DX11 plugin: Use a better mechanism to load vertex and index buffers; prevent a potential bug where triangles, lines, and points could fight over the same buffers

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6292 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2010-10-20 02:17:16 +00:00
parent 0e534dd033
commit b1d6417f13
2 changed files with 97 additions and 97 deletions

View File

@ -47,63 +47,50 @@ extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX11
{
// TODO: find sensible values for these two
enum
{
NUM_VERTEXBUFFERS = 8,
NUM_INDEXBUFFERS = 10,
};
// TODO: Find sensible values for these two
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {};
ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {};
inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
void VertexManager::CreateDeviceObjects()
{
for (u32 k = 0; k < NUM_INDEXBUFFERS-1; ++k)
if (minsize > 2 * (((u32)VertexManager::MAXIBUFFERSIZE)>>(k+1)))
return indexbuffers[k];
return indexbuffers[NUM_INDEXBUFFERS-1];
}
inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
{
for (u32 k = 0; k < NUM_VERTEXBUFFERS-1; ++k)
if (minsize > (((u32)VertexManager::MAXVBUFFERSIZE)>>(k+1)))
return vertexbuffers[k];
return vertexbuffers[NUM_VERTEXBUFFERS-1];
}
void CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(VertexManager::MAXIBUFFERSIZE * 2,
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
{
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, indexbuffers + k)),
"Failed to create index buffer [%i].", k);
D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
}
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffer)),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffer, "index buffer of VertexManager");
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VertexManager::MAXVBUFFERSIZE;
for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
{
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, vertexbuffers + k)),
"Failed to create vertex buffer [%i].", k);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
}
bufdesc.ByteWidth = VBUFFER_SIZE;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffer)),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffer, "vertex buffer of VertexManager");
m_indexBufferCursor = 0;
m_vertexBufferCursor = 0;
m_vertexDrawOffset = 0;
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
}
void DestroyDeviceObjects()
void VertexManager::DestroyDeviceObjects()
{
for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k)
SAFE_RELEASE(indexbuffers[k]);
for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k)
SAFE_RELEASE(vertexbuffers[k]);
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
}
VertexManager::VertexManager()
VertexManager::VertexManager() :
m_indexBufferCursor(0),
m_vertexBufferCursor(0),
m_vertexDrawOffset(0),
m_triangleDrawIndex(0),
m_lineDrawIndex(0),
m_pointDrawIndex(0),
m_indexBuffer(NULL),
m_vertexBuffer(NULL)
{
CreateDeviceObjects();
}
@ -113,78 +100,76 @@ VertexManager::~VertexManager()
DestroyDeviceObjects();
}
void VertexManager::Draw(u32 stride, bool alphapass)
void VertexManager::LoadBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
if (!alphapass)
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
{
D3D::context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
D3D::context->Unmap(vertexbuffer, 0);
// Wrap around
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_vertexBufferCursor = 0;
}
else
{
// Append data
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
D3D::context->Unmap(m_vertexBuffer, 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
UINT bufoffset = 0;
UINT bufstride = stride;
UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
{
// Wrap around
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_indexBufferCursor = 0;
}
else
{
// Append data
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffer, 0);
m_indexBufferCursor += iCount;
}
void VertexManager::Draw(UINT stride, bool alphapass)
{
if (!alphapass)
D3D::gfxstate->ApplyState();
else
D3D::gfxstate->AlphaPass();
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, TIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
u32 indexbuffersize = IndexGenerator::GetLineindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
u32 indexbuffersize = IndexGenerator::GetPointindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
@ -213,8 +198,8 @@ void VertexManager::vFlush()
if (usedtextures & (1 << i))
{
Renderer::SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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,
@ -244,6 +229,8 @@ void VertexManager::vFlush()
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
LoadBuffers();
Draw(stride, false);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)

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@ -22,6 +22,7 @@
#include "VertexLoader.h"
#include "VertexManagerBase.h"
#include "D3DBase.h"
namespace DX11
{
@ -33,9 +34,21 @@ public:
~VertexManager();
private:
void Draw(u32 stride, bool alphapass);
void CreateDeviceObjects();
void DestroyDeviceObjects();
void LoadBuffers();
void Draw(UINT stride, bool alphapass);
// temp
void vFlush();
UINT m_indexBufferCursor;
UINT m_vertexBufferCursor;
UINT m_vertexDrawOffset;
UINT m_triangleDrawIndex;
UINT m_lineDrawIndex;
UINT m_pointDrawIndex;
ID3D11Buffer* m_indexBuffer;
ID3D11Buffer* m_vertexBuffer;
};
} // namespace