Geometry shaders now support disabled viewports.
This commit is contained in:
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e5d4cdd66d
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f5eefb138c
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@ -124,6 +124,46 @@ ID3D10Blob* D3D11GeometryShader::Compile(const char* shader_source) {
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return shader_blob;
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}
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int D3D11GeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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// TODO(benvanik): only add used ones?
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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}
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output->Append(
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// TODO(benvanik): only pull in point size if required.
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"cbuffer geo_consts {\n"
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" float4 window;\n" // x,y,w,h
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" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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" float4 viewport_size;\n" // x,y,w,h
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"};"
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"float4 applyViewport(float4 pos) {\n"
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" if (viewport_z_enable.w) {\n"
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//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
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//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
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//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
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// w?
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" } else {\n"
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" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
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" pos.zw = float2(0.0, 1.0);\n"
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" }\n"
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" pos.xy += window.xy;\n"
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" return pos;\n"
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"}\n");
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return 0;
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}
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D3D11PointSpriteGeometryShader::D3D11PointSpriteGeometryShader(
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ID3D11Device* device, uint64_t hash) :
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@ -135,24 +175,15 @@ D3D11PointSpriteGeometryShader::~D3D11PointSpriteGeometryShader() {
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int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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// TODO(benvanik): fetch default point size from register and use that if
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// the VS doesn't write oPointSize.
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// the VS doesn't write oPointSize.
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// TODO(benvanik): clamp to min/max.
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// TODO(benvanik): figure out how to see which interpolator gets adjusted.
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(point VERTEX input[1], inout TriangleStream<VERTEX> output) {\n"
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@ -163,9 +194,8 @@ int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" float2( 1.0, -1.0),\n"
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" };\n"
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" float psize = max(input[0].oPointSize.x, 1.0);\n"
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" VERTEX v;\n"
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" for (uint n = 0; n < 4; n++) {\n"
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" v = input[0];\n"
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" VERTEX v = input[0];\n"
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" v.oPos.xy += offsets[n] * psize;\n"
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" output.Append(v);\n"
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" }\n"
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@ -186,29 +216,23 @@ D3D11RectListGeometryShader::~D3D11RectListGeometryShader() {
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int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
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" output.Append(input[0]);\n"
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" output.Append(input[1]);\n"
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" output.Append(input[2]);\n"
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" for (uint n = 0; n < 3; n++) {\n"
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" VERTEX v = input[n];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" VERTEX v = input[2];\n"
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" v.oPos += input[1].oPos - input[0].oPos;\n"
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" v.oPos = applyViewport(v.oPos + input[1].oPos - input[0].oPos);\n"
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// TODO(benvanik): only if needed?
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" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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for (uint32_t n = 0; n < alloc_counts.params; n++) {
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// TODO(benvanik): this may be wrong - the count is a bad metric.
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output->Append(
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@ -234,27 +258,19 @@ D3D11QuadListGeometryShader::~D3D11QuadListGeometryShader() {
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int D3D11QuadListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output,\n"
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" uint primitive_id : SV_PrimitiveID) {\n"
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" output.Append(input[0]);\n"
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" output.Append(input[1]);\n"
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" output.Append(input[3]);\n"
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" output.Append(input[2]);\n"
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"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output) {\n"
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" const uint order[4] = { 0, 1, 3, 2 };\n"
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" for (uint n = 0; n < 4; n++) {\n"
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" VERTEX v = input[order[n]];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" output.RestartStrip();\n"
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"}\n");
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@ -38,7 +38,7 @@ protected:
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ID3D10Blob* Compile(const char* shader_source);
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virtual int Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) = 0;
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alloy::StringBuffer* output);
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protected:
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ID3D11Device* device_;
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@ -50,6 +50,9 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
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buffer_desc.ByteWidth = (32) * sizeof(int);
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hr = device_->CreateBuffer(
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&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
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buffer_desc.ByteWidth = (32) * sizeof(int);
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hr = device_->CreateBuffer(
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&buffer_desc, NULL, &state_.constant_buffers.geo_constants);
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}
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D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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@ -57,6 +60,7 @@ D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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XESAFERELEASE(state_.constant_buffers.float_constants);
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XESAFERELEASE(state_.constant_buffers.bool_constants);
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XESAFERELEASE(state_.constant_buffers.loop_constants);
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XESAFERELEASE(state_.constant_buffers.geo_constants);
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delete shader_cache_;
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XESAFERELEASE(context_);
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XESAFERELEASE(device_);
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@ -186,8 +190,13 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
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}
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context_->IASetPrimitiveTopology(primitive_topology);
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context_->GSSetShader(
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geometry_shader ? geometry_shader->handle() : NULL, NULL, NULL);
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if (geometry_shader) {
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context_->GSSetShader(geometry_shader->handle(), NULL, NULL);
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context_->GSSetConstantBuffers(
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0, 1, &state_.constant_buffers.geo_constants);
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} else {
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context_->GSSetShader(NULL, NULL, NULL);
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}
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// Setup all fetchers (vertices/textures).
