// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3D/VertexManager.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/MainBase.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { // TODO: Find sensible values for these two const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8; const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE; const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE; void VertexManager::CreateDeviceObjects() { D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); m_vertexDrawOffset = 0; m_indexDrawOffset = 0; for (int i = 0; i < MAX_BUFFER_COUNT; i++) { m_buffers[i] = nullptr; CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])), "Failed to create buffer."); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_buffers[i], "Buffer of VertexManager"); } m_currentBuffer = 0; m_bufferCursor = MAX_BUFFER_SIZE; } void VertexManager::DestroyDeviceObjects() { for (int i = 0; i < MAX_BUFFER_COUNT; i++) { SAFE_RELEASE(m_buffers[i]); } } VertexManager::VertexManager() { LocalVBuffer.resize(MAXVBUFFERSIZE); s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0]; s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size(); LocalIBuffer.resize(MAXIBUFFERSIZE); CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::PrepareDrawBuffers(u32 stride) { D3D11_MAPPED_SUBRESOURCE map; u32 vertexBufferSize = u32(s_pCurBufferPointer - s_pBaseBufferPointer); u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16); u32 totalBufferSize = vertexBufferSize + indexBufferSize; u32 cursor = m_bufferCursor; u32 padding = m_bufferCursor % stride; if (padding) { cursor += stride - padding; } D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE; if (cursor + totalBufferSize >= MAX_BUFFER_SIZE) { // Wrap around m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT; cursor = 0; MapType = D3D11_MAP_WRITE_DISCARD; } m_vertexDrawOffset = cursor; m_indexDrawOffset = cursor + vertexBufferSize; D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map); u8* mappedData = reinterpret_cast(map.pData); memcpy(mappedData + m_vertexDrawOffset, s_pBaseBufferPointer, vertexBufferSize); memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize); D3D::context->Unmap(m_buffers[m_currentBuffer], 0); m_bufferCursor = cursor + totalBufferSize; ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize); ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize); } void VertexManager::Draw(u32 stride) { u32 indices = IndexGenerator::GetIndexLen(); D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0); D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]); u32 baseVertex = m_vertexDrawOffset / stride; u32 startIndex = m_indexDrawOffset / sizeof(u16); switch (current_primitive_type) { case PRIMITIVE_POINTS: D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); ((DX11::Renderer*)g_renderer)->ApplyCullDisable(); break; case PRIMITIVE_LINES: D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); ((DX11::Renderer*)g_renderer)->ApplyCullDisable(); break; case PRIMITIVE_TRIANGLES: D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); break; } D3D::stateman->Apply(); D3D::context->DrawIndexed(indices, startIndex, baseVertex); INCSTAT(stats.thisFrame.numDrawCalls); if (current_primitive_type != PRIMITIVE_TRIANGLES) ((DX11::Renderer*)g_renderer)->RestoreCull(); } void VertexManager::vFlush(bool useDstAlpha) { u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components; if (!PixelShaderCache::SetShader( useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); return; } if (!VertexShaderCache::SetShader(components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); return; } if (!GeometryShaderCache::SetShader(current_primitive_type)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); }); return; } if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active) { D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr); } u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(); PrepareDrawBuffers(stride); VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers(); g_renderer->ApplyState(useDstAlpha); Draw(stride); g_renderer->RestoreState(); } void VertexManager::ResetBuffer(u32 stride) { s_pCurBufferPointer = s_pBaseBufferPointer; IndexGenerator::Start(GetIndexBuffer()); } } // namespace