Implement AbstractGfx for Dx11

This commit is contained in:
Scott Mansell 2023-01-29 23:58:32 +13:00
parent 8bc8e43dd6
commit 5a2d119bda
8 changed files with 67 additions and 74 deletions

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@ -534,7 +534,7 @@
<ClInclude Include="VideoBackends\D3D\D3DBase.h" />
<ClInclude Include="VideoBackends\D3D\D3DBoundingBox.h" />
<ClInclude Include="VideoBackends\D3D\D3DPerfQuery.h" />
<ClInclude Include="VideoBackends\D3D\D3DRender.h" />
<ClInclude Include="VideoBackends\D3D\D3DGfx.h" />
<ClInclude Include="VideoBackends\D3D\D3DState.h" />
<ClInclude Include="VideoBackends\D3D\D3DSwapChain.h" />
<ClInclude Include="VideoBackends\D3D\D3DVertexManager.h" />
@ -1148,7 +1148,7 @@
<ClCompile Include="VideoBackends\D3D\D3DMain.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DNativeVertexFormat.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DPerfQuery.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DRender.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DGfx.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DState.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DSwapChain.cpp" />
<ClCompile Include="VideoBackends\D3D\D3DVertexManager.cpp" />

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@ -7,8 +7,8 @@ add_library(videod3d
D3DNativeVertexFormat.cpp
D3DPerfQuery.cpp
D3DPerfQuery.h
D3DRender.cpp
D3DRender.h
D3DGfx.cpp
D3DGfx.h
D3DState.cpp
D3DState.h
D3DSwapChain.cpp

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@ -1,7 +1,7 @@
// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D/D3DRender.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include <algorithm>
#include <array>
@ -37,34 +37,31 @@
namespace DX11
{
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))
Gfx::Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: m_backbuffer_scale(backbuffer_scale), m_swap_chain(std::move(swap_chain))
{
}
Renderer::~Renderer() = default;
Gfx::~Gfx() = default;
bool Renderer::IsHeadless() const
bool Gfx::IsHeadless() const
{
return !m_swap_chain;
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
std::unique_ptr<AbstractTexture> Gfx::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return DXTexture::Create(config, name);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
std::unique_ptr<AbstractStagingTexture> Gfx::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
std::unique_ptr<AbstractFramebuffer> Gfx::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
@ -72,7 +69,7 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source);
if (!bytecode)
@ -81,21 +78,21 @@ Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std
return DXShader::CreateFromBytecode(stage, std::move(*bytecode), name);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length,
std::string_view name)
{
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
std::unique_ptr<AbstractPipeline> Gfx::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return DXPipeline::Create(config);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
void Gfx::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
@ -123,7 +120,7 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
}
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
void Gfx::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),
@ -131,7 +128,7 @@ void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
D3D::context->RSSetScissorRects(1, &rect);
}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
void Gfx::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
// TODO: Move to stateman
@ -139,19 +136,19 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
D3D::context->RSSetViewports(1, &vp);
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
void Gfx::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)
void Gfx::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 groupsize_x, u32 groupsize_y,
void Gfx::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
@ -159,25 +156,25 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
void Renderer::BindBackbuffer(const ClearColor& clear_color)
void Gfx::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
}
void Renderer::PresentBackbuffer()
void Gfx::PresentBackbuffer()
{
m_swap_chain->Present();
}
void Renderer::OnConfigChanged(u32 bits)
void Gfx::OnConfigChanged(u32 bits)
{
// Quad-buffer changes require swap chain recreation.
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
m_swap_chain->SetStereo(SwapChain::WantsStereo());
}
void Renderer::CheckForSwapChainChanges()
void Gfx::CheckForSwapChainChanges()
{
const bool surface_changed = g_presenter->SurfaceChangedTestAndClear();
const bool surface_resized =
@ -194,11 +191,10 @@ void Renderer::CheckForSwapChainChanges()
m_swap_chain->ResizeSwapChain();
}
m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
g_presenter->SetBackbuffer(m_swap_chain->GetWidth(), m_swap_chain->GetHeight());
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
void Gfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
@ -219,12 +215,12 @@ void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
m_current_framebuffer = fb;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
void Gfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
SetFramebuffer(framebuffer);
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
void Gfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
SetFramebuffer(framebuffer);
@ -242,53 +238,58 @@ void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
}
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Gfx::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)
void Gfx::SetSamplerState(u32 index, const SamplerState& state)
{
D3D::stateman->SetSampler(index, m_state_cache.Get(state));
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
void Gfx::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
D3D::stateman->SetComputeUAV(texture ? static_cast<DXTexture*>(texture)->GetD3DUAV() : nullptr);
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
void Gfx::UnbindTexture(const AbstractTexture* texture)
{
if (D3D::stateman->UnsetTexture(static_cast<const DXTexture*>(texture)->GetD3DSRV()) != 0)
D3D::stateman->ApplyTextures();
}
std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
{
return std::make_unique<D3DBoundingBox>();
}
void Renderer::Flush()
void Gfx::Flush()
{
D3D::context->Flush();
}
void Renderer::WaitForGPUIdle()
void Gfx::WaitForGPUIdle()
{
// There is no glFinish() equivalent in D3D.
D3D::context->Flush();
}
void Renderer::SetFullscreen(bool enable_fullscreen)
void Gfx::SetFullscreen(bool enable_fullscreen)
{
if (m_swap_chain)
m_swap_chain->SetFullscreen(enable_fullscreen);
}
bool Renderer::IsFullscreen() const
bool Gfx::IsFullscreen() const
{
return m_swap_chain && m_swap_chain->GetFullscreen();
}
SurfaceInfo Gfx::GetSurfaceInfo() const
{
return {
m_swap_chain ? static_cast<u32>(m_swap_chain->GetWidth()) : 0,
m_swap_chain ? static_cast<u32>(m_swap_chain->GetHeight()) : 0,
m_backbuffer_scale,
m_swap_chain ? m_swap_chain->GetFormat() : AbstractTextureFormat::Undefined
};
}
} // namespace DX11

