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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
D3D: also uses VideoCommon constant buffer handling
As now both backends uses the VideoCommon one, the old setting API was removed.
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@ -14,15 +14,12 @@
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#include "Globals.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "ConfigManager.h"
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extern int frameCount;
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// See comment near the bottom of this file.
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float psconstants[C_PENVCONST_END*4];
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bool pscbufchanged = true;
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namespace DX11
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{
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@ -339,15 +336,15 @@ ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (pscbufchanged)
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if (PixelShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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D3D::context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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PixelShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(psconstants));
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
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}
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return pscbuf;
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}
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@ -364,7 +361,7 @@ public:
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void PixelShaderCache::Init()
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{
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unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
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unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
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@ -536,12 +533,4 @@ bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* byt
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return true;
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}
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// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
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// This will have to be changed when we merge.
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void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(psconstants, f, sizeof(float)*4*count);
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pscbufchanged = true;
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}
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} // DX11
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@ -51,9 +51,6 @@ public:
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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static bool CheckForResize();
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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};
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}
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@ -12,14 +12,10 @@
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#include "D3DShader.h"
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#include "Globals.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "ConfigManager.h"
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// See comment near the bottom of this file
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static unsigned int vs_constant_offset_table[C_VENVCONST_END];
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged = true;
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namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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@ -44,15 +40,15 @@ ID3D11Buffer* vscbuf = NULL;
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ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (vscbufchanged)
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if (VertexShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
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D3D::context->Unmap(vscbuf, 0);
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vscbufchanged = false;
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VertexShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(vsconstants));
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
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}
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return vscbuf;
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}
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@ -116,7 +112,7 @@ void VertexShaderCache::Init()
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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@ -141,19 +137,6 @@ void VertexShaderCache::Init()
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Clear();
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// these values are hardcoded, they depend on internal D3DCompile behavior
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// TODO: Do this with D3DReflect or something instead
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unsigned int k;
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for (k = 0;k < 6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k] = 0+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_PROJECTION+k] = 24+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_MATERIALS+k] = 40+4*k;
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for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k] = 56+4*k;
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for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k] = 216+4*k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k] = 312+4*k;
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for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k] = 568+4*k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
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vs_constant_offset_table[C_DEPTHPARAMS] = 952;
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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@ -277,14 +260,4 @@ bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcod
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return true;
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}
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// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
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// This will have to be changed when we merge.
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// TODO: fetch directly from VideoCommon
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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vscbufchanged = true;
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}
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} // namespace DX11
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