// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #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 * sizeof(u16) * 8; const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE; const UINT MAX_VBUFFER_COUNT = 2; void VertexManager::CreateDeviceObjects() { D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); m_vertex_draw_offset = 0; m_triangle_draw_index = 0; m_line_draw_index = 0; m_point_draw_index = 0; m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT]; m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT]; for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++) { m_index_buffers[m_current_index_buffer] = NULL; CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])), "Failed to create index buffer."); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager"); } bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufdesc.ByteWidth = VBUFFER_SIZE; for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++) { m_vertex_buffers[m_current_vertex_buffer] = NULL; CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])), "Failed to create vertex buffer."); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager"); } m_current_vertex_buffer = 0; m_current_index_buffer = 0; m_index_buffer_cursor = IBUFFER_SIZE; m_vertex_buffer_cursor = VBUFFER_SIZE; m_lineShader.Init(); m_pointShader.Init(); } void VertexManager::DestroyDeviceObjects() { m_pointShader.Shutdown(); m_lineShader.Shutdown(); for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++) { SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]); SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]); } } VertexManager::VertexManager() { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::PrepareDrawBuffers() { D3D11_MAPPED_SUBRESOURCE map; UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer); D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE; if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE) { // Wrap around m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT; m_vertex_buffer_cursor = 0; MapType = D3D11_MAP_WRITE_DISCARD; } D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map); memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, vSize); D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0); m_vertex_draw_offset = m_vertex_buffer_cursor; m_vertex_buffer_cursor += vSize; UINT iCount = IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen(); MapType = D3D11_MAP_WRITE_NO_OVERWRITE; if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16))) { // Wrap around m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT; m_index_buffer_cursor = 0; MapType = D3D11_MAP_WRITE_DISCARD; } D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map); m_triangle_draw_index = m_index_buffer_cursor; m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen(); m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen(); memcpy((u16*)map.pData + m_triangle_draw_index, GetTriangleIndexBuffer(), sizeof(u16) * IndexGenerator::GetTriangleindexLen()); memcpy((u16*)map.pData + m_line_draw_index, GetLineIndexBuffer(), sizeof(u16) * IndexGenerator::GetLineindexLen()); memcpy((u16*)map.pData + m_point_draw_index, GetPointIndexBuffer(), sizeof(u16) * IndexGenerator::GetPointindexLen()); D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0); m_index_buffer_cursor += iCount; ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize); ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16)); } 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_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset); D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0); if (IndexGenerator::GetNumTriangles() > 0) { D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 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_line_draw_index, 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_point_draw_index, 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() { 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) != 0), (tex.texMode1[i&3].max_lod + 0xf) / 0x10, (tex.texImage1[i&3].image_type != 0)); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0); } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components); 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");}); return; } if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); return; } PrepareDrawBuffers(); unsigned int stride = g_nativeVertexFmt->GetVertexStride(); g_nativeVertexFmt->SetupVertexPointers(); g_renderer->ApplyState(useDstAlpha); g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); Draw(stride); g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); g_renderer->RestoreState(); } } // namespace