Geometry shaders now support disabled viewports.

This commit is contained in:
Ben Vanik 2014-01-20 03:42:05 -08:00
parent e5d4cdd66d
commit f5eefb138c
4 changed files with 142 additions and 70 deletions

View File

@ -124,6 +124,46 @@ ID3D10Blob* D3D11GeometryShader::Compile(const char* shader_source) {
return shader_blob;
}
int D3D11GeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
// TODO(benvanik): only add used ones?
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
}
output->Append(
// TODO(benvanik): only pull in point size if required.
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"cbuffer geo_consts {\n"
" float4 window;\n" // x,y,w,h
" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
" float4 viewport_size;\n" // x,y,w,h
"};"
"float4 applyViewport(float4 pos) {\n"
" if (viewport_z_enable.w) {\n"
//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
// w?
" } else {\n"
" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
" pos.zw = float2(0.0, 1.0);\n"
" }\n"
" pos.xy += window.xy;\n"
" return pos;\n"
"}\n");
return 0;
}
D3D11PointSpriteGeometryShader::D3D11PointSpriteGeometryShader(
ID3D11Device* device, uint64_t hash) :
@ -135,24 +175,15 @@ D3D11PointSpriteGeometryShader::~D3D11PointSpriteGeometryShader() {
int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
if (D3D11GeometryShader::Generate(vertex_shader, output)) {
return 1;
}
// TODO(benvanik): fetch default point size from register and use that if
// the VS doesn't write oPointSize.
// TODO(benvanik): clamp to min/max.
// TODO(benvanik): figure out how to see which interpolator gets adjusted.
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(point VERTEX input[1], inout TriangleStream<VERTEX> output) {\n"
@ -163,9 +194,8 @@ int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
" float2( 1.0, -1.0),\n"
" };\n"
" float psize = max(input[0].oPointSize.x, 1.0);\n"
" VERTEX v;\n"
" for (uint n = 0; n < 4; n++) {\n"
" v = input[0];\n"
" VERTEX v = input[0];\n"
" v.oPos.xy += offsets[n] * psize;\n"
" output.Append(v);\n"
" }\n"
@ -186,29 +216,23 @@ D3D11RectListGeometryShader::~D3D11RectListGeometryShader() {
int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
if (D3D11GeometryShader::Generate(vertex_shader, output)) {
return 1;
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
" output.Append(input[0]);\n"
" output.Append(input[1]);\n"
" output.Append(input[2]);\n"
" for (uint n = 0; n < 3; n++) {\n"
" VERTEX v = input[n];\n"
" v.oPos = applyViewport(v.oPos);\n"
" output.Append(v);\n"
" }\n"
" VERTEX v = input[2];\n"
" v.oPos += input[1].oPos - input[0].oPos;\n"
" v.oPos = applyViewport(v.oPos + input[1].oPos - input[0].oPos);\n"
// TODO(benvanik): only if needed?
" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
auto alloc_counts = vertex_shader->alloc_counts();
for (uint32_t n = 0; n < alloc_counts.params; n++) {
// TODO(benvanik): this may be wrong - the count is a bad metric.
output->Append(
@ -234,27 +258,19 @@ D3D11QuadListGeometryShader::~D3D11QuadListGeometryShader() {
int D3D11QuadListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
if (D3D11GeometryShader::Generate(vertex_shader, output)) {
return 1;
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output,\n"
" uint primitive_id : SV_PrimitiveID) {\n"
" output.Append(input[0]);\n"
" output.Append(input[1]);\n"
" output.Append(input[3]);\n"
" output.Append(input[2]);\n"
"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output) {\n"
" const uint order[4] = { 0, 1, 3, 2 };\n"
" for (uint n = 0; n < 4; n++) {\n"
" VERTEX v = input[order[n]];\n"
" v.oPos = applyViewport(v.oPos);\n"
" output.Append(v);\n"
" }\n"
" output.RestartStrip();\n"
"}\n");

View File

@ -38,7 +38,7 @@ protected:
ID3D10Blob* Compile(const char* shader_source);
virtual int Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) = 0;
alloy::StringBuffer* output);
protected:
ID3D11Device* device_;

