// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "D3DBase.h" #include "PixelShaderCache.h" #include "VertexManager.h" #include "VertexShaderCache.h" #include "BPMemory.h" #include "Debugger.h" #include "IndexGenerator.h" #include "MainBase.h" #include "PixelShaderManager.h" #include "RenderBase.h" #include "Render.h" #include "Statistics.h" #include "TextureCacheBase.h" #include "VertexShaderManager.h" #include "VideoConfig.h" // internal state for loading vertices extern NativeVertexFormat *g_nativeVertexFmt; namespace DX11 { // TODO: Find sensible values for these two const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16; const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16; void VertexManager::CreateDeviceObjects() { D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); 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 = 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; m_lineShader.Init(); m_pointShader.Init(); } void VertexManager::DestroyDeviceObjects() { m_pointShader.Shutdown(); m_lineShader.Shutdown(); SAFE_RELEASE(m_vertexBuffer); SAFE_RELEASE(m_indexBuffer); } VertexManager::VertexManager() { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::LoadBuffers() { D3D11_MAPPED_SUBRESOURCE map; UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer); if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE) { // 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 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; } static const float LINE_PT_TEX_OFFSETS[8] = { 0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f }; void VertexManager::Draw(UINT stride) { D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset); D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); if (IndexGenerator::GetNumTriangles() > 0) { D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } // Disable culling for lines and points if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0) ((DX11::Renderer*)g_renderer)->ApplyCullDisable(); if (IndexGenerator::GetNumLines() > 0) { float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f; float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff]; float vpWidth = 2.0f * xfregs.viewport.wd; float vpHeight = -2.0f * xfregs.viewport.ht; bool texOffsetEnable[8]; for (int i = 0; i < 8; ++i) texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset; if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset, vpWidth, vpHeight, texOffsetEnable)) { D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); D3D::context->GSSetShader(NULL, NULL, 0); } } if (IndexGenerator::GetNumPoints() > 0) { float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f; float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff]; float vpWidth = 2.0f * xfregs.viewport.wd; float vpHeight = -2.0f * xfregs.viewport.ht; bool texOffsetEnable[8]; for (int i = 0; i < 8; ++i) texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset; if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset, vpWidth, vpHeight, texOffsetEnable)) { D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); D3D::context->GSSetShader(NULL, NULL, 0); } } if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0) ((DX11::Renderer*)g_renderer)->RestoreCull(); } void VertexManager::vFlush() { if (LocalVBuffer == s_pCurBufferPointer) return; if (Flushed) return; Flushed=true; VideoFifo_CheckEFBAccess(); u32 usedtextures = 0; for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) if (bpmem.tevorders[i / 2].getEnable(i & 1)) usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1); if (bpmem.genMode.numindstages > 0) for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i) if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt); for (unsigned int i = 0; i < 8; i++) { if (usedtextures & (1 << i)) { g_renderer->SetSamplerState(i & 3, i >> 2); 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, tex.texTlut[i&3].tlut_format, (tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips, (tex.texMode1[i&3].max_lod >> 4)); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0); } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; if (!PixelShaderCache::SetShader( useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); goto shader_fail; } if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); goto shader_fail; } unsigned int stride = g_nativeVertexFmt->GetVertexStride(); g_nativeVertexFmt->SetupVertexPointers(); g_renderer->ApplyState(useDstAlpha); LoadBuffers(); Draw(stride); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); g_renderer->RestoreState(); shader_fail: ResetBuffer(); } } // namespace