371 lines
12 KiB
C++
371 lines
12 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D/Render.h"
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#include <algorithm>
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#include <array>
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#include <cinttypes>
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#include <cmath>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <strsafe.h>
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#include <tuple>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Core/Core.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/DXPipeline.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/SwapChain.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace DX11
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{
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
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{
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unsigned int dwSignature;
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unsigned int dwWidth;
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unsigned int dwHeight;
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unsigned int dwBPP;
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unsigned int dwFlags;
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} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
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#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
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: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
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backbuffer_scale,
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swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
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m_swap_chain(std::move(swap_chain))
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{
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}
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Renderer::~Renderer() = default;
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void Renderer::Create3DVisionTexture(int width, int height)
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{
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// Create a staging texture for 3D vision with signature information in the last row.
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// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
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NVSTEREOIMAGEHEADER header;
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header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
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header.dwWidth = static_cast<u32>(width * 2);
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header.dwHeight = static_cast<u32>(height + 1);
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header.dwBPP = 32;
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header.dwFlags = 0;
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const u32 pitch = static_cast<u32>(4 * width * 2);
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const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
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u8* image_header_location = &memory[height * pitch];
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std::memcpy(image_header_location, &header, sizeof(header));
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D3D11_SUBRESOURCE_DATA sys_data;
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sys_data.SysMemPitch = pitch;
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sys_data.pSysMem = memory.get();
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CD3D11_TEXTURE2D_DESC texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width * 2, height + 1, 1, 1,
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D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
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ID3D11Texture2D* texture;
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HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, &texture);
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CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
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m_3d_vision_texture = DXTexture::CreateAdopted(texture);
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m_3d_vision_framebuffer = DXFramebuffer::Create(m_3d_vision_texture.get(), nullptr);
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}
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bool Renderer::IsHeadless() const
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{
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return !m_swap_chain;
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return DXTexture::Create(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return DXStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
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static_cast<DXTexture*>(depth_attachment));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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{
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DXShader::BinaryData bytecode;
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
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return nullptr;
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return DXShader::CreateFromBytecode(stage, std::move(bytecode));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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{
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return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
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}
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return DXPipeline::Create(config);
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
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if (m_current_pipeline == dx_pipeline)
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return;
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if (dx_pipeline)
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{
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D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
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D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
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D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
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D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
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D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
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D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
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D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
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D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
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D3D::stateman->SetIntegerRTV(dx_pipeline->UseLogicOp());
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}
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else
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{
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// These will be destroyed at pipeline destruction.
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D3D::stateman->SetInputLayout(nullptr);
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D3D::stateman->SetVertexShader(nullptr);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->SetPixelShader(nullptr);
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}
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}
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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// TODO: Move to stateman
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const CD3D11_RECT rect(rc.left, rc.top, std::max(rc.right, rc.left + 1),
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std::max(rc.bottom, rc.top + 1));
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D3D::context->RSSetScissorRects(1, &rect);
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}
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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// TODO: Move to stateman
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const CD3D11_VIEWPORT vp(x, y, width, height, near_depth, far_depth);
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D3D::context->RSSetViewports(1, &vp);
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}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
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{
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D3D::stateman->Apply();
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D3D::context->Draw(num_vertices, base_vertex);
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}
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void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
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}
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void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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{
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D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
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D3D::stateman->SyncComputeBindings();
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D3D::context->Dispatch(groups_x, groups_y, groups_z);
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}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
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{
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CheckForSwapChainChanges();
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SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
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}
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void Renderer::PresentBackbuffer()
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{
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m_swap_chain->Present();
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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// Quad-buffer changes require swap chain recreation.
