I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2011-03-30 07:17:23 +00:00
parent c316417a34
commit 3d5d205c73
40 changed files with 1384 additions and 1611 deletions

View File

@ -40,7 +40,6 @@
#include "VertexShaderCache.h"
#include "Core.h"
#include "OnFrame.h"
#include "Television.h"
#include "Host.h"
namespace DX11
@ -52,12 +51,10 @@ static u32 s_LastAA = 0;
static u32 s_blendMode;
static Television s_television;
ID3D11Buffer* access_efb_cbuf = NULL;
ID3D11BlendState* clearblendstates[4] = {NULL};
SharedPtr<ID3D11Buffer> access_efb_cbuf;
SharedPtr<ID3D11BlendState> clearblendstates[4];
ID3D11DepthStencilState* cleardepthstates[3] = {NULL};
ID3D11BlendState* resetblendstate = NULL;
SharedPtr<ID3D11BlendState> resetblendstate;
ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL;
@ -217,8 +214,6 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
void SetupDeviceObjects()
{
s_television.Init();
g_framebuffer_manager = new FramebufferManager;
HRESULT hr;
@ -227,9 +222,9 @@ void SetupDeviceObjects()
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
CHECK(hr==S_OK, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
access_efb_cbuf = CreateBufferShared(&cbdesc, &data);
CHECK(access_efb_cbuf, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName(access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
@ -238,18 +233,18 @@ void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D::SetDebugObjectName(cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
@ -262,24 +257,23 @@ void SetupDeviceObjects()
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
CHECK(hr==S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState");
resetblendstate = CreateBlendStateShared(&blenddesc);
CHECK(resetblendstate, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetblendstate, "blend state for Renderer::ResetAPIState");
clearblendstates[0] = resetblendstate;
resetblendstate->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED
| D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
clearblendstates[1] = CreateBlendStateShared(&blenddesc);
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
clearblendstates[2] = CreateBlendStateShared(&blenddesc);
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
clearblendstates[3] = CreateBlendStateShared(&blenddesc);
CHECK(clearblendstates[1] && clearblendstates[2] && clearblendstates[3], "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
@ -287,14 +281,14 @@ void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &resetdepthstate);
CHECK(hr==S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
hr = D3D::g_device->CreateRasterizerState(&rastdesc, &resetraststate);
CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetraststate, "rasterizer state for Renderer::ResetAPIState");
}
// Kill off all POOL_DEFAULT device objects.
@ -302,19 +296,17 @@ void TeardownDeviceObjects()
{
delete g_framebuffer_manager;
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(clearblendstates[0]);
SAFE_RELEASE(clearblendstates[1]);
SAFE_RELEASE(clearblendstates[2]);
SAFE_RELEASE(clearblendstates[3]);
access_efb_cbuf.reset();
for (int i = 0; i != 4; ++i)
clearblendstates[i].reset();
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);
SAFE_RELEASE(cleardepthstates[2]);
SAFE_RELEASE(resetblendstate);
resetblendstate.reset();
SAFE_RELEASE(resetdepthstate);
SAFE_RELEASE(resetraststate);
s_television.Shutdown();
}
Renderer::Renderer()
@ -326,6 +318,8 @@ Renderer::Renderer()
D3D::Create(EmuWindow::GetWnd());
m_television.reset(new Television);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
@ -379,19 +373,21 @@ Renderer::Renderer()
// Clear EFB textures
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
(float)(s_Fulltarget_height - s_target_height) / 2.f,
(float)s_target_width, (float)s_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
}
Renderer::~Renderer()
{
m_television.reset();
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
@ -481,7 +477,7 @@ bool Renderer::SetScissorRect()
if (rc.right >= rc.left && rc.bottom >= rc.top)
{
D3D::context->RSSetScissorRects(1, rc.AsRECT());
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
return true;
}
else
@ -489,7 +485,7 @@ bool Renderer::SetScissorRect()
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
*rc.AsRECT() = CD3D11_RECT(TargetStrideX(), TargetStrideY(),
TargetStrideX() + s_target_width, TargetStrideY() + s_target_height);
D3D::context->RSSetScissorRects(1, rc.AsRECT());
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
return false;
}
}
@ -568,9 +564,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
@ -580,17 +576,17 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
// copy to system memory
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
D3D::g_context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
RestoreAPIState(); // restore game state
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
D3D::g_context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
float val = *(float*)map.pData;
u32 ret = 0;
@ -603,7 +599,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
ret = ((u32)(val * 0xffffff));
}
D3D::context->Unmap(read_tex, 0);
D3D::g_context->Unmap(read_tex, 0);
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
@ -613,14 +609,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// we can directly copy to system memory here
read_tex = FramebufferManager::GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
D3D::g_context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
D3D::g_context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
u32 ret = 0;
if(map.pData)
ret = *(u32*)map.pData;
D3D::context->Unmap(read_tex, 0);
D3D::g_context->Unmap(read_tex, 0);
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode;
