Use main buffers for utility draws

This commit is contained in:
Stenzek
2018-11-27 17:16:53 +10:00
parent 5ca18ff04e
commit 7afd5cc2fb
32 changed files with 533 additions and 681 deletions

View File

@ -4,7 +4,6 @@
#include <string>
#include "Common/Align.h"
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
@ -18,8 +17,6 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@ -36,25 +33,6 @@ ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
}
ID3D11Buffer* gscbuf = nullptr;
ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (GeometryShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
D3D::context->Unmap(gscbuf, 0);
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
}
return gscbuf;
}
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
@ -116,15 +94,6 @@ const char copy_shader_code[] = {
void GeometryShaderCache::Init()
{
unsigned int gbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(GeometryShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
D3D::SetDebugObjectName(gscbuf,
"geometry shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
@ -138,8 +107,6 @@ void GeometryShaderCache::Init()
void GeometryShaderCache::Shutdown()
{
SAFE_RELEASE(gscbuf);
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
}

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@ -20,7 +20,8 @@ public:
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11Buffer* GetConstantBuffer();
static void UpdateConstantBuffer(const void* data, u32 data_size);
};
} // namespace DX11

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@ -4,7 +4,6 @@
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
@ -20,8 +19,6 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@ -32,7 +29,6 @@ ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
ID3D11Buffer* pscbuf = nullptr;
const char clear_program_code[] = {"void main(\n"
"out float4 ocol0 : SV_Target,\n"
@ -277,36 +273,8 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
return s_DepthResolveProgram;
}
static void UpdateConstantBuffers()
{
if (PixelShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
D3D::context->Unmap(pscbuf, 0);
PixelShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
}
}
ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
{
UpdateConstantBuffers();
return pscbuf;
}
void PixelShaderCache::Init()
{
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
CHECK(pscbuf != nullptr, "Create pixel shader constant buffer");
D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
@ -334,8 +302,6 @@ void PixelShaderCache::InvalidateMSAAShaders()
void PixelShaderCache::Shutdown()
{
SAFE_RELEASE(pscbuf);
SAFE_RELEASE(s_ClearProgram);
SAFE_RELEASE(s_AnaglyphProgram);
SAFE_RELEASE(s_DepthResolveProgram);

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@ -21,8 +21,6 @@ public:
static void Init();
static void Shutdown();
static ID3D11Buffer* GetConstantBuffer();
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram();

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@ -167,16 +167,6 @@ void Renderer::SetupDeviceObjects()
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
m_screenshot_texture = nullptr;
CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
CHECK(SUCCEEDED(hr), "Create utility VBO");
CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
CHECK(SUCCEEDED(hr), "Create utility UBO");
}
// Kill off all device objects
@ -196,8 +186,6 @@ void Renderer::TeardownDeviceObjects()
SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
SAFE_RELEASE(m_utility_vertex_buffer);
SAFE_RELEASE(m_utility_uniform_buffer);
}
void Renderer::Create3DVisionTexture(int width, int height)
@ -273,25 +261,6 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
return DXPipeline::Create(config);
}
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
std::memcpy(mapped.pData, uniforms, uniforms_size);
D3D::context->Unmap(m_utility_uniform_buffer, 0);
}
void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
{
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility VBO");
std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
D3D::context->Unmap(m_utility_vertex_buffer, 0);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
@ -308,54 +277,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Copy in uniforms.
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
}
// If the vertices are larger than our buffer, we need to break it up into multiple draws.
const char* vertices_ptr = static_cast<const char*>(vertices);
while (num_vertices > 0)
{
u32 vertices_this_draw = num_vertices;
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
DEBUG_ASSERT(vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}
// Apply pending state and draw.
D3D::stateman->Apply();
D3D::context->Draw(vertices_this_draw, 0);
vertices_ptr += vertex_stride * vertices_this_draw;
num_vertices -= vertices_this_draw;
}
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
}
D3D::stateman->Apply();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
@ -560,6 +481,18 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
D3D::context->RSSetViewports(1, &vp);
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
D3D::stateman->Apply();
D3D::context->Draw(num_vertices, base_vertex);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z)
{

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@ -50,6 +50,8 @@ public:
void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
@ -73,11 +75,6 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
void SetupDeviceObjects();
void TeardownDeviceObjects();
@ -89,9 +86,6 @@ private:
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height);
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
@ -103,9 +97,6 @@ private:
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false;

