// 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/Assert.h" #include "Common/CommonTypes.h" #include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3DCommon/Common.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static ComPtr 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); ComPtr cbuf; const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf); CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize); if (FAILED(hr)) return nullptr; D3DCommon::SetDebugObjectName(cbuf.Get(), "constant buffer"); 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); } static ComPtr CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMAT srv_format) { ComPtr srv; CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0, VertexManager::TEXEL_STREAM_BUFFER_SIZE / VertexManager::GetTexelBufferElementSize(format)); CHECK(SUCCEEDED(D3D::device->CreateShaderResourceView(buffer, &srv_desc, &srv)), "Create SRV for texel buffer"); return srv; } VertexManager::VertexManager() = default; VertexManager::~VertexManager() = default; bool VertexManager::Initialize() { if (!VertexManagerBase::Initialize()) return false; CD3D11_BUFFER_DESC bufdesc((VERTEX_STREAM_BUFFER_SIZE + INDEX_STREAM_BUFFER_SIZE) / BUFFER_COUNT, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); for (int i = 0; i < BUFFER_COUNT; i++) { CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])), "Failed to create buffer."); if (m_buffers[i]) D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager"); } m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants)); m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants)); m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants)); if (!m_vertex_constant_buffer || !m_geometry_constant_buffer || !m_pixel_constant_buffer) return false; CD3D11_BUFFER_DESC texel_buf_desc(TEXEL_STREAM_BUFFER_SIZE, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); CHECK(SUCCEEDED(D3D::device->CreateBuffer(&texel_buf_desc, nullptr, &m_texel_buffer)), "Creating texel buffer failed"); if (!m_texel_buffer) return false; static constexpr std::array, NUM_TEXEL_BUFFER_FORMATS> format_mapping = {{ {TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT}, {TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT}, {TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT}, {TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT}, }}; for (const auto& it : format_mapping) { m_texel_buffer_views[it.first] = CreateTexelBufferView(m_texel_buffer.Get(), it.first, it.second); if (!m_texel_buffer_views[it.first]) return false; } return true; } void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) { // Just use the one buffer for all three. InvalidateConstants(); UpdateConstantBuffer(m_vertex_constant_buffer.Get(), uniforms, uniforms_size); D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get()); D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer.Get()); D3D::stateman->SetPixelConstants(m_vertex_constant_buffer.Get()); } bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr) { if ((m_texel_buffer_offset + required_size) > TEXEL_STREAM_BUFFER_SIZE) { // Restart buffer. HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr); CHECK(SUCCEEDED(hr), "Map texel buffer"); if (FAILED(hr)) return false; m_texel_buffer_offset = 0; } else { // Don't overwrite the earlier-used space. HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr); CHECK(SUCCEEDED(hr), "Map texel buffer"); if (FAILED(hr)) return false; } return true; } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) { if (data_size > TEXEL_STREAM_BUFFER_SIZE) return false; const u32 elem_size = GetTexelBufferElementSize(format); m_texel_buffer_offset = Common::AlignUp(m_texel_buffer_offset, elem_size); D3D11_MAPPED_SUBRESOURCE sr; if (!MapTexelBuffer(data_size, sr)) return false; *out_offset = m_texel_buffer_offset / elem_size; std::memcpy(static_cast(sr.pData) + m_texel_buffer_offset, data, data_size); ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size); m_texel_buffer_offset += data_size; D3D::context->Unmap(m_texel_buffer.Get(), 0); D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast(format)].Get()); return true; } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* out_palette_offset) { const u32 elem_size = GetTexelBufferElementSize(format); const u32 palette_elem_size = GetTexelBufferElementSize(palette_format); const u32 reserve_size = data_size + palette_size + palette_elem_size; if (reserve_size > TEXEL_STREAM_BUFFER_SIZE) return false; m_texel_buffer_offset = Common::AlignUp(m_texel_buffer_offset, elem_size); D3D11_MAPPED_SUBRESOURCE sr; if (!MapTexelBuffer(reserve_size, sr)) return false; const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size); std::memcpy(static_cast(sr.pData) + m_texel_buffer_offset, data, data_size); std::memcpy(static_cast(sr.pData) + m_texel_buffer_offset + palette_byte_offset, palette_data, palette_size); ADDSTAT(stats.thisFrame.bytesUniformStreamed, palette_byte_offset + palette_size); *out_offset = m_texel_buffer_offset / elem_size; *out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size; m_texel_buffer_offset += palette_byte_offset + palette_size; D3D::context->Unmap(m_texel_buffer.Get(), 0); D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast(format)].Get()); D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast(palette_format)].Get()); return true; } void VertexManager::ResetBuffer(u32 vertex_stride) { m_base_buffer_pointer = m_cpu_vertex_buffer.data(); m_cur_buffer_pointer = m_base_buffer_pointer; m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size(); IndexGenerator::Start(m_cpu_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 >= BUFFER_SIZE) { // Wrap around m_current_buffer = (m_current_buffer + 1) % 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].Get(), 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_cpu_index_buffer.data(), indexBufferSize); D3D::context->Unmap(m_buffers[m_current_buffer].Get(), 0); m_buffer_cursor = cursor + totalBufferSize; ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize); ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize); D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0); D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get()); } void VertexManager::UploadUniforms() { if (VertexShaderManager::dirty) { UpdateConstantBuffer(m_vertex_constant_buffer.Get(), &VertexShaderManager::constants, sizeof(VertexShaderConstants)); VertexShaderManager::dirty = false; } if (GeometryShaderManager::dirty) { UpdateConstantBuffer(m_geometry_constant_buffer.Get(), &GeometryShaderManager::constants, sizeof(GeometryShaderConstants)); GeometryShaderManager::dirty = false; } if (PixelShaderManager::dirty) { UpdateConstantBuffer(m_pixel_constant_buffer.Get(), &PixelShaderManager::constants, sizeof(PixelShaderConstants)); PixelShaderManager::dirty = false; } D3D::stateman->SetPixelConstants( m_pixel_constant_buffer.Get(), g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr); D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get()); D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get()); } } // namespace DX11