// 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 #include "Common.h" #include "FileUtil.h" // VideoCommon #include "BPStructs.h" #include "XFStructs.h" #include "Fifo.h" #include "Statistics.h" #include "Profiler.h" #include "OpcodeDecoding.h" #include "IndexGenerator.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "NativeVertexFormat.h" #include "NativeVertexWriter.h" // DX11 #include "DX11_D3DBase.h" #include "DX11_D3DShader.h" #include "DX11_D3DUtil.h" #include "DX11_VertexManager.h" #include "DX11_VertexShaderCache.h" #include "DX11_PixelShaderCache.h" #include "DX11_TextureCache.h" #include "DX11_FramebufferManager.h" #include "DX11_Render.h" #include "../Main.h" //using std::string; namespace DX11 { using namespace D3D; ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {}; ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {}; // TODO: these seem ugly inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize) { for (u32 k = 0; k < NUM_INDEXBUFFERS - 1; ++k) if (minsize > (((u32)MAXIBUFFERSIZE) >> k)) 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)MAXVBUFFERSIZE) >> (k + 1))) return vertexbuffers[k]; return vertexbuffers[NUM_VERTEXBUFFERS - 1]; } void CreateDeviceObjects() { D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(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 = 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(); ResetBuffer(); } void VertexManager::Draw(u32 stride, bool alphapass) { static const UINT bufoffset = 0; const UINT bufstride = stride; D3D11_MAPPED_SUBRESOURCE map; ID3D11Buffer* const vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer)); if (alphapass) { gfxstate->AlphaPass(); } else { context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer)); context->Unmap(vertexbuffer, 0); gfxstate->ApplyState(); } D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset); 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->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->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->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0); D3D::context->DrawIndexed(indexbuffersize, 0, 0); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } } }