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);
}