/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * 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; either version 2, or (at your option) * any later version. * * 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 for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSRendererCS.h" #define PS_BATCH_SIZE 512 GSRendererCS::GSRendererCS() : GSRenderer() { m_nativeres = true; memset(m_vm_valid, 0, sizeof(m_vm_valid)); memset(m_texture, 0, sizeof(m_texture)); m_output = (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 32); } GSRendererCS::~GSRendererCS() { for(int i = 0; i < countof(m_texture); i++) { delete m_texture[i]; } _aligned_free(m_output); } bool GSRendererCS::CreateDevice(GSDevice* dev_unk) { if(!__super::CreateDevice(dev_unk)) return false; HRESULT hr; D3D11_DEPTH_STENCIL_DESC dsd; D3D11_BLEND_DESC bsd; D3D11_SAMPLER_DESC sd; D3D11_BUFFER_DESC bd; D3D11_TEXTURE2D_DESC td; D3D11_UNORDERED_ACCESS_VIEW_DESC uavd; D3D11_SHADER_RESOURCE_VIEW_DESC srvd; D3D_FEATURE_LEVEL level; ((GSDeviceDX*)dev_unk)->GetFeatureLevel(level); if(level < D3D_FEATURE_LEVEL_11_0) return false; GSDevice11* dev = (GSDevice11*)dev_unk; ID3D11DeviceContext* ctx = *dev; // empty depth stencil state memset(&dsd, 0, sizeof(dsd)); dsd.StencilEnable = false; dsd.DepthEnable = false; hr = (*dev)->CreateDepthStencilState(&dsd, &m_dss); if(FAILED(hr)) return false; // empty blend state memset(&bsd, 0, sizeof(bsd)); bsd.RenderTarget[0].BlendEnable = false; hr = (*dev)->CreateBlendState(&bsd, &m_bs); if(FAILED(hr)) return false; // point sampler memset(&sd, 0, sizeof(sd)); sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sd.MaxLOD = FLT_MAX; sd.MaxAnisotropy = 16; sd.ComparisonFunc = D3D11_COMPARISON_NEVER; hr = (*dev)->CreateSamplerState(&sd, &m_ss); if(FAILED(hr)) return false; // link buffer memset(&bd, 0, sizeof(bd)); bd.ByteWidth = 256 << 20; // 256 MB w00t bd.StructureByteStride = sizeof(uint32) * 4; // c, z, id, next bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; bd.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; hr = (*dev)->CreateBuffer(&bd, NULL, &m_lb); { uint32 data[] = {0, 0, 0xffffffff, 0}; D3D11_BOX box; memset(&box, 0, sizeof(box)); box.right = sizeof(data); box.bottom = 1; box.back = 1; ctx->UpdateSubresource(m_lb, 0, &box, data, 0, 0); } if(FAILED(hr)) return false; memset(&uavd, 0, sizeof(uavd)); uavd.Format = DXGI_FORMAT_UNKNOWN; uavd.Buffer.NumElements = bd.ByteWidth / bd.StructureByteStride; uavd.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER; uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; hr = (*dev)->CreateUnorderedAccessView(m_lb, &uavd, &m_lb_uav); if(FAILED(hr)) return false; memset(&srvd, 0, sizeof(srvd)); srvd.Format = DXGI_FORMAT_UNKNOWN; srvd.Buffer.NumElements = bd.ByteWidth / bd.StructureByteStride; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; hr = (*dev)->CreateShaderResourceView(m_lb, &srvd, &m_lb_srv); if(FAILED(hr)) return false; // start offset buffer memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(uint32) * 2048 * 2048; // index bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; bd.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; hr = (*dev)->CreateBuffer(&bd, NULL, &m_sob); if(FAILED(hr)) return false; memset(&uavd, 0, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R32_TYPELESS; uavd.Buffer.NumElements = bd.ByteWidth / sizeof(uint32); uavd.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; hr = (*dev)->CreateUnorderedAccessView(m_sob, &uavd, &m_sob_uav); if(FAILED(hr)) return false; memset(&srvd, 0, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_TYPELESS; srvd.BufferEx.NumElements = bd.ByteWidth / sizeof(uint32); srvd.