dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp

392 lines
12 KiB
C++

// 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 "D3DBase.h"
#include "D3DTexture.h"
#include "D3DShader.h"
#include "D3Dcompiler.h"
#include "VideoConfig.h"
#include "Render.h"
#include "XFStructs.h"
#include <map>
#include <string>
#include <algorithm>
using namespace std;
namespace D3D
{
ID3D11Device* device = NULL;
ID3D11DeviceContext* context = NULL;
IDXGISwapChain* swapchain = NULL;
D3D_FEATURE_LEVEL featlevel;
D3DTexture2D* backbuf = NULL;
HWND hWnd;
unsigned int xres, yres;
bool bFrameInProgress = false;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
{
for (unsigned int k = 0;k < 8;k++)
{
float border[4] = {0.f, 0.f, 0.f, 0.f};
shader_resources[k] = NULL;
samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
}
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
depthdesc.DepthEnable = TRUE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// this probably must be changed once multisampling support gets added
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, false, false, false);
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
inp_layout = NULL;
num_inp_elems = 0;
pscbufchanged = false;
vscbufchanged = false;
}
EmuGfxState::~EmuGfxState()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k])
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, ID3D10Blob* bcode)
{
// TODO: vshaderchanged actually just needs to be true if the signature changed
if (bcode && vsbytecode != bcode->GetBufferPointer()) 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::SetShaderResource(int stage, ID3D11ShaderResourceView* srv)
{
if (shader_resources[stage]) shader_resources[stage]->Release();
shader_resources[stage] = srv;
if (srv) srv->AddRef();
}
void EmuGfxState::SetAlphaBlendEnable(bool enable)
{
blenddesc.RenderTarget[0].BlendEnable = enable;
}
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
{
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
}
void EmuGfxState::ApplyState()
{
HRESULT hr;
// input layout (only needs to be updated if the vertex shader signature changed)
if (vshaderchanged)
{
if (inp_layout) inp_layout->Release();
hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->GetBufferPointer(), vsbytecode->GetBufferSize(), &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(float)*952)&(~0xffff))+0x10000; // 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, &vscbuf);
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);
}
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
// pixel shader
if (!pscbuf)
{
unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // 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);
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);
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
if (shader_resources[stage])
{
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
}
else samplerstate[stage] = NULL;
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
ID3D11BlendState* blstate;
hr = device->CreateBlendState(&blenddesc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
blstate->Release();
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = device->CreateRasterizerState(&rastdesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
context->RSSetState(raststate);
raststate->Release();
ID3D11DepthStencilState* depth_state;
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
context->OMSetDepthStencilState(depth_state, 0);
depth_state->Release();
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
context->PSSetShaderResources(0, 8, shader_resources);
}
void EmuGfxState::AlphaPass()
{
context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate;
D3D11_BLEND_DESC desc = blenddesc;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
desc.RenderTarget[0].BlendEnable = FALSE;
HRESULT hr = device->CreateBlendState(&desc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
blstate->Release();
}
void EmuGfxState::ResetShaderResources()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]);
}
EmuGfxState* gfxstate = NULL;
HRESULT Create(HWND wnd)
{
hWnd = wnd;
HRESULT hr;
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sd.BufferDesc.Width = xres;
sd.BufferDesc.Height = yres;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = wnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
#if defined(_DEBUG) || defined(DEBUGFAST)
D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG|D3D11_CREATE_DEVICE_SINGLETHREADED);
#else
D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
#endif
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, device_flags, NULL, 0, D3D11_SDK_VERSION, &sd, &swapchain, &device, &featlevel, &context);
if (FAILED(hr) || !device || !context || !swapchain)
{
MessageBox(wnd, _T("Failed to initialize Direct3D."), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return E_FAIL;
}
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
ID3D11Texture2D* buf;
hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
device->Release();
context->Release();
swapchain->Release();
return E_FAIL;
}
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
buf->Release();
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
gfxstate = new EmuGfxState;
return S_OK;
}
void Close()
{
// release all bound resources
context->ClearState();
if (gfxstate) delete gfxstate;
SAFE_RELEASE(backbuf);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
ULONG references = device->Release();
if (references)
{
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
}
else
{
NOTICE_LOG(VIDEO, "Successfully released all device references!");
}
device = NULL;
}
/* just returning the 4_0 ones here */
const char* VertexShaderVersionString() { return "vs_4_0"; }
const char* PixelShaderVersionString() { return "ps_4_0"; }
D3DTexture2D* &GetBackBuffer() { return backbuf; }
unsigned int GetBackBufferWidth() { return xres; }
unsigned int GetBackBufferHeight() { return yres; }
void Reset()
{
// TODO: Check whether we need to do anything here
}
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (device != NULL);
}
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame called although no frame is in progress");
return;
}
bFrameInProgress = false;
}
void Present()
{
// TODO: Is 1 the correct value for vsyncing?
swapchain->Present((UINT)g_ActiveConfig.bVSync, 0);
}
} // namespace