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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-30 01:29:42 -06:00
Use main buffers for utility draws
This commit is contained in:
@ -4,7 +4,6 @@
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#include <string>
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#include "Common/Align.h"
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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@ -18,8 +17,6 @@
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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@ -36,25 +33,6 @@ ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
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return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
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}
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ID3D11Buffer* gscbuf = nullptr;
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ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
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// speed this up
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if (GeometryShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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D3D::context->Unmap(gscbuf, 0);
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GeometryShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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}
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return gscbuf;
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}
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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@ -116,15 +94,6 @@ const char copy_shader_code[] = {
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void GeometryShaderCache::Init()
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{
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unsigned int gbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(GeometryShaderConstants)),
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16); // must be a multiple of 16
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D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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D3D::SetDebugObjectName(gscbuf,
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"geometry shader constant buffer used to emulate the GX pipeline");
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// used when drawing clear quads
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ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
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CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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@ -138,8 +107,6 @@ void GeometryShaderCache::Init()
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void GeometryShaderCache::Shutdown()
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{
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SAFE_RELEASE(gscbuf);
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SAFE_RELEASE(ClearGeometryShader);
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SAFE_RELEASE(CopyGeometryShader);
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}
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@ -20,7 +20,8 @@ public:
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static ID3D11GeometryShader* GetClearGeometryShader();
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static ID3D11GeometryShader* GetCopyGeometryShader();
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static ID3D11Buffer*& GetConstantBuffer();
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static ID3D11Buffer* GetConstantBuffer();
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static void UpdateConstantBuffer(const void* data, u32 data_size);
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};
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} // namespace DX11
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@ -4,7 +4,6 @@
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#include <string>
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
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@ -20,8 +19,6 @@
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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@ -32,7 +29,6 @@ ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
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ID3D11Buffer* pscbuf = nullptr;
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const char clear_program_code[] = {"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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@ -277,36 +273,8 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
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return s_DepthResolveProgram;
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}
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static void UpdateConstantBuffers()
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{
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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, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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D3D::context->Unmap(pscbuf, 0);
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PixelShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
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}
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}
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ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
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{
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UpdateConstantBuffers();
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return pscbuf;
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}
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void PixelShaderCache::Init()
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{
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unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
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16); // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
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CHECK(pscbuf != nullptr, "Create pixel shader constant buffer");
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D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
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CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
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@ -334,8 +302,6 @@ void PixelShaderCache::InvalidateMSAAShaders()
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void PixelShaderCache::Shutdown()
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{
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(s_ClearProgram);
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SAFE_RELEASE(s_AnaglyphProgram);
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SAFE_RELEASE(s_DepthResolveProgram);
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@ -21,8 +21,6 @@ public:
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static void Init();
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static void Shutdown();
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static ID3D11Buffer* GetConstantBuffer();
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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@ -167,16 +167,6 @@ void Renderer::SetupDeviceObjects()
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D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
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m_screenshot_texture = nullptr;
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CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
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CHECK(SUCCEEDED(hr), "Create utility VBO");
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CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
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CHECK(SUCCEEDED(hr), "Create utility UBO");
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}
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// Kill off all device objects
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@ -196,8 +186,6 @@ void Renderer::TeardownDeviceObjects()
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SAFE_RELEASE(m_reset_rast_state);
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SAFE_RELEASE(m_screenshot_texture);
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SAFE_RELEASE(m_3d_vision_texture);
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SAFE_RELEASE(m_utility_vertex_buffer);
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SAFE_RELEASE(m_utility_uniform_buffer);
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}
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void Renderer::Create3DVisionTexture(int width, int height)
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@ -273,25 +261,6 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
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return DXPipeline::Create(config);
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}
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void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
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{
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DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
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D3D11_MAPPED_SUBRESOURCE mapped;
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HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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CHECK(SUCCEEDED(hr), "Map utility UBO");
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std::memcpy(mapped.pData, uniforms, uniforms_size);
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D3D::context->Unmap(m_utility_uniform_buffer, 0);
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}
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void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
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{
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D3D11_MAPPED_SUBRESOURCE mapped;
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HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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CHECK(SUCCEEDED(hr), "Map utility VBO");
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std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
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D3D::context->Unmap(m_utility_vertex_buffer, 0);
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
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@ -308,54 +277,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
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}
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void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices)
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{
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// Copy in uniforms.
