forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			200 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 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/VertexManager.h"
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#include <d3d11.h>
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#include "Common/CommonTypes.h"
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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/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/NativeVertexFormat.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.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 =
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      CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
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                         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])),
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          "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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  m_cur_buffer_pointer = m_base_buffer_pointer = &LocalVBuffer[0];
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  m_end_buffer_pointer = m_base_buffer_pointer + 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(m_cur_buffer_pointer - m_base_buffer_pointer);
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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, m_base_buffer_pointer, 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 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 (m_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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    static_cast<Renderer*>(g_renderer.get())->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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    static_cast<Renderer*>(g_renderer.get())->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 (m_current_primitive_type != PRIMITIVE_TRIANGLES)
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    static_cast<Renderer*>(g_renderer.get())->RestoreCull();
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}
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void VertexManager::vFlush()
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{
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  if (!PixelShaderCache::SetShader())
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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())
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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(m_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(
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        D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
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        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();
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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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  m_cur_buffer_pointer = m_base_buffer_pointer;
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  IndexGenerator::Start(GetIndexBuffer());
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}
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}  // namespace
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