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX; hr = (*dev)->CreateShaderResourceView(m_sob, &srvd, &m_sob_srv); if(FAILED(hr)) return false; const uint32 tmp = 0; ctx->ClearUnorderedAccessViewUint(m_sob_uav, &tmp); // initial clear, next time Draw should restore it in Step 2 // video memory (4MB) memset(&bd, 0, sizeof(bd)); bd.ByteWidth = 4 * 1024 * 1024; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_UNORDERED_ACCESS; bd.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; hr = (*dev)->CreateBuffer(&bd, NULL, &m_vm); if(FAILED(hr)) return false; memset(&uavd, 0, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R32_TYPELESS; uavd.Buffer.FirstElement = 0; uavd.Buffer.NumElements = 1024 * 1024; uavd.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; hr = (*dev)->CreateUnorderedAccessView(m_vm, &uavd, &m_vm_uav); if(FAILED(hr)) return false; /* memset(&td, 0, sizeof(td)); td.Width = PAGE_SIZE; td.Height = MAX_PAGES; td.Format = DXGI_FORMAT_R8_UINT; td.MipLevels = 1; td.ArraySize = 1; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_UNORDERED_ACCESS; hr = (*dev)->CreateTexture2D(&td, NULL, &m_vm); if(FAILED(hr)) return false; memset(&uavd, 0, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R8_UINT; uavd.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; hr = (*dev)->CreateUnorderedAccessView(m_vm, &uavd, &m_vm_uav); if(FAILED(hr)) return false; */ // one page, for copying between cpu<->gpu memset(&bd, 0, sizeof(bd)); bd.ByteWidth = PAGE_SIZE; bd.Usage = D3D11_USAGE_STAGING; bd.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; hr = (*dev)->CreateBuffer(&bd, NULL, &m_pb); if(FAILED(hr)) return false; /* memset(&td, 0, sizeof(td)); td.Width = PAGE_SIZE; td.Height = 1; td.Format = DXGI_FORMAT_R8_UINT; td.MipLevels = 1; td.ArraySize = 1; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_STAGING; td.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; hr = (*dev)->CreateTexture2D(&td, NULL, &m_pb); if(FAILED(hr)) return false; */ // VSConstantBuffer memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(VSConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = (*dev)->CreateBuffer(&bd, NULL, &m_vs_cb); if(FAILED(hr)) return false; // PS D3D11_SHADER_MACRO macro[] = { {NULL, NULL}, }; try { dev->CompileShader(IDR_CS_FX, "ps_main0", macro, &m_ps0); } catch (GSDXRecoverableError) { return false; } // PSConstantBuffer memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(PSConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = (*dev)->CreateBuffer(&bd, NULL, &m_ps_cb); if(FAILED(hr)) return false; // return true; } void GSRendererCS::ResetDevice() { for(int i = 0; i < countof(m_texture); i++) { delete m_texture[i]; m_texture[i] = NULL; } } void GSRendererCS::VSync(int field) { __super::VSync(field); //printf("%lld\n", m_perfmon.GetFrame()); } GSTexture* GSRendererCS::GetOutput(int i) { // TODO: create a compute shader which unswizzles the frame from m_vm to the output texture const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB; int w = DISPFB.FBW * 64; int h = GetFrameRect(i).bottom; // TODO: round up bottom if(m_dev->ResizeTexture(&m_texture[i], w, h)) { const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[DISPFB.PSM]; GSVector4i r(0, 0, w, h); GSVector4i r2 = r.ralign(psm.bs); GSOffset* o = m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM); Read(o, r2, false); (m_mem.