Merge branch 'master' into perfqueries.

Conflicts:
	Source/Core/VideoCommon/Src/VideoConfig.h
	Source/Core/VideoCommon/VideoCommon.vcxproj.filters
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp
This commit is contained in:
NeoBrainX
2013-03-01 01:07:34 +01:00
886 changed files with 69167 additions and 56567 deletions

View File

@ -39,33 +39,41 @@ namespace DX11
{
// TODO: Find sensible values for these two
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const UINT MAXVBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffer)),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffer, "index buffer of VertexManager");
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffer)),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffer, "vertex buffer of VertexManager");
m_indexBufferCursor = 0;
m_vertexBufferCursor = 0;
m_vertexDrawOffset = 0;
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
{
m_indexBuffers[m_activeIndexBuffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
{
m_vertexBuffers[m_activeVertexBuffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
}
m_activeVertexBuffer = 0;
m_activeIndexBuffer = 0;
m_indexBufferCursor = IBUFFER_SIZE;
m_vertexBufferCursor = VBUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
@ -74,9 +82,12 @@ void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
{
SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]);
SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]);
}
}
VertexManager::VertexManager()
@ -94,42 +105,41 @@ void VertexManager::LoadBuffers()
D3D11_MAPPED_SUBRESOURCE map;
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
m_vertexBufferCursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
else
{
// Append data
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
D3D::context->Unmap(m_vertexBuffer, 0);
D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
// Wrap around
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
m_indexBufferCursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
else
{
// Append data
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map);
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffer, 0);
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
m_indexBufferCursor += iCount;
}
@ -139,9 +149,9 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -226,8 +236,8 @@ void VertexManager::vFlush()
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8),
tex.texMode1[i&3].max_lod >> 4,
(tex.texMode0[i&3].min_filter & 3),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
tex.texImage1[i&3].image_type);
if (tentry)
@ -259,12 +269,11 @@ void VertexManager::vFlush()
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
LoadBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
LoadBuffers();
g_renderer->ResumePixelPerf(false);
Draw(stride);
g_renderer->PausePixelPerf(false);