195 lines
5.8 KiB
C++
195 lines
5.8 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string>
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// Common
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#include "Common.h"
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#include "FileUtil.h"
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// VideoCommon
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "Fifo.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "OpcodeDecoding.h"
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#include "IndexGenerator.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "NativeVertexFormat.h"
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#include "NativeVertexWriter.h"
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// DX11
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#include "DX11_D3DBase.h"
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#include "DX11_D3DShader.h"
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#include "DX11_D3DUtil.h"
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#include "DX11_VertexManager.h"
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#include "DX11_VertexShaderCache.h"
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#include "DX11_PixelShaderCache.h"
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#include "DX11_TextureCache.h"
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#include "DX11_FramebufferManager.h"
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#include "DX11_Render.h"
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#include "../Main.h"
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//using std::string;
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namespace DX11
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{
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using namespace D3D;
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ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {};
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ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {};
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// TODO: these seem ugly
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inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
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{
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for (u32 k = 0; k < NUM_INDEXBUFFERS - 1; ++k)
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if (minsize > (((u32)MAXIBUFFERSIZE) >> k))
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return indexbuffers[k];
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return indexbuffers[NUM_INDEXBUFFERS - 1];
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}
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inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
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{
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for (u32 k = 0; k < NUM_VERTEXBUFFERS - 1; ++k)
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if (minsize > (((u32)MAXVBUFFERSIZE) >> (k + 1)))
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return vertexbuffers[k];
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return vertexbuffers[NUM_VERTEXBUFFERS - 1];
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}
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void CreateDeviceObjects()
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(MAXIBUFFERSIZE * 2,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
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{
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, indexbuffers + k)),
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"Failed to create index buffer [%i].", k);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
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}
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bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufdesc.ByteWidth = MAXVBUFFERSIZE;
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for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
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{
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, vertexbuffers + k)),
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"Failed to create vertex buffer [%i].", k);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
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}
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}
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void DestroyDeviceObjects()
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{
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for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k)
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SAFE_RELEASE(indexbuffers[k]);
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for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k)
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SAFE_RELEASE(vertexbuffers[k]);
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}
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VertexManager::VertexManager()
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{
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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ResetBuffer();
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}
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void VertexManager::Draw(u32 stride, bool alphapass)
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{
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static const UINT bufoffset = 0;
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const UINT bufstride = stride;
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D3D11_MAPPED_SUBRESOURCE map;
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ID3D11Buffer* const vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
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if (alphapass)
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{
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gfxstate->AlphaPass();
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}
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else
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{
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context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
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context->Unmap(vertexbuffer, 0);
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gfxstate->ApplyState();
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}
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D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
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ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
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if (!alphapass)
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{
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D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, TIBuffer, 2*indexbuffersize);
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D3D::context->Unmap(indexbuffer, 0);
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}
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
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D3D::context->DrawIndexed(indexbuffersize, 0, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumLines() > 0)
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{
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u32 indexbuffersize = IndexGenerator::GetLineindexLen();
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ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
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if (!alphapass)
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{
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D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, LIBuffer, 2*indexbuffersize);
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D3D::context->Unmap(indexbuffer, 0);
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}
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
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D3D::context->DrawIndexed(indexbuffersize, 0, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumPoints() > 0)
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{
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u32 indexbuffersize = IndexGenerator::GetPointindexLen();
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ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
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if (!alphapass)
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{
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D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, PIBuffer, 2*indexbuffersize);
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D3D::context->Unmap(indexbuffer, 0);
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}
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
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D3D::context->DrawIndexed(indexbuffersize, 0, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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}
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