// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/VertexManager.h" #include #include "Common/Align.h" #include "Common/CommonTypes.h" #include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/Statistics.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; static ID3D11Buffer* AllocateConstantBuffer(u32 size) { const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16 const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); ID3D11Buffer* cbuf; const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf); CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize); D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline"); return cbuf; } static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, data, data_size); D3D::context->Unmap(buffer, 0); ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_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); 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(m_buffers[i], "Buffer of VertexManager"); } m_buffer_cursor = MAX_BUFFER_SIZE; m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants)); m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants)); m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants)); } void VertexManager::DestroyDeviceObjects() { SAFE_RELEASE(m_pixel_constant_buffer); SAFE_RELEASE(m_geometry_constant_buffer); SAFE_RELEASE(m_vertex_constant_buffer); for (int i = 0; i < MAX_BUFFER_COUNT; i++) { SAFE_RELEASE(m_buffers[i]); } } VertexManager::VertexManager() { m_staging_vertex_buffer.resize(MAXVBUFFERSIZE); m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0]; m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size(); m_staging_index_buffer.resize(MAXIBUFFERSIZE); CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) { // Just use the one buffer for all three. UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size); D3D::stateman->SetVertexConstants(m_vertex_constant_buffer); D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer); D3D::stateman->SetPixelConstants(m_vertex_constant_buffer); VertexShaderManager::dirty = true; GeometryShaderManager::dirty = true; PixelShaderManager::dirty = true; } void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all) { m_cur_buffer_pointer = m_base_buffer_pointer; IndexGenerator::Start(m_staging_index_buffer.data()); } void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { D3D11_MAPPED_SUBRESOURCE map; u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16)); u32 indexBufferSize = num_indices * sizeof(u16); u32 totalBufferSize = vertexBufferSize + indexBufferSize; u32 cursor = m_buffer_cursor; u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0; if (padding) { cursor += vertex_stride - padding; } D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE; if (cursor + totalBufferSize >= MAX_BUFFER_SIZE) { // Wrap around m_current_buffer = (m_current_buffer + 1) % MAX_BUFFER_COUNT; cursor = 0; MapType = D3D11_MAP_WRITE_DISCARD; } *out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0; *out_base_index = (cursor + vertexBufferSize) / sizeof(u16); D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map); u8* mappedData = reinterpret_cast(map.pData); if (vertexBufferSize > 0) std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize); if (indexBufferSize > 0) std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(), indexBufferSize); D3D::context->Unmap(m_buffers[m_current_buffer], 0); m_buffer_cursor = cursor + totalBufferSize; ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize); ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize); D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0); D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]); } void VertexManager::UploadConstants() { if (VertexShaderManager::dirty) { UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants, sizeof(VertexShaderConstants)); VertexShaderManager::dirty = false; } if (GeometryShaderManager::dirty) { UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants)); GeometryShaderManager::dirty = false; } if (PixelShaderManager::dirty) { UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants, sizeof(PixelShaderConstants)); PixelShaderManager::dirty = false; } D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer : nullptr); D3D::stateman->SetVertexConstants(m_vertex_constant_buffer); D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer); } void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) { FramebufferManager::SetIntegerEFBRenderTarget( m_current_pipeline_config.blending_state.logicopenable); 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); } D3D::stateman->Apply(); D3D::context->DrawIndexed(num_indices, base_index, base_vertex); } } // namespace DX11