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@ -6,6 +6,7 @@
#include <d3d11.h>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/BoundingBox.h"
@ -19,11 +20,14 @@
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@ -33,15 +37,34 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
static ID3D11Buffer* AllocateConstantBuffer(u32 size)
{
const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
ID3D11Buffer* cbuf;
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
return cbuf;
}
static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, data, data_size);
D3D::context->Unmap(buffer, 0);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
}
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc =
CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertexDrawOffset = 0;
m_indexDrawOffset = 0;
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
m_buffers[i] = nullptr;
@ -50,12 +73,18 @@ void VertexManager::CreateDeviceObjects()
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
}
m_currentBuffer = 0;
m_bufferCursor = MAX_BUFFER_SIZE;
m_buffer_cursor = MAX_BUFFER_SIZE;
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
}
void VertexManager::DestroyDeviceObjects()
{
SAFE_RELEASE(m_pixel_constant_buffer);
SAFE_RELEASE(m_geometry_constant_buffer);
SAFE_RELEASE(m_vertex_constant_buffer);
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
SAFE_RELEASE(m_buffers[i]);
@ -64,12 +93,12 @@ void VertexManager::DestroyDeviceObjects()
VertexManager::VertexManager()
{
LocalVBuffer.resize(MAXVBUFFERSIZE);
m_staging_vertex_buffer.resize(MAXVBUFFERSIZE);
m_cur_buffer_pointer = m_base_buffer_pointer = &LocalVBuffer[0];
m_end_buffer_pointer = m_base_buffer_pointer + LocalVBuffer.size();
m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0];
m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size();
LocalIBuffer.resize(MAXIBUFFERSIZE);
m_staging_index_buffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects();
}
@ -79,71 +108,103 @@ VertexManager::~VertexManager()
DestroyDeviceObjects();
}
void VertexManager::PrepareDrawBuffers(u32 stride)
void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
// Just use the one buffer for all three.
UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{
m_cur_buffer_pointer = m_base_buffer_pointer;
IndexGenerator::Start(m_staging_index_buffer.data());
}
void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
D3D11_MAPPED_SUBRESOURCE map;
u32 vertexBufferSize = u32(m_cur_buffer_pointer - m_base_buffer_pointer);
u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16);
u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16));
u32 indexBufferSize = num_indices * sizeof(u16);
u32 totalBufferSize = vertexBufferSize + indexBufferSize;
u32 cursor = m_bufferCursor;
u32 padding = m_bufferCursor % stride;
u32 cursor = m_buffer_cursor;
u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0;
if (padding)
{
cursor += stride - padding;
cursor += vertex_stride - padding;
}
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
{
// Wrap around
m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT;
m_current_buffer = (m_current_buffer + 1) % MAX_BUFFER_COUNT;
cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
m_vertexDrawOffset = cursor;
m_indexDrawOffset = cursor + vertexBufferSize;
*out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
*out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map);
D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
u8* mappedData = reinterpret_cast<u8*>(map.pData);
memcpy(mappedData + m_vertexDrawOffset, m_base_buffer_pointer, vertexBufferSize);
memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize);
D3D::context->Unmap(m_buffers[m_currentBuffer], 0);
if (vertexBufferSize > 0)
std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
if (indexBufferSize > 0)
std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(),
indexBufferSize);
D3D::context->Unmap(m_buffers[m_current_buffer], 0);
m_bufferCursor = cursor + totalBufferSize;
m_buffer_cursor = cursor + totalBufferSize;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
}
void VertexManager::Draw(u32 stride)
void VertexManager::UploadConstants()
{
u32 indices = IndexGenerator::GetIndexLen();
if (VertexShaderManager::dirty)
{
UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
if (GeometryShaderManager::dirty)
{
UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
if (PixelShaderManager::dirty)
{
UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
u32 baseVertex = m_vertexDrawOffset / stride;
u32 startIndex = m_indexDrawOffset / sizeof(u16);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
m_vertex_constant_buffer :
nullptr);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
}
void VertexManager::vFlush()
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
PrepareDrawBuffers(stride);
if (!m_current_pipeline_object)
return;
FramebufferManager::SetIntegerEFBRenderTarget(
m_current_pipeline_config.blending_state.logicopenable);
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
@ -151,21 +212,7 @@ void VertexManager::vFlush()
nullptr);
}
g_renderer->SetPipeline(m_current_pipeline_object);
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
Draw(stride);
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
void VertexManager::ResetBuffer(u32 stride)
{
m_cur_buffer_pointer = m_base_buffer_pointer;
IndexGenerator::Start(GetIndexBuffer());
}
} // namespace
} // namespace DX11

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@ -42,32 +42,32 @@ public:
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
protected:
void ResetBuffer(u32 stride) override;
u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
private:
void PrepareDrawBuffers(u32 stride);
void Draw(u32 stride);
// temp
void vFlush() override;
u32 m_vertexDrawOffset;
u32 m_indexDrawOffset;
u32 m_currentBuffer;
u32 m_bufferCursor;
enum
{
MAX_BUFFER_COUNT = 2
};
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT] = {};
u32 m_current_buffer = 0;
u32 m_buffer_cursor = 0;
std::vector<u8> LocalVBuffer;
std::vector<u16> LocalIBuffer;
std::vector<u8> m_staging_vertex_buffer;
std::vector<u16> m_staging_index_buffer;
ID3D11Buffer* m_vertex_constant_buffer = nullptr;
ID3D11Buffer* m_geometry_constant_buffer = nullptr;
ID3D11Buffer* m_pixel_constant_buffer = nullptr;
};
} // namespace
} // namespace DX11

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@ -4,7 +4,6 @@
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
@ -23,7 +22,6 @@
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
namespace DX11
{
@ -49,25 +47,6 @@ ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
return ClearLayout;
}
ID3D11Buffer* vscbuf = nullptr;
ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (VertexShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
D3D::context->Unmap(vscbuf, 0);
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache
template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
@ -121,14 +100,6 @@ void VertexShaderCache::Init()
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
@ -156,8 +127,6 @@ void VertexShaderCache::Init()
void VertexShaderCache::Shutdown()
{
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);

View File

@ -23,8 +23,6 @@ public:
static void Init();
static void Shutdown();
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();