// 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 "VideoConfig.h" #include "GfxState.h" namespace D3D { EmuGfxState* gfxstate; StateManager* stateman; EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false) { pscbuf = NULL; vscbuf = NULL; vshaderchanged = false; inp_layout = NULL; num_inp_elems = 0; pscbufchanged = false; vscbufchanged = false; } EmuGfxState::~EmuGfxState() { SAFE_RELEASE(vsbytecode); SAFE_RELEASE(psbytecode); SAFE_RELEASE(vertexshader); SAFE_RELEASE(pixelshader); SAFE_RELEASE(pscbuf); SAFE_RELEASE(vscbuf); SAFE_RELEASE(inp_layout); } // TODO: No need to store the whole bytecode, signature might be enough (?) void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode) { // TODO: vshaderchanged actually just needs to be true if the signature changed if (bcode && vsbytecode != bcode) vshaderchanged = true; SAFE_RELEASE(vsbytecode); SAFE_RELEASE(vertexshader); if (shader && bcode) { vertexshader = shader; shader->AddRef(); vsbytecode = bcode; bcode->AddRef(); } else if (shader || bcode) { PanicAlert("Invalid parameters!\n"); } } void EmuGfxState::SetPShader(ID3D11PixelShader* shader) { if (pixelshader) pixelshader->Release(); pixelshader = shader; if (shader) shader->AddRef(); } void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num) { num_inp_elems = num; memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC)); } void EmuGfxState::ApplyState() { HRESULT hr; // input layout (only needs to be updated if the vertex shader signature changed) if (vshaderchanged) { SAFE_RELEASE(inp_layout); hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState"); vshaderchanged = false; } D3D::context->IASetInputLayout(inp_layout); // vertex shader // TODO: divide the global variables of the generated shaders into about 5 constant buffers // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time if (!vscbuf) { unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf); CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size); SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState"); } if (vscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, vsconstants, sizeof(vsconstants)); context->Unmap(vscbuf, 0); vscbufchanged = false; } D3D::context->VSSetConstantBuffers(0, 1, &vscbuf); // pixel shader if (!pscbuf) { unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); device->CreateBuffer(&cbdesc, NULL, &pscbuf); CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size); SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState"); } if (pscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, psconstants, sizeof(psconstants)); context->Unmap(pscbuf, 0); pscbufchanged = false; } D3D::context->PSSetConstantBuffers(0, 1, &pscbuf); context->PSSetShader(pixelshader, NULL, 0); context->VSSetShader(vertexshader, NULL, 0); apply_called = true; } void EmuGfxState::Reset() { if (apply_called) { apply_called = false; } } template AutoState::AutoState(const T* object) : state(object) { ((IUnknown*)state)->AddRef(); } template AutoState::AutoState(const AutoState &source) { state = source.GetPtr(); ((T*)state)->AddRef(); } template AutoState::~AutoState() { if(state) ((T*)state)->Release(); state = NULL; } StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); } void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); } void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); } void StateManager::PopBlendState() { blendstates.pop(); } void StateManager::PopDepthState() { depthstates.pop(); } void StateManager::PopRasterizerState() { raststates.pop(); } void StateManager::Apply() { if (!blendstates.empty()) { if (cur_blendstate != blendstates.top().GetPtr()) { cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr(); D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF); } } else ERROR_LOG(VIDEO, "Tried to apply without blend state!"); if (!depthstates.empty()) { if (cur_depthstate != depthstates.top().GetPtr()) { cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr(); D3D::context->OMSetDepthStencilState(cur_depthstate, 0); } } else ERROR_LOG(VIDEO, "Tried to apply without depth state!"); if (!raststates.empty()) { if (cur_raststate != raststates.top().GetPtr()) { cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr(); D3D::context->RSSetState(cur_raststate); } } else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!"); } } // namespace