408 lines
12 KiB
C++
408 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/D3DUtil.h"
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#include <cctype>
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#include <list>
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#include <string>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/VideoBackendBase.h"
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namespace DX11
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{
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namespace D3D
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{
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// Ring buffer class, shared between the draw* functions
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class UtilVertexBuffer
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{
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public:
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UtilVertexBuffer(unsigned int size) : max_size(size)
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{
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D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&desc, nullptr, &buf);
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}
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~UtilVertexBuffer() { buf->Release(); }
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int GetSize() const { return max_size; }
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// returns vertex offset to the new data
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int AppendData(void* data, unsigned int size, unsigned int vertex_size)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if (offset + size >= max_size)
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{
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// wrap buffer around and notify observers
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offset = 0;
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context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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for (bool* observer : observers)
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*observer = true;
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}
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else
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{
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context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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offset = Common::AlignUp(offset, vertex_size);
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memcpy((u8*)map.pData + offset, data, size);
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context->Unmap(buf, 0);
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offset += size;
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return (offset - size) / vertex_size;
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}
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int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
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{
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DEBUG_ASSERT(size < max_size);
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D3D11_MAPPED_SUBRESOURCE map;
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unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);
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if (aligned_offset + size > max_size)
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{
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// wrap buffer around and notify observers
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offset = 0;
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aligned_offset = 0;
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context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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for (bool* observer : observers)
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*observer = true;
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}
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else
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{
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context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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*write_ptr = reinterpret_cast<byte*>(map.pData) + aligned_offset;
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offset = aligned_offset + size;
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return aligned_offset / vertex_size;
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}
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void EndAppendData() { context->Unmap(buf, 0); }
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void AddWrapObserver(bool* observer) { observers.push_back(observer); }
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inline ID3D11Buffer*& GetBuffer() { return buf; }
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private:
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ID3D11Buffer* buf = nullptr;
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unsigned int offset = 0;
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unsigned int max_size;
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std::list<bool*> observers;
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};
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static UtilVertexBuffer* util_vbuf = nullptr;
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static ID3D11SamplerState* linear_copy_sampler = nullptr;
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static ID3D11SamplerState* point_copy_sampler = nullptr;
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struct STQVertex
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{
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float x, y, z, u, v, w;
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};
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struct ClearVertex
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{
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float x, y, z;
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u32 col;
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};
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struct ColVertex
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{
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float x, y, z;
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u32 col;
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};
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struct TexQuadData
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{
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float u1, v1, u2, v2, S, G;
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};
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static TexQuadData tex_quad_data;
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struct DrawQuadData
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{
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float x1, y1, x2, y2, z;
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u32 col;
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};
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static DrawQuadData draw_quad_data;
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struct ClearQuadData
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{
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u32 col;
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float z;
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};
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static ClearQuadData clear_quad_data;
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// ring buffer offsets
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static int stq_offset, cq_offset, clearq_offset;
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// observer variables for ring buffer wraps
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static bool stq_observer, cq_observer, clearq_observer;
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void InitUtils()
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{
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util_vbuf = new UtilVertexBuffer(65536); // 64KiB
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(
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D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER,
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D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
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if (FAILED(hr))
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PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else
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SetDebugObjectName(point_copy_sampler, "point copy sampler state");
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samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER,
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D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1,
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D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
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if (FAILED(hr))
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PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else
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SetDebugObjectName(linear_copy_sampler, "linear copy sampler state");
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// cached data used to avoid unnecessarily reloading the vertex buffers
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memset(&tex_quad_data, 0, sizeof(tex_quad_data));
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memset(&draw_quad_data, 0, sizeof(draw_quad_data));
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memset(&clear_quad_data, 0, sizeof(clear_quad_data));
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// make sure to properly load the vertex data whenever the corresponding functions get called the
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// first time
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stq_observer = cq_observer = clearq_observer = true;
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util_vbuf->AddWrapObserver(&stq_observer);
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util_vbuf->AddWrapObserver(&cq_observer);
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util_vbuf->AddWrapObserver(&clearq_observer);
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}
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void ShutdownUtils()
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{
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SAFE_RELEASE(point_copy_sampler);
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SAFE_RELEASE(linear_copy_sampler);
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SAFE_DELETE(util_vbuf);
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}
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void SetPointCopySampler()
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{
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D3D::stateman->SetSampler(0, point_copy_sampler);
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}
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void SetLinearCopySampler()
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{
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D3D::stateman->SetSampler(0, linear_copy_sampler);
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}
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource,
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int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader, ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader, u32 slice)
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{
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float sw = 1.0f / (float)SourceWidth;
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float sh = 1.0f / (float)SourceHeight;
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float u1 = ((float)rSource->left) * sw;
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float u2 = ((float)rSource->right) * sw;
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float v1 = ((float)rSource->top) * sh;
