Merge pull request #4999 from stenzek/renderer-statics

VideoCommon: Eliminate static state in Renderer
This commit is contained in:
Markus Wick
2017-03-08 11:02:20 +01:00
committed by GitHub
37 changed files with 303 additions and 381 deletions

View File

@ -98,18 +98,10 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
}
}
FramebufferManager::FramebufferManager()
FramebufferManager::FramebufferManager(int target_width, int target_height)
{
m_target_width = Renderer::GetTargetWidth();
m_target_height = Renderer::GetTargetHeight();
if (m_target_height < 1)
{
m_target_height = 1;
}
if (m_target_width < 1)
{
m_target_width = 1;
}
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
m_target_height = static_cast<unsigned int>(std::max(target_height, 1));
DXGI_SAMPLE_DESC sample_desc;
sample_desc.Count = g_ActiveConfig.iMultisamples;
sample_desc.Quality = 0;
@ -318,8 +310,8 @@ void XFBSource::CopyEFB(float Gamma)
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), Gamma);

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@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
class FramebufferManager : public FramebufferManagerBase
{
public:
FramebufferManager();
FramebufferManager(int target_width, int target_height);
~FramebufferManager();
static D3DTexture2D*& GetEFBColorTexture();

View File

@ -137,7 +137,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(
pEFB, targetRect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
SetStaticShader(format, is_depth_copy, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());

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@ -84,8 +84,6 @@ static void SetupDeviceObjects()
{
s_television.Init();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
HRESULT hr;
D3D11_DEPTH_STENCIL_DESC ddesc;
@ -235,25 +233,13 @@ static void Create3DVisionTexture(int width, int height)
delete[] sysData.pSysMem;
}
Renderer::Renderer(void*& window_handle)
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
D3D::Create((HWND)window_handle);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle();
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
CalculateTargetSize();
PixelShaderManager::SetEfbScaleChanged();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
@ -282,7 +268,7 @@ Renderer::Renderer(void*& window_handle)
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -324,8 +310,7 @@ bool Renderer::CheckForResize()
int client_height = rcWindow.bottom - rcWindow.top;
// Sanity check
if ((client_width != Renderer::GetBackbufferWidth() ||
client_height != Renderer::GetBackbufferHeight()) &&
if ((client_width != GetBackbufferWidth() || client_height != GetBackbufferHeight()) &&
client_width >= 4 && client_height >= 4)
{
return true;
@ -726,7 +711,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
const EFBRectangle& rc, u64 ticks, float Gamma)
{
if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
if ((!m_xfb_written && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
{
Core::Callback_VideoCopiedToXFB(false);
return;
@ -880,7 +865,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || xfbchanged || windowResized ||
s_last_efb_scale != g_ActiveConfig.iEFBScale ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
@ -894,21 +878,18 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
m_backbuffer_width = D3D::GetBackBufferWidth();
m_backbuffer_height = D3D::GetBackBufferHeight();
}
UpdateDrawRectangle();
s_last_efb_scale = g_ActiveConfig.iEFBScale;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
PixelShaderManager::SetEfbScaleChanged();
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_col);
@ -1162,12 +1143,12 @@ u16 Renderer::BBoxRead(int index)
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / s_target_width;
value = value * EFB_WIDTH / m_target_width;
}
else
{
// up/down
value = value * EFB_HEIGHT / s_target_height;
value = value * EFB_HEIGHT / m_target_height;
}
if (index & 1)
value++; // fix max values to describe the outer border
@ -1182,11 +1163,11 @@ void Renderer::BBoxWrite(int index, u16 _value)
value--;
if (index < 2)
{
value = value * s_target_width / EFB_WIDTH;
value = value * m_target_width / EFB_WIDTH;
}
else
{
value = value * s_target_height / EFB_HEIGHT;
value = value * m_target_height / EFB_HEIGHT;
}
BBox::Set(index, value);
@ -1220,11 +1201,11 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
{
if (!s_3d_vision_texture)
Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top,
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top,
(float)dst.GetWidth(), (float)dst.GetHeight());
// Render to staging texture which is double the width of the backbuffer
@ -1244,7 +1225,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
s_3d_vision_texture->GetTex(), 0, &box);

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@ -16,8 +16,8 @@ class D3DTexture2D;
class Renderer : public ::Renderer
{
public:
Renderer(void*& window_handle);
~Renderer();
Renderer();
~Renderer() override;
void SetColorMask() override;
void SetBlendMode(bool forceUpdate) override;
@ -60,7 +60,7 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
static bool CheckForResize();
bool CheckForResize();
u32 GetMaxTextureSize() override;

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@ -230,7 +230,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRe
// Create texture copy
D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),

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@ -6,6 +6,7 @@
#include <string>
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/BoundingBox.h"
@ -144,8 +145,11 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Video_Prepare()
{
if (FAILED(D3D::Create(reinterpret_cast<HWND>(m_window_handle))))
PanicAlert("Failed to create D3D device.");
// internal interfaces
g_renderer = std::make_unique<Renderer>(m_window_handle);
g_renderer = std::make_unique<Renderer>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();