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if (PrepareFetchers()) {
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@ -344,9 +353,9 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
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uint32_t window_scissor_tl = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t window_scissor_br = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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//uint32_t window_width =
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// (window_scissor_br & 0xFFFF) - (window_scissor_tl & 0xFFFF);
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// (window_scissor_br & 0x7FFF) - (window_scissor_tl & 0x7FFF);
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//uint32_t window_height =
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// (window_scissor_br >> 16) - (window_scissor_tl >> 16);
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// ((window_scissor_br >> 16) & 0x7FFF) - ((window_scissor_tl >> 16) & 0x7FFF);
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uint32_t window_width = 1280;
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uint32_t window_height = 720;
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if (RebuildRenderTargets(window_width, window_height)) {
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@ -440,25 +449,71 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
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// Viewport.
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// If we have resized the window we will want to change this.
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uint32_t window_offset = rf.values[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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// ?
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D3D11_VIEWPORT viewport;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = 1280;
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viewport.Height = 720;
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context_->RSSetViewports(1, &viewport);
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// signed?
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uint32_t window_offset_x = window_offset & 0x7FFF;
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uint32_t window_offset_y = (window_offset >> 16) & 0x7FFF;
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// ?
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// TODO(benvanik): figure out how to emulate viewports in D3D11. Could use
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// viewport above to scale, though that doesn't support negatives/etc.
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float vport_xoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32; // 640
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uint32_t vte_control = rf.values[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
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bool vport_xscale_enable = (vte_control & (1 << 0)) > 0;
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float vport_xscale = rf.values[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; // 640
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float vport_yoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32; // 360
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bool vport_xoffset_enable = (vte_control & (1 << 1)) > 0;
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float vport_xoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32; // 640
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bool vport_yscale_enable = (vte_control & (1 << 2)) > 0;
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float vport_yscale = rf.values[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; // -360
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float vport_zoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32; // 0
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bool vport_yoffset_enable = (vte_control & (1 << 3)) > 0;
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float vport_yoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32; // 360
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bool vport_zscale_enable = (vte_control & (1 << 4)) > 0;
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float vport_zscale = rf.values[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32; // 1
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bool vport_zoffset_enable = (vte_control & (1 << 5)) > 0;
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float vport_zoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32; // 0
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// TODO(benvanik): compute viewport values.
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D3D11_VIEWPORT viewport;
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if (vport_xscale_enable) {
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// Viewport enabled.
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = 1280;
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viewport.Height = 720;
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} else {
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// Viewport disabled. Geometry shaders will compensate for this.
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = 1280;
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viewport.Height = 720;
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}
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context_->RSSetViewports(1, &viewport);
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//"cbuffer geo_consts {\n"
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//" float4 window;\n" // x,y,w,h
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//" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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//" float4 viewport_size;\n" // x,y,w,h
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//"};"
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D3D11_MAPPED_SUBRESOURCE res;
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context_->Map(
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state_.constant_buffers.geo_constants, 0,
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D3D11_MAP_WRITE_DISCARD, 0, &res);
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float* geo_buffer = (float*)res.pData;
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geo_buffer[0] = (float)window_offset_x;
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geo_buffer[1] = (float)window_offset_y;
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geo_buffer[2] = (float)window_width;
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geo_buffer[3] = (float)window_height;
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geo_buffer[4] = viewport.MinDepth;
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geo_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
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geo_buffer[6] = 0; // unused
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geo_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
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geo_buffer[8] = viewport.TopLeftX;
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geo_buffer[9] = viewport.TopLeftY;
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geo_buffer[10] = viewport.Width;
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geo_buffer[11] = viewport.Height;
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context_->Unmap(state_.constant_buffers.geo_constants, 0);
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// Scissoring.
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// TODO(benvanik): pull from scissor registers.
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@ -467,10 +522,10 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
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uint32_t screen_scissor_br = rf.values[XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR].u32;
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if (screen_scissor_tl != 0 && screen_scissor_br != 0x20002000) {
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D3D11_RECT scissor_rect;
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scissor_rect.top = screen_scissor_tl >> 16;
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scissor_rect.left = screen_scissor_tl & 0xFFFF;
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scissor_rect.bottom = screen_scissor_br >> 16;
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scissor_rect.right = screen_scissor_br & 0xFFFF;
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scissor_rect.top = (screen_scissor_tl >> 16) & 0x7FFF;
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scissor_rect.left = screen_scissor_tl & 0x7FFF;
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scissor_rect.bottom = (screen_scissor_br >> 16) & 0x7FFF;
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scissor_rect.right = screen_scissor_br & 0x7FFF;
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context_->RSSetScissorRects(1, &scissor_rect);
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} else {
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context_->RSSetScissorRects(0, NULL);
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@ -95,6 +95,7 @@ private:
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ID3D11Buffer* float_constants;
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ID3D11Buffer* bool_constants;
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ID3D11Buffer* loop_constants;
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ID3D11Buffer* geo_constants;
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} constant_buffers;
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} state_;
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