@ -650,7 +646,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
@ -730,15 +726,15 @@ void Renderer::UpdateViewport()
}
else
{
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
}
}
@ -746,7 +742,7 @@ void Renderer::UpdateViewport()
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
1.f); // xfregs.rawViewport[5] / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->RSSetViewports(1, &vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
@ -766,7 +762,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(), 0.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->RSSetViewports(1, &vp);
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
@ -796,16 +792,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
g_renderer->ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight());
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
g_renderer->RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
void SetSrcBlend(D3D11_BLEND val)
@ -885,15 +881,15 @@ void Renderer::SetBlendMode(bool forceUpdate)
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &rc)
{
// copy back buffer to system memory
ID3D11Texture2D* buftex;
D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
auto const buftex = CreateTexture2DShared(&tex_desc, NULL);
if (!buftex)
PanicAlert("Failed to create screenshot buffer texture");
D3D::g_context->CopyResource(buftex, D3D::GetBackBuffer()->GetTex());
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
D3D::g_context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
{
u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
@ -903,12 +899,10 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
ptr += 4;
}
}
D3D::context->Unmap(buftex, 0);
D3D::g_context->Unmap(buftex, 0);
// ready to be saved
hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, filename.c_str());
buftex->Release();
HRESULT hr = PD3DX11SaveTextureToFileA(D3D::g_context, buftex, D3DX11_IFF_PNG, filename.c_str());
return SUCCEEDED(hr);
}
@ -939,9 +933,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->RSSetViewports(1, &vp);
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
D3D::g_context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
int X = dst_rect.left;
int Y = dst_rect.top;
@ -957,8 +951,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
@ -966,10 +960,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
{
// TODO: Television should be used to render Virtual XFB mode as well.
s_television.Submit(xfbAddr, fbWidth, fbHeight);
s_television.Render();
m_television->Submit(xfbAddr, fbWidth, fbHeight);
m_television->Render();
}
else if(g_ActiveConfig.bUseXFB)
else if (g_ActiveConfig.bUseXFB)
{
const XFBSourceBase* xfbSource;
@ -1138,19 +1132,19 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
s_LastEFBScale = g_ActiveConfig.iEFBScale;
CalculateTargetSize();
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
}
// begin next frame
Renderer::RestoreAPIState();
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
UpdateViewport();
VertexShaderManager::SetViewportChanged();
@ -1199,25 +1193,26 @@ void Renderer::ApplyState(bool bUseDstAlpha)
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
ID3D11BlendState* blstate;
hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
{
auto const blstate = CreateBlendStateShared(&gx_state.blenddc);
if (!blstate)
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushBlendState(blstate);
D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
SAFE_RELEASE(blstate);
D3D::SetDebugObjectName(blstate, "blend state used to emulate the GX pipeline");
}
ID3D11DepthStencilState* depth_state;
hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
hr = D3D::g_device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName(depth_state, "depth-stencil state used to emulate the GX pipeline");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushDepthState(depth_state);
SAFE_RELEASE(depth_state);
gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
hr = D3D::g_device->CreateRasterizerState(&gx_state.rastdc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
D3D::SetDebugObjectName(raststate, "rasterizer state used to emulate the GX pipeline");
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);
@ -1228,13 +1223,13 @@ void Renderer::ApplyState(bool bUseDstAlpha)
//if (shader_resources[stage])
{
if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
hr = D3D::g_device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
else D3D::SetDebugObjectName(samplerstate[stage], "sampler state used to emulate the GX pipeline");
}
// else samplerstate[stage] = NULL;
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
D3D::g_context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
@ -1247,17 +1242,17 @@ void Renderer::ApplyState(bool bUseDstAlpha)
SetLogicOpMode();
}
D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
D3D::g_context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
D3D::g_context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
D3D::g_context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
D3D::g_context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
}
void Renderer::RestoreState()
{
ID3D11ShaderResourceView* shader_resources[8] = { NULL };
D3D::context->PSSetShaderResources(0, 8, shader_resources);
D3D::g_context->PSSetShaderResources(0, 8, shader_resources);
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
@ -1270,9 +1265,9 @@ void Renderer::ApplyCullDisable()
rastDesc.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate;
HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate);
HRESULT hr = D3D::g_device->CreateRasterizerState(&rastDesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
D3D::SetDebugObjectName(raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);