Merge branch 'master' into windows-unicode

This commit is contained in:
Jordan Woyak
2013-03-02 15:33:32 -06:00
64 changed files with 1083 additions and 183 deletions

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@ -199,6 +199,7 @@
<ClCompile Include="Src\LineGeometryShader.cpp" />
<ClCompile Include="Src\main.cpp" />
<ClCompile Include="Src\NativeVertexFormat.cpp" />
<ClCompile Include="Src\PerfQuery.cpp" />
<ClCompile Include="Src\PixelShaderCache.cpp" />
<ClCompile Include="Src\PointGeometryShader.cpp" />
<ClCompile Include="Src\PSTextureEncoder.cpp" />
@ -228,6 +229,7 @@
<ClInclude Include="Src\Globals.h" />
<ClInclude Include="Src\LineGeometryShader.h" />
<ClInclude Include="Src\main.h" />
<ClInclude Include="Src\PerfQuery.h" />
<ClInclude Include="Src\PixelShaderCache.h" />
<ClInclude Include="Src\PointGeometryShader.h" />
<ClInclude Include="Src\PSTextureEncoder.h" />

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@ -57,6 +57,9 @@
<ClCompile Include="Src\PointGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\PerfQuery.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Src\Globals.h" />
@ -117,6 +120,9 @@
<ClInclude Include="Src\PointGeometryShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\PerfQuery.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D">

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@ -0,0 +1,150 @@
#include "RenderBase.h"
#include "D3DBase.h"
#include "PerfQuery.h"
namespace DX11 {
PerfQuery::PerfQuery()
: m_query_read_pos()
, m_query_count()
{
for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i)
{
D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0);
D3D::device->CreateQuery(&qdesc, &m_query_buffer[i].query);
}
ResetQuery();
}
PerfQuery::~PerfQuery()
{
for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i)
{
// TODO: EndQuery?
m_query_buffer[i].query->Release();
}
}
void PerfQuery::EnableQuery(PerfQueryGroup type)
{
// Is this sane?
if (m_query_count > ARRAYSIZE(m_query_buffer) / 2)
WeakFlush();
if (ARRAYSIZE(m_query_buffer) == m_query_count)
{
// TODO
FlushOne();
ERROR_LOG(VIDEO, "flushed query buffer early!");
}
// start query
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % ARRAYSIZE(m_query_buffer)];
D3D::context->Begin(entry.query);
entry.query_type = type;
++m_query_count;
}
}
void PerfQuery::DisableQuery(PerfQueryGroup type)
{
// stop query
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + ARRAYSIZE(m_query_buffer)-1) % ARRAYSIZE(m_query_buffer)];
D3D::context->End(entry.query);
}
}
void PerfQuery::ResetQuery()
{
m_query_count = 0;
std::fill_n(m_results, ARRAYSIZE(m_results), 0);
}
u32 PerfQuery::GetQueryResult(PerfQueryType type)
{
u32 result = 0;
if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
{
result = m_results[PQG_ZCOMP_ZCOMPLOC];
}
else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
{
result = m_results[PQG_ZCOMP];
}
else if (type == PQ_BLEND_INPUT)
{
result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
}
else if (type == PQ_EFB_COPY_CLOCKS)
{
result = m_results[PQG_EFB_COPY_CLOCKS];
}
return result / 4;
}
void PerfQuery::FlushOne()
{
auto& entry = m_query_buffer[m_query_read_pos];
UINT64 result = 0;
HRESULT hr = S_FALSE;
while (hr != S_OK)
{
// TODO: Might cause us to be stuck in an infinite loop!
hr = D3D::context->GetData(entry.query, &result, sizeof(result), 0);
}
// NOTE: Reported pixel metrics should be referenced to native resolution
m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer);
--m_query_count;
}
// TODO: could selectively flush things, but I don't think that will do much
void PerfQuery::FlushResults()
{
while (!IsFlushed())
FlushOne();
}
void PerfQuery::WeakFlush()
{
while (!IsFlushed())
{
auto& entry = m_query_buffer[m_query_read_pos];
UINT64 result = 0;
HRESULT hr = D3D::context->GetData(entry.query, &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (hr == S_OK)
{
// NOTE: Reported pixel metrics should be referenced to native resolution
m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer);
--m_query_count;
}
else
{
break;
}
}
}
bool PerfQuery::IsFlushed() const
{
return 0 == m_query_count;
}
} // namespace

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@ -0,0 +1,46 @@
#ifndef _PERFQUERY_H_
#define _PERFQUERY_H_
#include "PerfQueryBase.h"
namespace DX11 {
class PerfQuery : public PerfQueryBase
{
public:
PerfQuery();
~PerfQuery();
void EnableQuery(PerfQueryGroup type);
void DisableQuery(PerfQueryGroup type);
void ResetQuery();
u32 GetQueryResult(PerfQueryType type);
void FlushResults();
bool IsFlushed() const;
private:
struct ActiveQuery
{
ID3D11Query* query;
PerfQueryGroup query_type;
};
void WeakFlush();
// Only use when non-empty
void FlushOne();
// when testing in SMS: 64 was too small, 128 was ok
static const int PERF_QUERY_BUFFER_SIZE = 512;
ActiveQuery m_query_buffer[PERF_QUERY_BUFFER_SIZE];
int m_query_read_pos;
// TODO: sloppy
volatile int m_query_count;
volatile u32 m_results[PQG_NUM_MEMBERS];
};
} // namespace
#endif // _PERFQUERY_H_

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@ -65,6 +65,7 @@ ID3D11RasterizerState* resetraststate = NULL;
static ID3D11Texture2D* s_screenshot_texture = NULL;
// GX pipeline state
struct
{

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@ -208,7 +208,6 @@ void VertexManager::Draw(UINT stride)
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
((DX11::Renderer*)g_renderer)->RestoreCull();
}
void VertexManager::vFlush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
@ -274,8 +273,10 @@ void VertexManager::vFlush()
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
Draw(stride);
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);

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@ -42,6 +42,7 @@
#include "D3DUtil.h"
#include "D3DBase.h"
#include "PerfQuery.h"
#include "PixelShaderCache.h"
#include "TextureCache.h"
#include "VertexManager.h"
@ -183,6 +184,7 @@ void VideoBackend::Video_Prepare()
g_renderer = new Renderer;
g_texture_cache = new TextureCache;
g_vertex_manager = new VertexManager;
g_perf_query = new PerfQuery;
VertexShaderCache::Init();
PixelShaderCache::Init();
D3D::InitUtils();
@ -225,6 +227,7 @@ void VideoBackend::Shutdown()
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_perf_query;
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;