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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #1414 from kayru/d3d_optimization
D3D: Couple of small optimizations
This commit is contained in:
commit
52e6a940cf
@ -1027,9 +1027,6 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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void Renderer::RestoreState()
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void Renderer::RestoreState()
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{
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{
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ID3D11ShaderResourceView* shader_resources[8] = { nullptr };
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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D3D::stateman->PopBlendState();
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopRasterizerState();
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@ -24,39 +24,28 @@ namespace DX11
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{
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{
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// TODO: Find sensible values for these two
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// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const UINT MAX_VBUFFER_COUNT = 2;
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const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
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void VertexManager::CreateDeviceObjects()
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void VertexManager::CreateDeviceObjects()
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{
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_vertex_draw_offset = 0;
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m_vertexDrawOffset = 0;
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m_index_draw_offset = 0;
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m_indexDrawOffset = 0;
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m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
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{
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{
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m_index_buffers[m_current_index_buffer] = nullptr;
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m_buffers[i] = nullptr;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_index_buffers[m_current_index_buffer])),
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])), "Failed to create buffer.");
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_buffers[i], "Buffer of VertexManager");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
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}
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}
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bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufdesc.ByteWidth = VBUFFER_SIZE;
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m_currentBuffer = 0;
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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m_bufferCursor = MAX_BUFFER_SIZE;
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{
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m_vertex_buffers[m_current_vertex_buffer] = nullptr;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_vertex_buffers[m_current_vertex_buffer])),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
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}
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m_current_vertex_buffer = 0;
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m_current_index_buffer = 0;
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m_index_buffer_cursor = IBUFFER_SIZE;
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m_vertex_buffer_cursor = VBUFFER_SIZE;
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m_lineShader.Init();
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m_lineShader.Init();
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m_pointShader.Init();
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m_pointShader.Init();
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}
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}
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@ -65,10 +54,10 @@ void VertexManager::DestroyDeviceObjects()
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{
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{
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m_pointShader.Shutdown();
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m_pointShader.Shutdown();
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m_lineShader.Shutdown();
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m_lineShader.Shutdown();
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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{
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{
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SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
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SAFE_RELEASE(m_buffers[i]);
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SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
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}
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}
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}
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}
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@ -76,6 +65,7 @@ void VertexManager::DestroyDeviceObjects()
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VertexManager::VertexManager()
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VertexManager::VertexManager()
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{
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{
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LocalVBuffer.resize(MAXVBUFFERSIZE);
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LocalVBuffer.resize(MAXVBUFFERSIZE);
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s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
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s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
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s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
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s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
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@ -89,61 +79,65 @@ VertexManager::~VertexManager()
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DestroyDeviceObjects();
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DestroyDeviceObjects();
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}
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}
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void VertexManager::PrepareDrawBuffers()
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
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u32 vertexBufferSize = u32(s_pCurBufferPointer - s_pBaseBufferPointer);
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u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16);
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u32 totalBufferSize = vertexBufferSize + indexBufferSize;
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u32 cursor = m_bufferCursor;
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u32 padding = m_bufferCursor % stride;
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if (padding)
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{
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cursor += stride - padding;
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}
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
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if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
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{
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{
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// Wrap around
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// Wrap around
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m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
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m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT;
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m_vertex_buffer_cursor = 0;
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cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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}
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D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
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m_vertexDrawOffset = cursor;
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m_indexDrawOffset = cursor + vertexBufferSize;
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memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, vSize);
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D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map);
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D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
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u8* mappedData = reinterpret_cast<u8*>(map.pData);
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m_vertex_draw_offset = m_vertex_buffer_cursor;
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memcpy(mappedData + m_vertexDrawOffset, s_pBaseBufferPointer, vertexBufferSize);
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m_vertex_buffer_cursor += vSize;
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memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize);
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D3D::context->Unmap(m_buffers[m_currentBuffer], 0);
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UINT iCount = IndexGenerator::GetIndexLen();
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m_bufferCursor = cursor + totalBufferSize;
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MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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{
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// Wrap around
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m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
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m_index_buffer_cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
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memcpy((u16*)map.pData + m_index_buffer_cursor, GetIndexBuffer(), sizeof(u16) * IndexGenerator::GetIndexLen());
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
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D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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m_index_draw_offset = m_index_buffer_cursor;
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m_index_buffer_cursor += iCount;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16));
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}
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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static const float LINE_PT_TEX_OFFSETS[8] = {
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0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
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0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
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};
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};
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void VertexManager::Draw(UINT stride)
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void VertexManager::Draw(u32 stride)
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{
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
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u32 indices = IndexGenerator::GetIndexLen();
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D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
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u32 zero = 0;
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D3D::context->IASetVertexBuffers(0, 1, &m_buffers[m_currentBuffer], &stride, &zero);
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D3D::context->IASetIndexBuffer(m_buffers[m_currentBuffer], DXGI_FORMAT_R16_UINT, 0);
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u32 baseVertex = m_vertexDrawOffset / stride;
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u32 startIndex = m_indexDrawOffset / sizeof(u16);
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if (current_primitive_type == PRIMITIVE_TRIANGLES)
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if (current_primitive_type == PRIMITIVE_TRIANGLES)
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{
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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}
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else if (current_primitive_type == PRIMITIVE_LINES)
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else if (current_primitive_type == PRIMITIVE_LINES)
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@ -163,7 +157,7 @@ void VertexManager::Draw(UINT stride)
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{
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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@ -187,7 +181,7 @@ void VertexManager::Draw(UINT stride)
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{
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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@ -199,19 +193,24 @@ void VertexManager::Draw(UINT stride)
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void VertexManager::vFlush(bool useDstAlpha)
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void VertexManager::vFlush(bool useDstAlpha)
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{
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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if (!PixelShaderCache::SetShader(
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
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{
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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return;
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}
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}
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if (!VertexShaderCache::SetShader(components))
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if (!VertexShaderCache::SetShader(components))
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{
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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return;
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}
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}
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PrepareDrawBuffers();
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unsigned int stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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PrepareDrawBuffers(stride);
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VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
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VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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g_renderer->ApplyState(useDstAlpha);
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@ -27,20 +27,18 @@ protected:
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private:
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private:
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void PrepareDrawBuffers();
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void PrepareDrawBuffers(u32 stride);
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void Draw(u32 stride);
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void Draw(u32 stride);
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// temp
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// temp
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void vFlush(bool useDstAlpha) override;
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void vFlush(bool useDstAlpha) override;
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u32 m_vertex_buffer_cursor;
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u32 m_vertexDrawOffset;
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u32 m_vertex_draw_offset;
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u32 m_indexDrawOffset;
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u32 m_index_buffer_cursor;
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u32 m_currentBuffer;
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u32 m_index_draw_offset;
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u32 m_bufferCursor;
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u32 m_current_vertex_buffer;
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u32 m_current_index_buffer;
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enum { MAX_BUFFER_COUNT = 2 };
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typedef ID3D11Buffer* PID3D11Buffer;
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ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
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PID3D11Buffer* m_index_buffers;
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PID3D11Buffer* m_vertex_buffers;
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LineGeometryShader m_lineShader;
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LineGeometryShader m_lineShader;
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PointGeometryShader m_pointShader;
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PointGeometryShader m_pointShader;
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