VideoCommon: merge triangle+list+point index buffers

We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.

This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
This commit is contained in:
degasus
2014-01-15 21:44:46 +01:00
parent 770485ad04
commit 6b01839525
7 changed files with 133 additions and 175 deletions

View File

@ -36,9 +36,7 @@ void VertexManager::CreateDeviceObjects()
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertex_draw_offset = 0;
m_triangle_draw_index = 0;
m_line_draw_index = 0;
m_point_draw_index = 0;
m_index_draw_offset = 0;
m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
@ -108,8 +106,7 @@ void VertexManager::PrepareDrawBuffers()
m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
UINT iCount = IndexGenerator::GetIndexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
@ -120,13 +117,9 @@ void VertexManager::PrepareDrawBuffers()
}
D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
m_triangle_draw_index = m_index_buffer_cursor;
m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangle_draw_index, GetTriangleIndexBuffer(), sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_line_draw_index, GetLineIndexBuffer(), sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_point_draw_index, GetPointIndexBuffer(), sizeof(u16) * IndexGenerator::GetPointindexLen());
memcpy((u16*)map.pData + m_index_buffer_cursor, GetIndexBuffer(), sizeof(u16) * IndexGenerator::GetIndexLen());
D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_index_draw_offset = m_index_buffer_cursor;
m_index_buffer_cursor += iCount;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
@ -142,16 +135,13 @@ void VertexManager::Draw(UINT stride)
D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
if (current_primitive_type == PRIMITIVE_TRIANGLES)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
// Disable culling for lines and points
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
((DX11::Renderer*)g_renderer)->ApplyCullDisable();
if (IndexGenerator::GetNumLines() > 0)
else if (current_primitive_type == PRIMITIVE_LINES)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
@ -166,14 +156,16 @@ void VertexManager::Draw(UINT stride)
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
if (IndexGenerator::GetNumPoints() > 0)
else //if (current_primitive_type == PRIMITIVE_POINTS)
{
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
@ -188,15 +180,15 @@ void VertexManager::Draw(UINT stride)
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
((DX11::Renderer*)g_renderer)->RestoreCull();
}
void VertexManager::vFlush()