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

245 lines
7.7 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
{
struct PointGSParams
{
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;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union PointGSParams_Padded
{
PointGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[(sizeof(PointGSParams) + 15) & ~15];
};
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"
"float TexOffsetEnable[8];\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 * Params.TexOffsetEnable[0];\n"
"ptLR.tex0.xy += texOffset * Params.TexOffsetEnable[0];\n"
"ptUR.tex0.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"ptLL.tex1.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[1];\n"
"ptLR.tex1.xy += texOffset * Params.TexOffsetEnable[1];\n"
"ptUR.tex1.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"ptLL.tex2.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[2];\n"
"ptLR.tex2.xy += texOffset * Params.TexOffsetEnable[2];\n"
"ptUR.tex2.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"ptLL.tex3.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[3];\n"
"ptLR.tex3.xy += texOffset * Params.TexOffsetEnable[3];\n"
"ptUR.tex3.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"ptLL.tex4.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[4];\n"
"ptLR.tex4.xy += texOffset * Params.TexOffsetEnable[4];\n"
"ptUR.tex4.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"ptLL.tex5.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[5];\n"
"ptLR.tex5.xy += texOffset * Params.TexOffsetEnable[5];\n"
"ptUR.tex5.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"ptLL.tex6.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[6];\n"
"ptLR.tex6.xy += texOffset * Params.TexOffsetEnable[6];\n"
"ptUR.tex6.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"ptLL.tex7.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[7];\n"
"ptLR.tex7.xy += texOffset * Params.TexOffsetEnable[7];\n"
"ptUR.tex7.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[7];\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_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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, const bool* texOffsetEnable)
{
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 numTexCoordsStream;
numTexCoordsStream << xfregs.numTexGen.numTexGens;
INFO_LOG(VIDEO, "Compiling point geometry shader for components 0x%.08X (num texcoords %d)",
components, xfregs.numTexGen.numTexGens);
const std::string& numTexCoordsStr = numTexCoordsStream.str();
D3D_SHADER_MACRO macros[] = {
{ "NUM_TEXCOORDS", numTexCoordsStr.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)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
PointGSParams* params = (PointGSParams*)map.pData;
params->PointSize = pointSize;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map point gs params buffer");
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;
}
}