229 lines
6.4 KiB
C++
229 lines
6.4 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 "PointGeometryShader.h"
|
|
|
|
#include <sstream>
|
|
#include "D3DBase.h"
|
|
#include "D3DShader.h"
|
|
#include "VertexShaderGen.h"
|
|
|
|
namespace DX11
|
|
{
|
|
|
|
union PointGSParams
|
|
{
|
|
struct
|
|
{
|
|
FLOAT PointSize; // In units of 1/6 of an EFB pixel
|
|
FLOAT TexOffset;
|
|
FLOAT VpWidth; // Width and height of viewport in EFB pixels
|
|
FLOAT VpHeight;
|
|
};
|
|
// Constant buffers must be a multiple of 16 bytes in size.
|
|
u8 pad[16]; // Pad to the next multiple of 16 bytes
|
|
};
|
|
|
|
static const char POINT_GS_COMMON[] =
|
|
// The struct VS_OUTPUT used by the vertex shader goes here.
|
|
"// dolphin-emu point geometry shader common part\n"
|
|
|
|
"cbuffer cbParams : register(b0)\n"
|
|
"{\n"
|
|
"struct\n" // Should match PointGSParams above
|
|
"{\n"
|
|
"float PointSize;\n"
|
|
"float TexOffset;\n"
|
|
"float VpWidth;\n"
|
|
"float VpHeight;\n"
|
|
"} Params;\n"
|
|
"}\n"
|
|
|
|
"[maxvertexcount(4)]\n"
|
|
"void main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> outStream)\n"
|
|
"{\n"
|
|
"VS_OUTPUT ptLL = input[0];\n"
|
|
"VS_OUTPUT ptLR = ptLL;\n"
|
|
"VS_OUTPUT ptUL = ptLL;\n"
|
|
"VS_OUTPUT ptUR = ptLL;\n"
|
|
|
|
// Offset from center to upper right vertex
|
|
// Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
|
|
"float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
|
|
|
|
"ptLL.pos.xy += float2(-1,-1) * offset;\n"
|
|
"ptLR.pos.xy += float2(1,-1) * offset;\n"
|
|
"ptUL.pos.xy += float2(-1,1) * offset;\n"
|
|
"ptUR.pos.xy += offset;\n"
|
|
|
|
"float2 texOffset = float2(Params.TexOffset, Params.TexOffset);\n"
|
|
|
|
"#ifndef NUM_TEXCOORDS\n"
|
|
"#error NUM_TEXCOORDS not defined\n"
|
|
"#endif\n"
|
|
|
|
// Apply TexOffset to all tex coordinates in the vertex
|
|
// FIXME: The game may be able to enable TexOffset for some coords and
|
|
// disable for others, but where is that information stored?
|
|
"#if NUM_TEXCOORDS >= 1\n"
|
|
"ptLL.tex0.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex0.xy += texOffset;\n"
|
|
"ptUR.tex0.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 2\n"
|
|
"ptLL.tex1.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex1.xy += texOffset;\n"
|
|
"ptUR.tex1.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 3\n"
|
|
"ptLL.tex2.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex2.xy += texOffset;\n"
|
|
"ptUR.tex2.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 4\n"
|
|
"ptLL.tex3.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex3.xy += texOffset;\n"
|
|
"ptUR.tex3.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 5\n"
|
|
"ptLL.tex4.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex4.xy += texOffset;\n"
|
|
"ptUR.tex4.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 6\n"
|
|
"ptLL.tex5.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex5.xy += texOffset;\n"
|
|
"ptUR.tex5.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 7\n"
|
|
"ptLL.tex6.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex6.xy += texOffset;\n"
|
|
"ptUR.tex6.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
"#if NUM_TEXCOORDS >= 8\n"
|
|
"ptLL.tex7.xy += float2(0,1) * texOffset;\n"
|
|
"ptLR.tex7.xy += texOffset;\n"
|
|
"ptUR.tex7.xy += float2(1,0) * texOffset;\n"
|
|
"#endif\n"
|
|
|
|
"outStream.Append(ptLL);\n"
|
|
"outStream.Append(ptLR);\n"
|
|
"outStream.Append(ptUL);\n"
|
|
"outStream.Append(ptUR);\n"
|
|
"}\n"
|
|
;
|
|
|
|
PointGeometryShader::PointGeometryShader()
|
|
: m_ready(false), m_paramsBuffer(NULL)
|
|
{ }
|
|
|
|
void PointGeometryShader::Init()
|
|
{
|
|
m_ready = false;
|
|
|
|
HRESULT hr;
|
|
|
|
// Create constant buffer for uploading data to geometry shader
|
|
|
|
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams),
|
|
D3D11_BIND_CONSTANT_BUFFER);
|
|
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
|
|
CHECK(SUCCEEDED(hr), "create point geometry shader params buffer");
|
|
D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
|
|
|
|
m_ready = true;
|
|
}
|
|
|
|
void PointGeometryShader::Shutdown()
|
|
{
|
|
m_ready = false;
|
|
|
|
for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it)
|
|
{
|
|
SAFE_RELEASE(it->second);
|
|
}
|
|
m_shaders.clear();
|
|
|
|
SAFE_RELEASE(m_paramsBuffer);
|
|
}
|
|
|
|
bool PointGeometryShader::SetShader(u32 components, float pointSize,
|
|
float texOffset, float vpWidth, float vpHeight)
|
|
{
|
|
if (!m_ready)
|
|
return false;
|
|
|
|
// Make sure geometry shader for "components" is available
|
|
ComboMap::iterator shaderIt = m_shaders.find(components);
|
|
if (shaderIt == m_shaders.end())
|
|
{
|
|
// Generate new shader. Warning: not thread-safe.
|
|
static char code[16384];
|
|
char* p = code;
|
|
p = GenerateVSOutputStruct(p, components, API_D3D11);
|
|
p += sprintf(p, "\n%s", POINT_GS_COMMON);
|
|
|
|
std::stringstream numTexCoordsStr;
|
|
numTexCoordsStr << xfregs.numTexGen.numTexGens;
|
|
|
|
INFO_LOG(VIDEO, "Compiling point geometry shader for components 0x%.08X (num texcoords %d)",
|
|
components, xfregs.numTexGen.numTexGens);
|
|
|
|
D3D_SHADER_MACRO macros[] = {
|
|
{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
|
|
{ NULL, NULL }
|
|
};
|
|
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
|
|
if (!newShader)
|
|
{
|
|
WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
|
|
// Add dummy shader to prevent trying to compile again
|
|
m_shaders[components] = NULL;
|
|
return false;
|
|
}
|
|
|
|
shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
|
|
}
|
|
|
|
if (shaderIt != m_shaders.end())
|
|
{
|
|
if (shaderIt->second)
|
|
{
|
|
PointGSParams params = { 0 };
|
|
params.PointSize = pointSize;
|
|
params.TexOffset = texOffset;
|
|
params.VpWidth = vpWidth;
|
|
params.VpHeight = vpHeight;
|
|
D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
|
|
|
|
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
|
|
pointSize, texOffset, vpWidth, vpHeight);
|
|
|
|
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
|
|
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
}
|