*psm.rtx)(o, r2, m_output, 1024 * 4, m_env.TEXA); m_texture[i]->Update(r, m_output, 1024 * 4); if(s_dump) { if(s_save && s_n >= s_saven) { m_texture[i]->Save(format("c:\\temp1\\_%05d_f%lld_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)DISPFB.Block(), (int)DISPFB.PSM)); } s_n++; } } return m_texture[i]; } void GSRendererCS::Draw() { GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; GSVector2i rtsize(2048, 2048); GSVector4i scissor = GSVector4i(context->scissor.in).rintersect(GSVector4i(rtsize).zwxy()); GSVector4i bbox = GSVector4i(m_vt.m_min.p.floor().xyxy(m_vt.m_max.p.ceil())); GSVector4i r = bbox.rintersect(scissor); uint32 fm = context->FRAME.FBMSK; uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0; if(fm != 0xffffffff) { Write(context->offset.fb, r); // TODO: m_tc->InvalidateVideoMem(context->offset.fb, r, false); } if(zm != 0xffffffff) { Write(context->offset.zb, r); // TODO: m_tc->InvalidateVideoMem(context->offset.zb, r, false); } // TODO: if(24-bit) fm/zm |= 0xff000000; if(PRIM->TME) { m_mem.m_clut.Read32(context->TEX0, env.TEXA); GSVector4i r; GetTextureMinMax(r, context->TEX0, context->CLAMP, m_vt.IsLinear()); // TODO: unswizzle pages of r to a texture, check m_vm_valid, bit not set cpu->gpu, set gpu->gpu // TODO: Write transfer should directly write to m_vm, then Read/Write syncing won't be necessary, clut must be updated with the gpu also // TODO: tex = m_tc->LookupSource(context->TEX0, env.TEXA, r); // if(!tex) return; } // GSDevice11* dev = (GSDevice11*)m_dev; ID3D11DeviceContext* ctx = *dev; // dev->BeginScene(); // SetupOM dev->OMSetDepthStencilState(m_dss, 0); dev->OMSetBlendState(m_bs, 0); ID3D11UnorderedAccessView* uavs[] = {m_vm_uav, m_lb_uav, m_sob_uav}; uint32 counters[] = {1, 0, 0}; dev->OMSetRenderTargets(rtsize, countof(uavs), uavs, counters, &scissor); // SetupIA D3D11_PRIMITIVE_TOPOLOGY topology; switch(m_vt.m_primclass) { case GS_POINT_CLASS: topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; case GS_LINE_CLASS: case GS_SPRITE_CLASS: topology = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; break; case GS_TRIANGLE_CLASS: topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; default: __assume(0); } GSVector4i r2 = bbox.add32(GSVector4i(-1, -1, 1, 1)).rintersect(scissor); m_vertex.buff[m_vertex.next + 0].XYZ.X = context->XYOFFSET.OFX + (r2.left << 4); m_vertex.buff[m_vertex.next + 0].XYZ.Y = context->XYOFFSET.OFY + (r2.top << 4); m_vertex.buff[m_vertex.next + 1].XYZ.X = context->XYOFFSET.OFX + (r2.right << 4); m_vertex.buff[m_vertex.next + 1].XYZ.Y = context->XYOFFSET.OFY + (r2.bottom << 4); m_index.buff[m_index.tail + 0] = m_vertex.next + 0; m_index.buff[m_index.tail + 1] = m_vertex.next + 1; dev->IASetVertexBuffer(m_vertex.buff, sizeof(GSVertex), m_vertex.next + 2); dev->IASetIndexBuffer(m_index.buff, m_index.tail + 2); // SetupVS VSSelector vs_sel; vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; VSConstantBuffer vs_cb; float sx = 2.0f / (rtsize.x << 4); float sy = 2.0f / (rtsize.y << 4); //float sx = 1.0f / 16; //float sy = 1.0f / 16; float ox = (float)(int)context->XYOFFSET.OFX; float oy = (float)(int)context->XYOFFSET.OFY; vs_cb.VertexScale = GSVector4(sx, -sy, 0.0f, 0.0f); vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f); //vs_cb.VertexScale = GSVector4(sx, sy, 0.0f, 0.0f); //vs_cb.VertexOffset = GSVector4(ox * sx, oy * sy, 0.0f, -1.0f); { GSVertexShader11 vs; hash_map::const_iterator i = m_vs.find(vs_sel); if(i != m_vs.end()) { vs = i->second; } else { string str[2]; str[0] = format("%d", vs_sel.tme); str[1] = format("%d", vs_sel.fst); D3D11_SHADER_MACRO macro[] = { {"VS_TME", str[0].c_str()}, {"VS_FST", str[1].c_str()}, {NULL, NULL}, }; D3D11_INPUT_ELEMENT_DESC layout[] = { {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 2, DXGI_FORMAT_R16G16_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; dev->CompileShader(IDR_CS_FX, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il); m_vs[vs_sel] = vs; } ctx->UpdateSubresource(m_vs_cb, 0, NULL, &vs_cb, 0, 0); // TODO: only update if changed dev->VSSetShader(vs.vs, m_vs_cb); dev->IASetInputLayout(vs.il); } // SetupGS GSSelector gs_sel; gs_sel.iip = PRIM->IIP; CComPtr gs[2]; for(int j = 0; j < 2; j++) { gs_sel.prim = j == 0 ? m_vt.m_primclass : GS_SPRITE_CLASS; hash_map >::const_iterator i = m_gs.find(gs_sel); if(i != m_gs.end()) { gs[j] = i->second; } else { string str[2]; str[0] = format("%d", gs_sel.iip); str[1] = format("%d", j == 0 ? gs_sel.prim : GS_SPRITE_CLASS); D3D11_SHADER_MACRO macro[] = { {"GS_IIP", str[0].c_str()}, {"GS_PRIM", str[1].c_str()}, {NULL, NULL}, }; dev->CompileShader(IDR_CS_FX, "gs_main", macro, &gs[j]); m_gs[gs_sel] = gs[j]; } } // SetupPS dev->PSSetSamplerState(m_ss, NULL, NULL); PSSelector ps_sel; ps_sel.fpsm = context->FRAME.PSM; ps_sel.zpsm = context->ZBUF.PSM; CComPtr ps[2] = {m_ps0, NULL}; hash_map >::const_iterator i = m_ps1.find(ps_sel); if(i != m_ps1.end()) { ps[1] = i->second; } else { string str[15]; str[0] = format("%d", PS_BATCH_SIZE); str[1] = format("%d", context->FRAME.PSM); str[2] = format("%d", context->ZBUF.PSM); D3D11_SHADER_MACRO macro[] = { {"PS_BATCH_SIZE", str[0].c_str()}, {"PS_FPSM", str[1].c_str()}, {"PS_ZPSM", str[2].c_str()}, {NULL, NULL}, }; dev->CompileShader(IDR_CS_FX, "ps_main1", macro, &ps[1]); m_ps1[ps_sel] = ps[1]; } PSConstantBuffer ps_cb; ps_cb.fm = fm; ps_cb.zm = zm; ctx->UpdateSubresource(m_ps_cb, 0, NULL, &ps_cb, 0, 0); // TODO: only update if changed OffsetBuffer* fzbo = NULL; GetOffsetBuffer(&fzbo); dev->PSSetShaderResourceView(0, fzbo->row_srv); dev->PSSetShaderResourceView(1, fzbo->col_srv); // TODO: palette, texture int step = PS_BATCH_SIZE * GSUtil::GetVertexCount(PRIM->PRIM); for(int i = 0; i < m_index.tail; i += step) { dev->IASetPrimitiveTopology(topology); dev->GSSetShader(gs[0]); dev->PSSetShader(ps[0], m_ps_cb); dev->DrawIndexedPrimitive(i, std::min(m_index.tail - i, step)); dev->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); dev->GSSetShader(gs[1]); dev->PSSetShader(ps[1], m_ps_cb); dev->DrawIndexedPrimitive(m_index.tail, 2); //printf("%d/%d, %d %d %d %d\n", i, m_index.tail, r2.x, r2.y, r2.z, r2.w); } dev->EndScene(); if(0) { std::string s; /* s = format("c:\\temp1\\_%05d_f%lld_fb0_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), 0, 0); m_mem.SaveBMP(s, 0, 16, PSM_PSMCT32, 1024, 1024); Read(m_mem.GetOffset(0, 16, PSM_PSMCT32), GSVector4i(0, 0, 1024, 1024), false); */ // if(fm != 0xffffffff) Read(context->offset.fb, r, false); // if(zm != 0xffffffff) Read(context->offset.zb, r, false); s = format("c:\\temp1\\_%05d_f%lld_rt1_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), m_context->FRAME.Block(), m_context->FRAME.PSM); m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512); s = format("c:\\temp1\\_%05d_f%lld_zt1_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), m_context->ZBUF.Block(), m_context->ZBUF.PSM); m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512); /* s = format("c:\\temp1\\_%05d_f%lld_fb1_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), 0, 0); m_mem.SaveBMP(s, 0, 16, PSM_PSMCT32, 1024, 1024); */ s_n++; } } void GSRendererCS::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r) { GSOffset* o = m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM); Read(o, r, true); // TODO: fully overwritten pages are not needed to be read, only