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if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
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m_swap_chain->SetStereo(SwapChain::WantsStereo());
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}
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void Renderer::CheckForSwapChainChanges()
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{
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const bool surface_changed = m_surface_changed.TestAndClear();
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const bool surface_resized =
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m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
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if (!surface_changed && !surface_resized)
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return;
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if (surface_changed)
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{
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m_swap_chain->ChangeSurface(m_new_surface_handle);
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m_new_surface_handle = nullptr;
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}
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else
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{
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m_swap_chain->ResizeSwapChain();
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}
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m_backbuffer_width = m_swap_chain->GetWidth();
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m_backbuffer_height = m_swap_chain->GetHeight();
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m_3d_vision_framebuffer.reset();
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m_3d_vision_texture.reset();
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}
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void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
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{
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if (m_current_framebuffer == framebuffer)
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return;
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// We can't leave the framebuffer bound as a texture and a render target.
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DXFramebuffer* fb = static_cast<DXFramebuffer*>(framebuffer);
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if ((fb->GetColorAttachment() &&
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D3D::stateman->UnsetTexture(
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static_cast<DXTexture*>(fb->GetColorAttachment())->GetD3DSRV()) != 0) ||
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(fb->GetDepthAttachment() &&
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D3D::stateman->UnsetTexture(
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static_cast<DXTexture*>(fb->GetDepthAttachment())->GetD3DSRV()) != 0))
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{
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D3D::stateman->ApplyTextures();
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}
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D3D::stateman->SetFramebuffer(fb);
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m_current_framebuffer = fb;
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}
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void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
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{
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SetFramebuffer(framebuffer);
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}
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void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value, float depth_value)
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{
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SetFramebuffer(framebuffer);
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D3D::stateman->Apply();
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if (framebuffer->GetColorFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearRenderTargetView(
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static_cast<const DXFramebuffer*>(framebuffer)->GetRTVArray()[0], color_value.data());
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}
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if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearDepthStencilView(static_cast<const DXFramebuffer*>(framebuffer)->GetDSV(),
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D3D11_CLEAR_DEPTH, depth_value, 0);
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}
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}
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void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
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{
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D3D::stateman->SetTexture(index, texture ? static_cast<const DXTexture*>(texture)->GetD3DSRV() :
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nullptr);
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}
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void Renderer::SetSamplerState(u32 index, const SamplerState& state)
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{
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D3D::stateman->SetSampler(index, m_state_cache.Get(state));
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}
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void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
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{
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D3D::stateman->SetComputeUAV(texture ? static_cast<DXTexture*>(texture)->GetD3DUAV() : nullptr);
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}
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void Renderer::UnbindTexture(const AbstractTexture* texture)
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{
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if (D3D::stateman->UnsetTexture(static_cast<const DXTexture*>(texture)->GetD3DSRV()) != 0)
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D3D::stateman->ApplyTextures();
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}
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u16 Renderer::BBoxRead(int index)
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{
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return static_cast<u16>(BBox::Get(index));
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}
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void Renderer::BBoxWrite(int index, u16 value)
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{
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BBox::Set(index, value);
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}
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void Renderer::Flush()
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{
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D3D::context->Flush();
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}
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void Renderer::WaitForGPUIdle()
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{
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// There is no glFinish() equivalent in D3D.
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D3D::context->Flush();
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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{
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if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
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return ::Renderer::RenderXFBToScreen(texture, rc);
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if (!m_3d_vision_texture)
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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// Render to staging texture which is double the width of the backbuffer
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SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
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const auto target_rc = GetTargetRectangle();
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(
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MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
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target_rc.right + m_backbuffer_width, target_rc.bottom),
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rc, texture, 1);
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// recognize the signature and automatically include the right eye frame.
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const CD3D11_BOX box(0, 0, 0, m_swap_chain->GetWidth(), m_swap_chain->GetHeight(), 1);
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D3D::context->CopySubresourceRegion(m_swap_chain->GetTexture()->GetD3DTexture(), 0, 0, 0, 0,
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m_3d_vision_texture->GetD3DTexture(), 0, &box);
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// Restore render target to backbuffer
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SetFramebuffer(m_swap_chain->GetFramebuffer());
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}
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void Renderer::SetFullscreen(bool enable_fullscreen)
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{
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if (m_swap_chain)
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m_swap_chain->SetFullscreen(enable_fullscreen);
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}
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bool Renderer::IsFullscreen() const
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{
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return m_swap_chain && m_swap_chain->GetFullscreen();
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}
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} // namespace DX11
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