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@ -6,7 +6,7 @@
#include <d3d11.h>
#include <string_view>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/AbstractGfx.h"
class BoundingBox;
@ -16,11 +16,11 @@ class SwapChain;
class DXTexture;
class DXFramebuffer;
class Renderer : public ::Renderer
class Gfx : public ::AbstractGfx
{
public:
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Renderer() override;
Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Gfx() override;
StateCache& GetStateCache() { return m_state_cache; }
@ -69,14 +69,14 @@ public:
void OnConfigChanged(u32 bits) override;
protected:
std::unique_ptr<BoundingBox> CreateBoundingBox() const override;
SurfaceInfo GetSurfaceInfo() const override;
private:
void CheckForSwapChainChanges();
StateCache m_state_cache;
float m_backbuffer_scale;
std::unique_ptr<SwapChain> m_swap_chain;
};
} // namespace DX11

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@ -14,11 +14,12 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBoundingBox.h"
#include "VideoBackends/D3D/D3DPerfQuery.h"
#include "VideoBackends/D3D/D3DRender.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DSwapChain.h"
#include "VideoBackends/D3D/D3DVertexManager.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
@ -143,7 +144,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
return false;
FillBackendInfo();
InitializeShared();
UpdateActiveConfig();
std::unique_ptr<SwapChain> swap_chain;
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
@ -154,22 +155,13 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
return false;
}
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
Shutdown();
return false;
}
auto gfx = std::make_unique<DX11::Gfx>(std::move(swap_chain), wsi.render_surface_scale);
auto vertex_manager = std::make_unique<VertexManager>();
auto perf_query = std::make_unique<PerfQuery>();
auto bounding_box = std::make_unique<D3DBoundingBox>();
g_shader_cache->InitializeShaderCache();
return true;
return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
std::move(bounding_box));
}
void VideoBackend::Shutdown()

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@ -7,7 +7,7 @@
#include "Common/EnumMap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DRender.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DVertexManager.h"
#include "VideoBackends/D3D/DXShader.h"
@ -18,7 +18,7 @@ namespace DX11
std::mutex s_input_layout_lock;
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
Gfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<D3DVertexFormat>(vtx_decl);
}

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@ -13,7 +13,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBoundingBox.h"
#include "VideoBackends/D3D/D3DRender.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"

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@ -7,7 +7,7 @@
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DRender.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DVertexManager.h"
#include "VideoBackends/D3D/DXShader.h"
@ -32,7 +32,7 @@ DXPipeline::~DXPipeline() = default;
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
{
StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
StateCache& state_cache = static_cast<Gfx*>(g_gfx.get())->GetStateCache();
ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);