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float v2 = ((float)rSource->bottom) * sh;
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float S = (float)slice;
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STQVertex coords[4] = {
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{-1.0f, 1.0f, 0.0f, u1, v1, S},
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{1.0f, 1.0f, 0.0f, u2, v1, S},
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{-1.0f, -1.0f, 0.0f, u1, v2, S},
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{1.0f, -1.0f, 0.0f, u2, v2, S},
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};
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// only upload the data to VRAM if it changed
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if (stq_observer || tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 || tex_quad_data.u2 != u2 ||
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tex_quad_data.v2 != v2 || tex_quad_data.S != S)
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{
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stq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STQVertex));
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stq_observer = false;
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tex_quad_data.u1 = u1;
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tex_quad_data.v1 = v1;
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tex_quad_data.u2 = u2;
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tex_quad_data.v2 = v2;
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tex_quad_data.S = S;
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}
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UINT stride = sizeof(STQVertex);
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UINT offset = 0;
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetInputLayout(layout);
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D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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D3D::stateman->SetPixelShader(PShader);
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D3D::stateman->SetTexture(0, texture);
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D3D::stateman->SetVertexShader(VShader);
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D3D::stateman->SetGeometryShader(GShader);
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D3D::stateman->Apply();
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D3D::context->Draw(4, stq_offset);
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D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
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D3D::stateman->Apply();
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D3D::stateman->SetGeometryShader(nullptr);
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}
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2)
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{
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ColVertex coords[4] = {
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{x1, y1, z, Color},
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{x2, y1, z, Color},
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{x1, y2, z, Color},
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{x2, y2, z, Color},
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};
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if (cq_observer || draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 || draw_quad_data.col != Color ||
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draw_quad_data.z != z)
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{
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cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
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cq_observer = false;
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draw_quad_data.x1 = x1;
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draw_quad_data.y1 = y1;
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draw_quad_data.x2 = x2;
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draw_quad_data.y2 = y2;
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draw_quad_data.col = Color;
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draw_quad_data.z = z;
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}
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stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
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stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
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stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->Apply();
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context->Draw(4, cq_offset);
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stateman->SetGeometryShader(nullptr);
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}
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void drawClearQuad(u32 Color, float z)
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{
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ClearVertex coords[4] = {
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{-1.0f, 1.0f, z, Color},
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{1.0f, 1.0f, z, Color},
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{-1.0f, -1.0f, z, Color},
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{1.0f, -1.0f, z, Color},
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};
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if (clearq_observer || clear_quad_data.col != Color || clear_quad_data.z != z)
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{
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clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
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clearq_observer = false;
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clear_quad_data.col = Color;
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clear_quad_data.z = z;
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}
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stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
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stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
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stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ClearVertex);
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UINT offset = 0;
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->Apply();
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context->Draw(4, clearq_offset);
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stateman->SetGeometryShader(nullptr);
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}
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static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col)
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{
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vert->x = x;
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vert->y = y;
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vert->z = z;
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vert->col = col;
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}
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void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6;
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// Set common state
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stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
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stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
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stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), sizeof(ColVertex), 0);
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stateman->Apply();
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// if drawing a large number of points at once, this will have to be split into multiple passes.
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size_t points_per_draw = util_vbuf->GetSize() / COL_QUAD_SIZE;
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size_t current_point_index = 0;
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while (current_point_index < num_points)
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{
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size_t points_to_draw = std::min(num_points - current_point_index, points_per_draw);
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size_t required_bytes = COL_QUAD_SIZE * points_to_draw;
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// map and reserve enough buffer space for this draw
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void* buffer_ptr;
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int base_vertex_index =
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util_vbuf->BeginAppendData(&buffer_ptr, (int)required_bytes, sizeof(ColVertex));
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// generate quads for each efb point
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ColVertex* base_vertex_ptr = reinterpret_cast<ColVertex*>(buffer_ptr);
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for (size_t i = 0; i < points_to_draw; i++)
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{
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// generate quad from the single point (clip-space coordinates)
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const EfbPokeData* point = &points[current_point_index];
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float x1 = float(point->x) * 2.0f / EFB_WIDTH - 1.0f;
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float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
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float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
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float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
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float z = 0.0f;
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u32 col = 0;
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if (type == EFBAccessType::PokeZ)
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{
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z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f;
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}
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else
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{
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col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
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((point->data << 16) & 0xFF0000));
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}
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current_point_index++;
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// quad -> triangles
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ColVertex* vertex = &base_vertex_ptr[i * 6];
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InitColVertex(&vertex[0], x1, y1, z, col);
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InitColVertex(&vertex[1], x2, y1, z, col);
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InitColVertex(&vertex[2], x1, y2, z, col);
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InitColVertex(&vertex[3], x1, y2, z, col);
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InitColVertex(&vertex[4], x2, y1, z, col);
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InitColVertex(&vertex[5], x2, y2, z, col);
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}
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// unmap the util buffer, and issue the draw
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util_vbuf->EndAppendData();
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context->Draw(6 * (UINT)points_to_draw, base_vertex_index);
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}
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stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
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}
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} // namespace D3D
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} // namespace DX11
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