D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiB

This commit is contained in:
Stenzek 2015-12-19 15:45:21 +10:00
parent e638775bc7
commit 7b628c99ec
4 changed files with 131 additions and 28 deletions

View File

@ -34,6 +34,8 @@ public:
buf->Release();
}
int GetSize() const { return max_size; }
// returns vertex offset to the new data
int AppendData(void* data, int size, int vertex_size)
{
@ -59,6 +61,37 @@ public:
return (offset - size) / vertex_size;
}
int BeginAppendData(void** write_ptr, int size, int vertex_size)
{
_dbg_assert_(VIDEO, size < max_size);
D3D11_MAPPED_SUBRESOURCE map;
int aligned_offset = ((offset + vertex_size - 1) / vertex_size) * vertex_size; // align offset to vertex_size bytes
if (aligned_offset + size > max_size)
{
// wrap buffer around and notify observers
offset = 0;
aligned_offset = 0;
context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
for (bool* observer : observers)
*observer = true;
}
else
{
context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
*write_ptr = reinterpret_cast<byte*>(map.pData) + aligned_offset;
offset = aligned_offset + size;
return aligned_offset / vertex_size;
}
void EndAppendData()
{
context->Unmap(buf, 0);
}
void AddWrapObserver(bool* observer)
{
observers.push_back(observer);
@ -460,7 +493,7 @@ bool stq_observer, stsq_observer, cq_observer, clearq_observer;
void InitUtils()
{
util_vbuf = new UtilVertexBuffer(0x4000);
util_vbuf = new UtilVertexBuffer(65536); // 64KiB
float border[4] = { 0.f, 0.f, 0.f, 0.f };
D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
@ -647,6 +680,71 @@ void drawClearQuad(u32 Color, float z)
stateman->SetGeometryShader(nullptr);
}
static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col)
{
vert->x = x;
vert->y = y;
vert->z = z;
vert->col = col;
}
void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6;
// Set common state
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), sizeof(ColVertex), 0);
stateman->Apply();
// if drawing a large number of points at once, this will have to be split into multiple passes.
size_t points_per_draw = util_vbuf->GetSize() / COL_QUAD_SIZE;
size_t current_point_index = 0;
while (current_point_index < num_points)
{
size_t points_to_draw = std::min(num_points - current_point_index, points_per_draw);
size_t required_bytes = COL_QUAD_SIZE * points_to_draw;
// map and reserve enough buffer space for this draw
void* buffer_ptr;
int base_vertex_index = util_vbuf->BeginAppendData(&buffer_ptr, (int)required_bytes, sizeof(ColVertex));
// generate quads for each efb point
ColVertex* base_vertex_ptr = reinterpret_cast<ColVertex*>(buffer_ptr);
for (size_t i = 0; i < points_to_draw; i++)
{
// generate quad from the single point (clip-space coordinates)
const EfbPokeData* point = &points[current_point_index];
float x1 = float(point->x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
float z = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f;
u32 col = (type == POKE_Z) ? 0 : ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) | ((point->data << 16) & 0xFF0000));
current_point_index++;
// quad -> triangles
ColVertex* vertex = &base_vertex_ptr[i * 6];
InitColVertex(&vertex[0], x1, y1, z, col);
InitColVertex(&vertex[1], x2, y1, z, col);
InitColVertex(&vertex[2], x1, y2, z, col);
InitColVertex(&vertex[3], x1, y2, z, col);
InitColVertex(&vertex[4], x2, y1, z, col);
InitColVertex(&vertex[5], x2, y2, z, col);
}
// unmap the util buffer, and issue the draw
util_vbuf->EndAppendData();
context->Draw(6 * (UINT)points_to_draw, base_vertex_index);
}
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
}
} // namespace D3D
} // namespace DX11

View File

@ -8,6 +8,7 @@
#include <string>
#include "Common/MathUtil.h"
#include "VideoCommon/RenderBase.h"
namespace DX11
{
@ -67,6 +68,8 @@ namespace D3D
u32 slice = 0);
void drawClearQuad(u32 Color, float z);
void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2);
void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points);
}
}

View File

@ -474,55 +474,55 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
else if (alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
}
else if (type == POKE_COLOR)
else // if (type == POKE_COLOR || type == POKE_Z)
{
u32 rgbaColor = (poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000);
std::vector<EfbPokeData> vector;
EfbPokeData d;
d.x = x;
d.y = y;
d.data = poke_data;
vector.push_back(d);
PokeEFB(type, vector);
}
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState();
return 0;
}
void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
{
ResetAPIState();
if (type == POKE_COLOR)
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr);
D3D::drawColorQuad(rgbaColor, 0.f,
(float)RectToLock.left * 2.f / GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / GetTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / GetTargetHeight() + 1.f);
RestoreAPIState();
}
else // if (type == POKE_Z)
{
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState();
D3D::stateman->PushBlendState(clearblendstates[3]);
D3D::stateman->PushDepthState(cleardepthstates[1]);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight(),
1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
1.0f - MathUtil::Clamp<float>((xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f)), 0.0f, 16777215.0f) / 16777216.0f);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::drawColorQuad(0, 1.0f - float(poke_data & 0xFFFFFF) / 16777216.0f,
(float)RectToLock.left * 2.f / GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / GetTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / GetTargetHeight() + 1.f);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
RestoreAPIState();
}
return 0;
}
D3D::DrawEFBPokeQuads(type, data.data(), data.size());
if (type == POKE_Z)
{
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
}
RestoreAPIState();
}
void Renderer::SetViewport()
{

View File

@ -37,6 +37,8 @@ public:
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data) override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;