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if (uniforms_size > 0)
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{
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UpdateUtilityUniformBuffer(uniforms, uniforms_size);
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D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
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D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
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D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
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}
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// If the vertices are larger than our buffer, we need to break it up into multiple draws.
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const char* vertices_ptr = static_cast<const char*>(vertices);
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while (num_vertices > 0)
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{
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u32 vertices_this_draw = num_vertices;
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if (vertices_ptr)
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{
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vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
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DEBUG_ASSERT(vertices_this_draw > 0);
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UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
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D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
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}
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// Apply pending state and draw.
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D3D::stateman->Apply();
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D3D::context->Draw(vertices_this_draw, 0);
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vertices_ptr += vertex_stride * vertices_this_draw;
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num_vertices -= vertices_this_draw;
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}
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}
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void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
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u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
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{
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D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
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if (uniforms_size > 0)
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{
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UpdateUtilityUniformBuffer(uniforms, uniforms_size);
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D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
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}
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D3D::stateman->Apply();
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D3D::context->Dispatch(groups_x, groups_y, groups_z);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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@ -560,6 +481,18 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
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D3D::context->RSSetViewports(1, &vp);
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}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
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{
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D3D::stateman->Apply();
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D3D::context->Draw(num_vertices, base_vertex);
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}
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void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z)
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{
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@ -50,6 +50,8 @@ public:
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void SetInterlacingMode() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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@ -73,11 +75,6 @@ public:
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void ReinterpretPixelData(unsigned int convtype) override;
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void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices) override;
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void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
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u32 groups_x, u32 groups_y, u32 groups_z) override;
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private:
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void SetupDeviceObjects();
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void TeardownDeviceObjects();
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@ -89,9 +86,6 @@ private:
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void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
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u32 src_width, u32 src_height);
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void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
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void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
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StateCache m_state_cache;
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std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
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@ -103,9 +97,6 @@ private:
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ID3D11Texture2D* m_screenshot_texture = nullptr;
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D3DTexture2D* m_3d_vision_texture = nullptr;
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ID3D11Buffer* m_utility_vertex_buffer = nullptr;
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ID3D11Buffer* m_utility_uniform_buffer = nullptr;
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u32 m_last_multisamples = 1;
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bool m_last_stereo_mode = false;
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bool m_last_fullscreen_state = false;
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@ -6,6 +6,7 @@
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#include <d3d11.h>
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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@ -19,11 +20,14 @@
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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@ -33,15 +37,34 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
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static ID3D11Buffer* AllocateConstantBuffer(u32 size)
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{
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const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
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const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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ID3D11Buffer* cbuf;
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const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
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CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
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return cbuf;
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}
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static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, data, data_size);
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D3D::context->Unmap(buffer, 0);
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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}
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void VertexManager::CreateDeviceObjects()
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{
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D3D11_BUFFER_DESC bufdesc =
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CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_vertexDrawOffset = 0;
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m_indexDrawOffset = 0;
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for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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{
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m_buffers[i] = nullptr;
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@ -50,12 +73,18 @@ void VertexManager::CreateDeviceObjects()
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D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
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}
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m_currentBuffer = 0;
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m_bufferCursor = MAX_BUFFER_SIZE;
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m_buffer_cursor = MAX_BUFFER_SIZE;
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m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
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m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
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m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
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}
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void VertexManager::DestroyDeviceObjects()
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||||
{
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||||
SAFE_RELEASE(m_pixel_constant_buffer);
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SAFE_RELEASE(m_geometry_constant_buffer);
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SAFE_RELEASE(m_vertex_constant_buffer);
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for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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||||
{
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||||
SAFE_RELEASE(m_buffers[i]);
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@ -64,12 +93,12 @@ void VertexManager::DestroyDeviceObjects()
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||||
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||||
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
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
|
||||
|
@ -23,8 +23,6 @@ public:
|
||||
static void Init();
|
||||
static void Shutdown();
|
||||
|
||||
static ID3D11Buffer*& GetConstantBuffer();
|
||||
|
||||
static ID3D11VertexShader* GetSimpleVertexShader();
|
||||
static ID3D11VertexShader* GetClearVertexShader();
|
||||
static ID3D11InputLayout* GetSimpleInputLayout();
|
||||
|
Reference in New Issue
Block a user