invalidated (important) // TODO: false deps, 8H/4HL/4HH texture sharing pages with 24-bit target // TODO: invalidate texture cache } void GSRendererCS::InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut) { GSOffset* o = m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM); Read(o, r, false); } void GSRendererCS::Write(GSOffset* o, const GSVector4i& r) { GSDevice11* dev = (GSDevice11*)m_dev; ID3D11DeviceContext* ctx = *dev; D3D11_BOX box; memset(&box, 0, sizeof(box)); box.right = 1; box.bottom = 1; box.back = 1; uint32* pages = o->GetPages(r); for(size_t i = 0; pages[i] != GSOffset::EOP; i++) { uint32 page = pages[i]; uint32 row = page >> 5; uint32 col = 1 << (page & 31); if((m_vm_valid[row] & col) == 0) { m_vm_valid[row] |= col; box.left = page * PAGE_SIZE; box.right = (page + 1) * PAGE_SIZE; ctx->UpdateSubresource(m_vm, 0, &box, m_mem.m_vm8 + page * PAGE_SIZE, 0, 0); /* // m_vm texture row is 2k in bytes, one page is 8k => starting row: addr / 4k, number of rows: 8k / 2k = 4 box.left = 0; box.right = PAGE_SIZE; box.top = page; box.bottom = box.top + 1; ctx->UpdateSubresource(m_vm, 0, &box, m_mem.m_vm8 + page * PAGE_SIZE, 0, 0); */ if(0) printf("[%lld] write %05x %d %d (%d)\n", __rdtsc(), o->bp, o->bw, o->psm, page); } } delete [] pages; } void GSRendererCS::Read(GSOffset* o, const GSVector4i& r, bool invalidate) { GSDevice11* dev = (GSDevice11*)m_dev; ID3D11DeviceContext* ctx = *dev; D3D11_BOX box; memset(&box, 0, sizeof(box)); box.right = 1; box.bottom = 1; box.back = 1; uint32* pages = o->GetPages(r); for(size_t i = 0; pages[i] != GSOffset::EOP; i++) { uint32 page = pages[i]; uint32 row = page >> 5; uint32 col = 1 << (page & 31); if(m_vm_valid[row] & col) { if(invalidate) { m_vm_valid[row] ^= col; } box.left = page * PAGE_SIZE; box.right = (page + 1) * PAGE_SIZE; ctx->CopySubresourceRegion(m_pb, 0, 0, 0, 0, m_vm, 0, &box); /* // m_vm texture row is 2k in bytes, one page is 8k => starting row: addr / 4k, number of rows: 8k / 2k = 4 box.left = 0; box.right = PAGE_SIZE; box.top = page; box.bottom = box.top + 1; ctx->CopySubresourceRegion(m_pb, 0, 0, 0, 0, m_vm, 0, &box); */ D3D11_MAPPED_SUBRESOURCE map; if(SUCCEEDED(ctx->Map(m_pb, 0, D3D11_MAP_READ, 0, &map))) { memcpy(m_mem.m_vm8 + page * PAGE_SIZE, map.pData, PAGE_SIZE); ctx->Unmap(m_pb, 0); if(0) printf("[%lld] read %05x %d %d (%d)\n", __rdtsc(), o->bp, o->bw, o->psm, page); } } } delete [] pages; } bool GSRendererCS::GetOffsetBuffer(OffsetBuffer** fzbo) { HRESULT hr; GSDevice11* dev = (GSDevice11*)m_dev; D3D11_BUFFER_DESC bd; D3D11_SHADER_RESOURCE_VIEW_DESC srvd; D3D11_SUBRESOURCE_DATA data; hash_map::iterator i = m_offset.find(m_context->offset.fzb->hash); if(i == m_offset.end()) { OffsetBuffer ob; memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(GSVector2i) * 2048; bd.Usage = D3D11_USAGE_IMMUTABLE; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; memset(&data, 0, sizeof(data)); data.pSysMem = m_context->offset.fzb->row; hr = (*dev)->CreateBuffer(&bd, &data, &ob.row); if(FAILED(hr)) return false; data.pSysMem = m_context->offset.fzb->col; hr = (*dev)->CreateBuffer(&bd, &data, &ob.col); if(FAILED(hr)) return false; memset(&srvd, 0, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32G32_SINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = 2048; hr = (*dev)->CreateShaderResourceView(ob.row, &srvd, &ob.row_srv); if(FAILED(hr)) return false; hr = (*dev)->CreateShaderResourceView(ob.col, &srvd, &ob.col_srv); if(FAILED(hr)) return false; m_offset[m_context->offset.fzb->hash] = ob; i = m_offset.find(m_context->offset.fzb->hash); } *fzbo = &i->second; return true; }