dolphin/Source/Core/VideoBackends/D3D/Src/VertexManager.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "D3DBase.h"
#include "PixelShaderCache.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
#include "BPMemory.h"
#include "Debugger.h"
#include "IndexGenerator.h"
#include "MainBase.h"
#include "PixelShaderManager.h"
#include "RenderBase.h"
#include "Render.h"
#include "Statistics.h"
#include "TextureCacheBase.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX11
{
// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const UINT MAX_VBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertex_draw_offset = 0;
m_triangle_draw_index = 0;
m_line_draw_index = 0;
m_point_draw_index = 0;
m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{
m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
}
m_current_vertex_buffer = 0;
m_current_index_buffer = 0;
m_index_buffer_cursor = IBUFFER_SIZE;
m_vertex_buffer_cursor = VBUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
}
}
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::PrepareDrawBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
m_vertex_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, vSize);
D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
// Wrap around
m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
m_index_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
m_triangle_draw_index = m_index_buffer_cursor;
m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangle_draw_index, GetTriangleIndexBuffer(), sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_line_draw_index, GetLineIndexBuffer(), sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_point_draw_index, GetPointIndexBuffer(), sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_index_buffer_cursor += iCount;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16));
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
// Disable culling for lines and points
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
((DX11::Renderer*)g_renderer)->ApplyCullDisable();
if (IndexGenerator::GetNumLines() > 0)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumPoints() > 0)
{
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
((DX11::Renderer*)g_renderer)->RestoreCull();
}
void VertexManager::vFlush()
{
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
g_renderer->SetSamplerState(i & 3, i >> 2);
const FourTexUnits &tex = bpmem.tex[i >> 2];
const TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
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((tex.texMode0[i&3].min_filter & 3) != 0),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
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(tex.texImage1[i&3].image_type != 0));
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
// set global constants
VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
}
PrepareDrawBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
Draw(stride);
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
g_renderer->RestoreState();
}
} // namespace