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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Use main buffers for utility draws
This commit is contained in:
@ -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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VertexManager::VertexManager()
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{
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LocalVBuffer.resize(MAXVBUFFERSIZE);
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m_staging_vertex_buffer.resize(MAXVBUFFERSIZE);
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m_cur_buffer_pointer = m_base_buffer_pointer = &LocalVBuffer[0];
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m_end_buffer_pointer = m_base_buffer_pointer + LocalVBuffer.size();
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m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0];
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m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size();
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LocalIBuffer.resize(MAXIBUFFERSIZE);
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m_staging_index_buffer.resize(MAXIBUFFERSIZE);
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CreateDeviceObjects();
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}
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@ -79,71 +108,103 @@ VertexManager::~VertexManager()
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DestroyDeviceObjects();
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
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{
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// Just use the one buffer for all three.
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UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
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D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
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D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
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VertexShaderManager::dirty = true;
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GeometryShaderManager::dirty = true;
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PixelShaderManager::dirty = true;
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}
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void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
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{
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m_cur_buffer_pointer = m_base_buffer_pointer;
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IndexGenerator::Start(m_staging_index_buffer.data());
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}
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void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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u32 vertexBufferSize = u32(m_cur_buffer_pointer - m_base_buffer_pointer);
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u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16);
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u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16));
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u32 indexBufferSize = num_indices * sizeof(u16);
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u32 totalBufferSize = vertexBufferSize + indexBufferSize;
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u32 cursor = m_bufferCursor;
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u32 padding = m_bufferCursor % stride;
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u32 cursor = m_buffer_cursor;
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u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0;
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if (padding)
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{
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cursor += stride - padding;
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cursor += vertex_stride - padding;
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}
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
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{
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// Wrap around
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m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT;
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m_current_buffer = (m_current_buffer + 1) % MAX_BUFFER_COUNT;
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cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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m_vertexDrawOffset = cursor;
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m_indexDrawOffset = cursor + vertexBufferSize;
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*out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
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*out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
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D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map);
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D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
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u8* mappedData = reinterpret_cast<u8*>(map.pData);
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memcpy(mappedData + m_vertexDrawOffset, m_base_buffer_pointer, vertexBufferSize);
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memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize);
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D3D::context->Unmap(m_buffers[m_currentBuffer], 0);
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if (vertexBufferSize > 0)
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std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
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if (indexBufferSize > 0)
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std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(),
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indexBufferSize);
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D3D::context->Unmap(m_buffers[m_current_buffer], 0);
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m_bufferCursor = cursor + totalBufferSize;
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m_buffer_cursor = cursor + totalBufferSize;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
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}
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void VertexManager::Draw(u32 stride)
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void VertexManager::UploadConstants()
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{
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u32 indices = IndexGenerator::GetIndexLen();
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if (VertexShaderManager::dirty)
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{
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UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
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sizeof(VertexShaderConstants));
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VertexShaderManager::dirty = false;
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}
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if (GeometryShaderManager::dirty)
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{
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UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
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sizeof(GeometryShaderConstants));
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GeometryShaderManager::dirty = false;
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}
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if (PixelShaderManager::dirty)
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{
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UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
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sizeof(PixelShaderConstants));
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PixelShaderManager::dirty = false;
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}
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D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
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u32 baseVertex = m_vertexDrawOffset / stride;
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u32 startIndex = m_indexDrawOffset / sizeof(u16);
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
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m_vertex_constant_buffer :
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nullptr);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
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D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
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}
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void VertexManager::vFlush()
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void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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PrepareDrawBuffers(stride);
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if (!m_current_pipeline_object)
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return;
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FramebufferManager::SetIntegerEFBRenderTarget(
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m_current_pipeline_config.blending_state.logicopenable);
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
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@ -151,21 +212,7 @@ void VertexManager::vFlush()
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nullptr);
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}
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g_renderer->SetPipeline(m_current_pipeline_object);
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
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g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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Draw(stride);
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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 VertexManager::ResetBuffer(u32 stride)
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{
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m_cur_buffer_pointer = m_base_buffer_pointer;
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IndexGenerator::Start(GetIndexBuffer());
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}
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} // namespace
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} // namespace DX11
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