dolphin/Source/Core/VideoBackends/D3D/Render.cpp

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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/Render.h"
#include <algorithm>
#include <array>
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#include <cinttypes>
#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <strsafe.h>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
#include "Core/Core.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/SwapChain.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace DX11
{
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
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} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
backbuffer_scale,
swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
m_swap_chain(std::move(swap_chain))
{
}
Renderer::~Renderer() = default;
void Renderer::Create3DVisionTexture(int width, int height)
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{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
NVSTEREOIMAGEHEADER header;
header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header.dwWidth = static_cast<u32>(width * 2);
header.dwHeight = static_cast<u32>(height + 1);
header.dwBPP = 32;
header.dwFlags = 0;
const u32 pitch = static_cast<u32>(4 * width * 2);
const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
u8* image_header_location = &memory[height * pitch];
std::memcpy(image_header_location, &header, sizeof(header));
D3D11_SUBRESOURCE_DATA sys_data;
sys_data.SysMemPitch = pitch;
sys_data.pSysMem = memory.get();
CD3D11_TEXTURE2D_DESC texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width * 2, height + 1, 1, 1,
D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
ID3D11Texture2D* texture;
HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, &texture);
CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
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m_3d_vision_texture = DXTexture::CreateAdopted(texture);
m_3d_vision_framebuffer = DXFramebuffer::Create(m_3d_vision_texture.get(), nullptr);
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}
bool Renderer::IsHeadless() const
{
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return !m_swap_chain;
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
return DXTexture::Create(config);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
static_cast<DXTexture*>(depth_attachment));
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
std::string_view source)
{
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DXShader::BinaryData bytecode;
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
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return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(bytecode));
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
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return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return DXPipeline::Create(config);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
return;
if (dx_pipeline)
{
D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
D3D::stateman->SetIntegerRTV(dx_pipeline->UseLogicOp());
}
else
{
// These will be destroyed at pipeline destruction.
D3D::stateman->SetInputLayout(nullptr);
D3D::stateman->SetVertexShader(nullptr);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->SetPixelShader(nullptr);
}
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
// TODO: Move to stateman
const CD3D11_RECT rect(rc.left, rc.top, std::max(rc.right, rc.left + 1),
std::max(rc.bottom, rc.top + 1));
D3D::context->RSSetScissorRects(1, &rect);
}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
// TODO: Move to stateman
const CD3D11_VIEWPORT vp(x, y, width, height, near_depth, far_depth);
D3D::context->RSSetViewports(1, &vp);
}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
D3D::stateman->Apply();
D3D::context->Draw(num_vertices, base_vertex);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
D3D::stateman->SyncComputeBindings();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
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CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
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}
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void Renderer::PresentBackbuffer()
{
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m_swap_chain->Present();
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}
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void Renderer::OnConfigChanged(u32 bits)
{
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// Quad-buffer changes require swap chain recreation.
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
m_swap_chain->SetStereo(SwapChain::WantsStereo());
}
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void Renderer::CheckForSwapChainChanges()
{
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const bool surface_changed = m_surface_changed.TestAndClear();
const bool surface_resized =
m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
if (!surface_changed && !surface_resized)
return;
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if (surface_changed)
{
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m_swap_chain->ChangeSurface(m_new_surface_handle);
m_new_surface_handle = nullptr;
}
else
{
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m_swap_chain->ResizeSwapChain();
}
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m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
m_3d_vision_framebuffer.reset();
m_3d_vision_texture.reset();
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
// We can't leave the framebuffer bound as a texture and a render target.
DXFramebuffer* fb = static_cast<DXFramebuffer*>(framebuffer);
if ((fb->GetColorAttachment() &&
D3D::stateman->UnsetTexture(
static_cast<DXTexture*>(fb->GetColorAttachment())->GetD3DSRV()) != 0) ||
(fb->GetDepthAttachment() &&
D3D::stateman->UnsetTexture(
static_cast<DXTexture*>(fb->GetDepthAttachment())->GetD3DSRV()) != 0))
{
D3D::stateman->ApplyTextures();
}
D3D::stateman->SetFramebuffer(fb);
m_current_framebuffer = fb;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
SetFramebuffer(framebuffer);
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
SetFramebuffer(framebuffer);
D3D::stateman->Apply();
if (framebuffer->GetColorFormat() != AbstractTextureFormat::Undefined)
{
D3D::context->ClearRenderTargetView(
static_cast<const DXFramebuffer*>(framebuffer)->GetRTVArray()[0], color_value.data());
}
if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
{
D3D::context->ClearDepthStencilView(static_cast<const DXFramebuffer*>(framebuffer)->GetDSV(),
D3D11_CLEAR_DEPTH, depth_value, 0);
}
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
D3D::stateman->SetTexture(index, texture ? static_cast<const DXTexture*>(texture)->GetD3DSRV() :
nullptr);
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
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D3D::stateman->SetSampler(index, m_state_cache.Get(state));
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
D3D::stateman->SetComputeUAV(texture ? static_cast<DXTexture*>(texture)->GetD3DUAV() : nullptr);
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
if (D3D::stateman->UnsetTexture(static_cast<const DXTexture*>(texture)->GetD3DSRV()) != 0)
D3D::stateman->ApplyTextures();
}
u16 Renderer::BBoxRead(int index)
{
return static_cast<u16>(BBox::Get(index));
}
void Renderer::BBoxWrite(int index, u16 value)
{
BBox::Set(index, value);
}
void Renderer::Flush()
{
D3D::context->Flush();
}
void Renderer::WaitForGPUIdle()
{
// There is no glFinish() equivalent in D3D.
D3D::context->Flush();
}
void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);
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if (!m_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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// Render to staging texture which is double the width of the backbuffer
SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(
MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
target_rc.right + m_backbuffer_width, target_rc.bottom),
source_rc, source_texture, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
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const CD3D11_BOX box(0, 0, 0, m_swap_chain->GetWidth(), m_swap_chain->GetHeight(), 1);
D3D::context->CopySubresourceRegion(m_swap_chain->GetTexture()->GetD3DTexture(), 0, 0, 0, 0,
m_3d_vision_texture->GetD3DTexture(), 0, &box);
// Restore render target to backbuffer
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SetFramebuffer(m_swap_chain->GetFramebuffer());
}
void Renderer::SetFullscreen(bool enable_fullscreen)
{
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if (m_swap_chain)
m_swap_chain->SetFullscreen(enable_fullscreen);
}
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bool Renderer::IsFullscreen() const
{
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return m_swap_chain && m_swap_chain->GetFullscreen();
}
} // namespace DX11