2010-06-22 23:45:56 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "VideoConfig.h"
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#include "GfxState.h"
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namespace D3D
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{
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EmuGfxState* gfxstate;
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StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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{
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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inp_layout = NULL;
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num_inp_elems = 0;
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pscbufchanged = false;
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vscbufchanged = false;
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}
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EmuGfxState::~EmuGfxState()
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{
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(psbytecode);
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SAFE_RELEASE(vertexshader);
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SAFE_RELEASE(pixelshader);
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(inp_layout);
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}
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// TODO: No need to store the whole bytecode, signature might be enough (?)
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void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
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{
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// TODO: vshaderchanged actually just needs to be true if the signature changed
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if (bcode && vsbytecode != bcode) vshaderchanged = true;
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(vertexshader);
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if (shader && bcode)
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{
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vertexshader = shader;
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shader->AddRef();
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vsbytecode = bcode;
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bcode->AddRef();
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}
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else if (shader || bcode)
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{
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PanicAlert("Invalid parameters!\n");
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}
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}
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void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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{
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if (pixelshader) pixelshader->Release();
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pixelshader = shader;
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if (shader) shader->AddRef();
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}
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void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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{
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num_inp_elems = num;
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memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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}
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void EmuGfxState::ApplyState()
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{
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HRESULT hr;
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// input layout (only needs to be updated if the vertex shader signature changed)
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if (vshaderchanged)
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{
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2010-07-17 15:18:52 +00:00
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SAFE_RELEASE(inp_layout);
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2010-06-22 23:45:56 +00:00
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hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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vshaderchanged = false;
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}
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D3D::context->IASetInputLayout(inp_layout);
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// vertex shader
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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if (!vscbuf)
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{
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unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
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}
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if (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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context->Unmap(vscbuf, 0);
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2010-11-13 00:05:14 +00:00
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vscbufchanged = false;
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2010-06-22 23:45:56 +00:00
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}
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D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
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// pixel shader
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if (!pscbuf)
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{
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unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
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}
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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apply_called = true;
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}
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void EmuGfxState::Reset()
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{
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if (apply_called)
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{
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apply_called = false;
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}
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}
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template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
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{
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((IUnknown*)state)->AddRef();
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}
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template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
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{
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state = source.GetPtr();
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2010-07-11 16:26:46 +00:00
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((T*)state)->AddRef();
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2010-06-22 23:45:56 +00:00
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}
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template<typename T> AutoState<T>::~AutoState()
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{
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2010-07-17 15:18:52 +00:00
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if(state) ((T*)state)->Release();
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state = NULL;
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2010-06-22 23:45:56 +00:00
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}
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StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
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2010-06-27 14:04:49 +00:00
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void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
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2010-06-22 23:45:56 +00:00
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void StateManager::PopBlendState() { blendstates.pop(); }
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void StateManager::PopDepthState() { depthstates.pop(); }
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void StateManager::PopRasterizerState() { raststates.pop(); }
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void StateManager::Apply()
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{
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if (!blendstates.empty())
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{
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if (cur_blendstate != blendstates.top().GetPtr())
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{
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cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
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D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
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}
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}
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2010-06-27 14:04:49 +00:00
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else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
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2010-06-22 23:45:56 +00:00
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if (!depthstates.empty())
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{
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if (cur_depthstate != depthstates.top().GetPtr())
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{
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cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
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D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
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}
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}
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2010-06-27 14:04:49 +00:00
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else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
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2010-06-22 23:45:56 +00:00
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if (!raststates.empty())
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{
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if (cur_raststate != raststates.top().GetPtr())
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{
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cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
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D3D::context->RSSetState(cur_raststate);
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}
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}
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2010-06-27 14:04:49 +00:00
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else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
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2010-06-22 23:45:56 +00:00
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}
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2010-07-06 13:14:51 +00:00
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} // namespace
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