// 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 "Common.h" #include "FileUtil.h" #include "D3DBase.h" #include "D3DShader.h" #include "D3DUtil.h" #include "Fifo.h" #include "Statistics.h" #include "Profiler.h" #include "FramebufferManager.h" #include "VertexManager.h" #include "OpcodeDecoding.h" #include "IndexGenerator.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "PixelShaderManager.h" #include "PixelShaderCache.h" #include "NativeVertexFormat.h" #include "TextureCache.h" #include "main.h" #include "BPStructs.h" #include "XFStructs.h" #include "Globals.h" // internal state for loading vertices extern NativeVertexFormat *g_nativeVertexFmt; namespace DX11 { // TODO: find sensible values for these two enum { NUM_VERTEXBUFFERS = 8, NUM_INDEXBUFFERS = 10, }; ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {}; ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {}; inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize) { for (u32 k = 0; k < NUM_INDEXBUFFERS-1; ++k) if (minsize > 2 * (((u32)VertexManager::MAXIBUFFERSIZE)>>(k+1))) return indexbuffers[k]; return indexbuffers[NUM_INDEXBUFFERS-1]; } inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize) { for (u32 k = 0; k < NUM_VERTEXBUFFERS-1; ++k) if (minsize > (((u32)VertexManager::MAXVBUFFERSIZE)>>(k+1))) return vertexbuffers[k]; return vertexbuffers[NUM_VERTEXBUFFERS-1]; } void CreateDeviceObjects() { D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(VertexManager::MAXIBUFFERSIZE * 2, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1) { CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, indexbuffers + k)), "Failed to create index buffer [%i].", k); D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager"); } bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufdesc.ByteWidth = VertexManager::MAXVBUFFERSIZE; for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1) { CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, vertexbuffers + k)), "Failed to create vertex buffer [%i].", k); D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager"); } } void DestroyDeviceObjects() { for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k) SAFE_RELEASE(indexbuffers[k]); for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k) SAFE_RELEASE(vertexbuffers[k]); } VertexManager::VertexManager() { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::Draw(u32 stride, bool alphapass) { D3D11_MAPPED_SUBRESOURCE map; ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer)); if (!alphapass) { D3D::context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer)); D3D::context->Unmap(vertexbuffer, 0); } UINT bufoffset = 0; UINT bufstride = stride; if (!alphapass) D3D::gfxstate->ApplyState(); else D3D::gfxstate->AlphaPass(); if (IndexGenerator::GetNumTriangles() > 0) { u32 indexbuffersize = IndexGenerator::GetTriangleindexLen(); ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize); if (!alphapass) { D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, TIBuffer, 2*indexbuffersize); D3D::context->Unmap(indexbuffer, 0); } D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset); D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0); D3D::context->DrawIndexed(indexbuffersize, 0, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumLines() > 0) { u32 indexbuffersize = IndexGenerator::GetLineindexLen(); ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize); if (!alphapass) { D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, LIBuffer, 2*indexbuffersize); D3D::context->Unmap(indexbuffer, 0); } D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset); D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0); D3D::context->DrawIndexed(indexbuffersize, 0, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumPoints() > 0) { u32 indexbuffersize = IndexGenerator::GetPointindexLen(); ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize); if (!alphapass) { D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, PIBuffer, 2*indexbuffersize); D3D::context->Unmap(indexbuffer, 0); } D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset); D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0); D3D::context->DrawIndexed(indexbuffersize, 0, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } } void VertexManager::vFlush() { if (LocalVBuffer == s_pCurBufferPointer) return; if (Flushed) return; Flushed=true; VideoFifo_CheckEFBAccess(); DVSTARTPROFILE(); 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)) { Renderer::SetSamplerState(i & 3, i >> 2); FourTexUnits &tex = bpmem.tex[i >> 2]; TextureCache::TCacheEntry* 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(); if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components)) goto shader_fail; if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) goto shader_fail; unsigned int stride = g_nativeVertexFmt->GetVertexStride(); g_nativeVertexFmt->SetupVertexPointers(); Draw(stride, false); if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) { DWORD write = 0; if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components)) goto shader_fail; // update alpha only Draw(stride, true); } D3D::gfxstate->Reset(); shader_fail: ResetBuffer(); } } // namespace