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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them. my next commit will be to a branch, with my ogl work.
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@ -39,31 +39,24 @@ namespace DX11
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{
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// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 12;
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 8;
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const UINT MAXVBUFFER_COUNT = 4;
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const UINT MAXVBUFFER_COUNT = 2;
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void VertexManager::CreateDeviceObjects()
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_indexBufferCursor = 0;
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m_vertexBufferCursor = 0;
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m_vertexDrawOffset = 0;
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m_triangleDrawIndex = 0;
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m_lineDrawIndex = 0;
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m_pointDrawIndex = 0;
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m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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bool Fail = false;
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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{
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m_indexBuffers[m_activeVertexBuffer] = NULL;
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m_vertexBuffers[m_activeVertexBuffer] = NULL;
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}
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m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
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{
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m_indexBuffers[m_activeIndexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
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@ -72,15 +65,15 @@ void VertexManager::CreateDeviceObjects()
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bufdesc.ByteWidth = VBUFFER_SIZE;
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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{
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m_vertexBuffers[m_activeVertexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
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}
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m_activeVertexBuffer = 0;
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m_activeIndexBuffer = 0;
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m_LastVertexBuffer = MAXVBUFFER_COUNT;
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m_LastIndexBuffer = MAXVBUFFER_COUNT;
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m_indexBufferCursor = IBUFFER_SIZE;
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m_vertexBufferCursor = VBUFFER_SIZE;
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m_lineShader.Init();
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m_pointShader.Init();
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}
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@ -113,7 +106,7 @@ void VertexManager::LoadBuffers()
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UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE || m_activeVertexBuffer != m_LastVertexBuffer)
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
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{
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// Wrap around
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m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
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@ -131,7 +124,7 @@ void VertexManager::LoadBuffers()
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UINT iCount = IndexGenerator::GetTriangleindexLen() +
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IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
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MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2 || m_activeIndexBuffer != m_LastIndexBuffer)
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if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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{
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// Wrap around
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m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
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@ -143,9 +136,9 @@ void VertexManager::LoadBuffers()
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m_triangleDrawIndex = m_indexBufferCursor;
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m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
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m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
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memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
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memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
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m_indexBufferCursor += iCount;
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}
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@ -158,8 +151,6 @@ void VertexManager::Draw(UINT stride)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
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m_LastIndexBuffer = m_activeIndexBuffer;
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m_LastVertexBuffer = m_activeVertexBuffer;
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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