - padding;
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	}
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	D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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	if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
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	{
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		// Wrap around
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		m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT;
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		cursor = 0;
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		MapType = D3D11_MAP_WRITE_DISCARD;
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	}
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	m_vertexDrawOffset = cursor;
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	m_indexDrawOffset = cursor + vertexBufferSize;
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	D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map);
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	u8* mappedData = reinterpret_cast<u8*>(map.pData);
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	memcpy(mappedData + m_vertexDrawOffset, s_pBaseBufferPointer, vertexBufferSize);
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	memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize);
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	D3D::context->Unmap(m_buffers[m_currentBuffer], 0);
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	m_bufferCursor = cursor + totalBufferSize;
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	ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
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	ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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}
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void VertexManager::Draw(u32 stride)
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{
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	u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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	u32 indices = IndexGenerator::GetIndexLen();
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	D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
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	D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
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	u32 baseVertex = m_vertexDrawOffset / stride;
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	u32 startIndex = m_indexDrawOffset / sizeof(u16);
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	switch (current_primitive_type)
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	{
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		case PRIMITIVE_POINTS:
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			D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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			((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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			break;
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		case PRIMITIVE_LINES:
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			D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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			((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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			break;
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		case PRIMITIVE_TRIANGLES:
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			D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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			break;
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	}
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	D3D::stateman->Apply();
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	D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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	INCSTAT(stats.thisFrame.numDrawCalls);
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	if (current_primitive_type != PRIMITIVE_TRIANGLES)
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		((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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void VertexManager::vFlush(bool useDstAlpha)
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{
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	u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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	if (!PixelShaderCache::SetShader(
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		useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
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	{
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		GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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		return;
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	}
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	if (!VertexShaderCache::SetShader(components))
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	{
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		GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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		return;
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	}
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	if (!GeometryShaderCache::SetShader(current_primitive_type))
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	{
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		GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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		return;
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	}
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	if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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	{
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		D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
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	}
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	u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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	PrepareDrawBuffers(stride);
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	VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
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	g_renderer->ApplyState(useDstAlpha);
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	Draw(stride);
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	g_renderer->RestoreState();
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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	s_pCurBufferPointer = s_pBaseBufferPointer;
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	IndexGenerator::Start(GetIndexBuffer());
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}
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}  // namespace
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