View File

@ -50,6 +50,9 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.geo_constants);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
@ -57,6 +60,7 @@ D3D11GraphicsDriver::~D3D11GraphicsDriver() {
XESAFERELEASE(state_.constant_buffers.float_constants);
XESAFERELEASE(state_.constant_buffers.bool_constants);
XESAFERELEASE(state_.constant_buffers.loop_constants);
XESAFERELEASE(state_.constant_buffers.geo_constants);
delete shader_cache_;
XESAFERELEASE(context_);
XESAFERELEASE(device_);
@ -186,8 +190,13 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
}
context_->IASetPrimitiveTopology(primitive_topology);
context_->GSSetShader(
geometry_shader ? geometry_shader->handle() : NULL, NULL, NULL);
if (geometry_shader) {
context_->GSSetShader(geometry_shader->handle(), NULL, NULL);
context_->GSSetConstantBuffers(
0, 1, &state_.constant_buffers.geo_constants);
} else {
context_->GSSetShader(NULL, NULL, NULL);
}
// Setup all fetchers (vertices/textures).
if (PrepareFetchers()) {
@ -344,9 +353,9 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
uint32_t window_scissor_tl = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
uint32_t window_scissor_br = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
//uint32_t window_width =
// (window_scissor_br & 0xFFFF) - (window_scissor_tl & 0xFFFF);
// (window_scissor_br & 0x7FFF) - (window_scissor_tl & 0x7FFF);
//uint32_t window_height =
// (window_scissor_br >> 16) - (window_scissor_tl >> 16);
// ((window_scissor_br >> 16) & 0x7FFF) - ((window_scissor_tl >> 16) & 0x7FFF);
uint32_t window_width = 1280;
uint32_t window_height = 720;
if (RebuildRenderTargets(window_width, window_height)) {
@ -440,25 +449,71 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
// Viewport.
// If we have resized the window we will want to change this.
uint32_t window_offset = rf.values[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
// signed?
uint32_t window_offset_x = window_offset & 0x7FFF;
uint32_t window_offset_y = (window_offset >> 16) & 0x7FFF;
// ?
// TODO(benvanik): figure out how to emulate viewports in D3D11. Could use
// viewport above to scale, though that doesn't support negatives/etc.
uint32_t vte_control = rf.values[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
bool vport_xscale_enable = (vte_control & (1 << 0)) > 0;
float vport_xscale = rf.values[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; // 640
bool vport_xoffset_enable = (vte_control & (1 << 1)) > 0;
float vport_xoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32; // 640
bool vport_yscale_enable = (vte_control & (1 << 2)) > 0;
float vport_yscale = rf.values[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; // -360
bool vport_yoffset_enable = (vte_control & (1 << 3)) > 0;
float vport_yoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32; // 360
bool vport_zscale_enable = (vte_control & (1 << 4)) > 0;
float vport_zscale = rf.values[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32; // 1
bool vport_zoffset_enable = (vte_control & (1 << 5)) > 0;
float vport_zoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32; // 0
// TODO(benvanik): compute viewport values.
D3D11_VIEWPORT viewport;
if (vport_xscale_enable) {
// Viewport enabled.
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 1280;
viewport.Height = 720;
} else {
// Viewport disabled. Geometry shaders will compensate for this.
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 1280;
viewport.Height = 720;
}
context_->RSSetViewports(1, &viewport);
// ?
// TODO(benvanik): figure out how to emulate viewports in D3D11. Could use
// viewport above to scale, though that doesn't support negatives/etc.
float vport_xoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32; // 640
float vport_xscale = rf.values[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; // 640
float vport_yoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32; // 360
float vport_yscale = rf.values[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; // -360
float vport_zoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32; // 0
float vport_zscale = rf.values[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32; // 1
//"cbuffer geo_consts {\n"
//" float4 window;\n" // x,y,w,h
//" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
//" float4 viewport_size;\n" // x,y,w,h
//"};"
D3D11_MAPPED_SUBRESOURCE res;
context_->Map(
state_.constant_buffers.geo_constants, 0,
D3D11_MAP_WRITE_DISCARD, 0, &res);
float* geo_buffer = (float*)res.pData;
geo_buffer[0] = (float)window_offset_x;
geo_buffer[1] = (float)window_offset_y;
geo_buffer[2] = (float)window_width;
geo_buffer[3] = (float)window_height;
geo_buffer[4] = viewport.MinDepth;
geo_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
geo_buffer[6] = 0; // unused
geo_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
geo_buffer[8] = viewport.TopLeftX;
geo_buffer[9] = viewport.TopLeftY;
geo_buffer[10] = viewport.Width;
geo_buffer[11] = viewport.Height;
context_->Unmap(state_.constant_buffers.geo_constants, 0);
// Scissoring.
// TODO(benvanik): pull from scissor registers.
@ -467,10 +522,10 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
uint32_t screen_scissor_br = rf.values[XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR].u32;
if (screen_scissor_tl != 0 && screen_scissor_br != 0x20002000) {
D3D11_RECT scissor_rect;
scissor_rect.top = screen_scissor_tl >> 16;
scissor_rect.left = screen_scissor_tl & 0xFFFF;
scissor_rect.bottom = screen_scissor_br >> 16;
scissor_rect.right = screen_scissor_br & 0xFFFF;
scissor_rect.top = (screen_scissor_tl >> 16) & 0x7FFF;
scissor_rect.left = screen_scissor_tl & 0x7FFF;
scissor_rect.bottom = (screen_scissor_br >> 16) & 0x7FFF;
scissor_rect.right = screen_scissor_br & 0x7FFF;
context_->RSSetScissorRects(1, &scissor_rect);
} else {
context_->RSSetScissorRects(0, NULL);

View File

@ -95,6 +95,7 @@ private:
ID3D11Buffer* float_constants;
ID3D11Buffer* bool_constants;
ID3D11Buffer* loop_constants;
ID3D11Buffer* geo_constants;
} constant_buffers;
} state_;