dolphin/Source/Core/VideoBackends/D3D/VertexManager.cpp

219 lines
7.5 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/VertexManager.h"
#include <d3d11.h>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
// TODO: Find sensible values for these two
const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
static ID3D11Buffer* 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);
ID3D11Buffer* cbuf;
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
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);
}
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc =
CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
m_buffers[i] = nullptr;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
"Failed to create buffer.");
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
}
m_buffer_cursor = MAX_BUFFER_SIZE;
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
}
void VertexManager::DestroyDeviceObjects()
{
SAFE_RELEASE(m_pixel_constant_buffer);
SAFE_RELEASE(m_geometry_constant_buffer);
SAFE_RELEASE(m_vertex_constant_buffer);
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
SAFE_RELEASE(m_buffers[i]);
}
}
VertexManager::VertexManager()
{
m_staging_vertex_buffer.resize(MAXVBUFFERSIZE);
m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0];
m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size();
m_staging_index_buffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
// Just use the one buffer for all three.
UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{
m_cur_buffer_pointer = m_base_buffer_pointer;
IndexGenerator::Start(m_staging_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 >= MAX_BUFFER_SIZE)
{
// Wrap around
m_current_buffer = (m_current_buffer + 1) % MAX_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], 0, MapType, 0, &map);
u8* mappedData = reinterpret_cast<u8*>(map.pData);
if (vertexBufferSize > 0)
std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
if (indexBufferSize > 0)
std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(),
indexBufferSize);
D3D::context->Unmap(m_buffers[m_current_buffer], 0);
m_buffer_cursor = cursor + totalBufferSize;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
}
void VertexManager::UploadConstants()
{
if (VertexShaderManager::dirty)
{
UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
if (GeometryShaderManager::dirty)
{
UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
if (PixelShaderManager::dirty)
{
UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
m_vertex_constant_buffer :
nullptr);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
}
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
FramebufferManager::SetIntegerEFBRenderTarget(
m_current_pipeline_config.blending_state.logicopenable);
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
nullptr);
}
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
} // namespace DX11