// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/D3DUtil.h" #include #include #include #include "Common/Align.h" #include "Common/Assert.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/VideoBackendBase.h" namespace DX11 { namespace D3D { // Ring buffer class, shared between the draw* functions class UtilVertexBuffer { public: UtilVertexBuffer(unsigned int size) : max_size(size) { D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); device->CreateBuffer(&desc, nullptr, &buf); } ~UtilVertexBuffer() { buf->Release(); } int GetSize() const { return max_size; } // returns vertex offset to the new data int AppendData(void* data, unsigned int size, unsigned int vertex_size) { D3D11_MAPPED_SUBRESOURCE map; if (offset + size >= max_size) { // wrap buffer around and notify observers offset = 0; context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); for (bool* observer : observers) *observer = true; } else { context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map); } offset = Common::AlignUp(offset, vertex_size); memcpy((u8*)map.pData + offset, data, size); context->Unmap(buf, 0); offset += size; return (offset - size) / vertex_size; } int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size) { DEBUG_ASSERT(size < max_size); D3D11_MAPPED_SUBRESOURCE map; unsigned int aligned_offset = Common::AlignUp(offset, vertex_size); if (aligned_offset + size > max_size) { // wrap buffer around and notify observers offset = 0; aligned_offset = 0; context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); for (bool* observer : observers) *observer = true; } else { context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map); } *write_ptr = reinterpret_cast(map.pData) + aligned_offset; offset = aligned_offset + size; return aligned_offset / vertex_size; } void EndAppendData() { context->Unmap(buf, 0); } void AddWrapObserver(bool* observer) { observers.push_back(observer); } inline ID3D11Buffer*& GetBuffer() { return buf; } private: ID3D11Buffer* buf = nullptr; unsigned int offset = 0; unsigned int max_size; std::list observers; }; static UtilVertexBuffer* util_vbuf = nullptr; static ID3D11SamplerState* linear_copy_sampler = nullptr; static ID3D11SamplerState* point_copy_sampler = nullptr; struct STQVertex { float x, y, z, u, v, w; }; struct ClearVertex { float x, y, z; u32 col; }; struct ColVertex { float x, y, z; u32 col; }; struct TexQuadData { float u1, v1, u2, v2, S, G; }; static TexQuadData tex_quad_data; struct DrawQuadData { float x1, y1, x2, y2, z; u32 col; }; static DrawQuadData draw_quad_data; struct ClearQuadData { u32 col; float z; }; static ClearQuadData clear_quad_data; // ring buffer offsets static int stq_offset, cq_offset, clearq_offset; // observer variables for ring buffer wraps static bool stq_observer, cq_observer, clearq_observer; void InitUtils() { util_vbuf = new UtilVertexBuffer(65536); // 64KiB float border[4] = {0.f, 0.f, 0.f, 0.f}; D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC( D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f); HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler); if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__); else SetDebugObjectName(point_copy_sampler, "point copy sampler state"); samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f); hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler); if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__); else SetDebugObjectName(linear_copy_sampler, "linear copy sampler state"); // cached data used to avoid unnecessarily reloading the vertex buffers memset(&tex_quad_data, 0, sizeof(tex_quad_data)); memset(&draw_quad_data, 0, sizeof(draw_quad_data)); memset(&clear_quad_data, 0, sizeof(clear_quad_data)); // make sure to properly load the vertex data whenever the corresponding functions get called the // first time stq_observer = cq_observer = clearq_observer = true; util_vbuf->AddWrapObserver(&stq_observer); util_vbuf->AddWrapObserver(&cq_observer); util_vbuf->AddWrapObserver(&clearq_observer); } void ShutdownUtils() { SAFE_RELEASE(point_copy_sampler); SAFE_RELEASE(linear_copy_sampler); SAFE_DELETE(util_vbuf); } void SetPointCopySampler() { D3D::stateman->SetSampler(0, point_copy_sampler); } void SetLinearCopySampler() { D3D::stateman->SetSampler(0, linear_copy_sampler); } void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource, int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader, ID3D11VertexShader* VShader, ID3D11InputLayout* layout, ID3D11GeometryShader* GShader, u32 slice) { float sw = 1.0f / (float)SourceWidth; float sh = 1.0f / (float)SourceHeight; float u1 = ((float)rSource->left) * sw; float u2 = ((float)rSource->right) * sw; float v1 = ((float)rSource->top) * sh; float v2 = ((float)rSource->bottom) * sh; float S = (float)slice; STQVertex coords[4] = { {-1.0f, 1.0f, 0.0f, u1, v1, S}, {1.0f, 1.0f, 0.0f, u2, v1, S}, {-1.0f, -1.0f, 0.0f, u1, v2, S}, {1.0f, -1.0f, 0.0f, u2, v2, S}, }; // only upload the data to VRAM if it changed if (stq_observer || tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 || tex_quad_data.u2 != u2 || tex_quad_data.v2 != v2 || tex_quad_data.S != S) { stq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STQVertex)); stq_observer = false; tex_quad_data.u1 = u1; tex_quad_data.v1 = v1; tex_quad_data.u2 = u2; tex_quad_data.v2 = v2; tex_quad_data.S = S; } UINT stride = sizeof(STQVertex); UINT offset = 0; D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::stateman->SetInputLayout(layout); D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset); D3D::stateman->SetPixelShader(PShader); D3D::stateman->SetTexture(0, texture); D3D::stateman->SetVertexShader(VShader); D3D::stateman->SetGeometryShader(GShader); D3D::stateman->Apply(); D3D::context->Draw(4, stq_offset); D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture D3D::stateman->Apply(); D3D::stateman->SetGeometryShader(nullptr); } // Fills a certain area of the current render target with the specified color // destination coordinates normalized to (-1;1) void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2) { ColVertex coords[4] = { {x1, y1, z, Color}, {x2, y1, z, Color}, {x1, y2, z, Color}, {x2, y2, z, Color}, }; if (cq_observer || draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 || draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 || draw_quad_data.col != Color || draw_quad_data.z != z) { cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex)); cq_observer = false; draw_quad_data.x1 = x1; draw_quad_data.y1 = y1; draw_quad_data.x2 = x2; draw_quad_data.y2 = y2; draw_quad_data.col = Color; draw_quad_data.z = z; } stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader()); stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader()); stateman->SetPixelShader(PixelShaderCache::GetClearProgram()); stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout()); UINT stride = sizeof(ColVertex); UINT offset = 0; stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset); stateman->Apply(); context->Draw(4, cq_offset); stateman->SetGeometryShader(nullptr); } void drawClearQuad(u32 Color, float z) { ClearVertex coords[4] = { {-1.0f, 1.0f, z, Color}, {1.0f, 1.0f, z, Color}, {-1.0f, -1.0f, z, Color}, {1.0f, -1.0f, z, Color}, }; if (clearq_observer || clear_quad_data.col != Color || clear_quad_data.z != z) { clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex)); clearq_observer = false; clear_quad_data.col = Color; clear_quad_data.z = z; } stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader()); stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader()); stateman->SetPixelShader(PixelShaderCache::GetClearProgram()); stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout()); UINT stride = sizeof(ClearVertex); UINT offset = 0; stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset); stateman->Apply(); context->Draw(4, clearq_offset); stateman->SetGeometryShader(nullptr); } static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col) { vert->x = x; vert->y = y; vert->z = z; vert->col = col; } void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points) { const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6; // Set common state stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader()); stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader()); stateman->SetPixelShader(PixelShaderCache::GetClearProgram()); stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout()); stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), sizeof(ColVertex), 0); stateman->Apply(); // if drawing a large number of points at once, this will have to be split into multiple passes. size_t points_per_draw = util_vbuf->GetSize() / COL_QUAD_SIZE; size_t current_point_index = 0; while (current_point_index < num_points) { size_t points_to_draw = std::min(num_points - current_point_index, points_per_draw); size_t required_bytes = COL_QUAD_SIZE * points_to_draw; // map and reserve enough buffer space for this draw void* buffer_ptr; int base_vertex_index = util_vbuf->BeginAppendData(&buffer_ptr, (int)required_bytes, sizeof(ColVertex)); // generate quads for each efb point ColVertex* base_vertex_ptr = reinterpret_cast(buffer_ptr); for (size_t i = 0; i < points_to_draw; i++) { // generate quad from the single point (clip-space coordinates) const EfbPokeData* point = &points[current_point_index]; float x1 = float(point->x) * 2.0f / EFB_WIDTH - 1.0f; float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f; float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f; float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f; float z = 0.0f; u32 col = 0; if (type == EFBAccessType::PokeZ) { z = 1.0f - static_cast(point->data & 0xFFFFFF) / 16777216.0f; } else { col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) | ((point->data << 16) & 0xFF0000)); } current_point_index++; // quad -> triangles ColVertex* vertex = &base_vertex_ptr[i * 6]; InitColVertex(&vertex[0], x1, y1, z, col); InitColVertex(&vertex[1], x2, y1, z, col); InitColVertex(&vertex[2], x1, y2, z, col); InitColVertex(&vertex[3], x1, y2, z, col); InitColVertex(&vertex[4], x2, y1, z, col); InitColVertex(&vertex[5], x2, y2, z, col); } // unmap the util buffer, and issue the draw util_vbuf->EndAppendData(); context->Draw(6 * (UINT)points_to_draw, base_vertex_index); } stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader()); } } // namespace D3D } // namespace DX11