Revert r7421 and r7422.

Should fix issue 4413.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-06-11 19:37:21 +00:00
parent e5210de9d5
commit 8244efcc02
42 changed files with 1647 additions and 1420 deletions

View File

@ -42,21 +42,21 @@ namespace DX11
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
VertexManager::VertexManager()
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_indexBuffer = CreateBufferShared(&bufdesc, NULL);
CHECK(m_indexBuffer, "Failed to create index buffer.");
D3D::SetDebugObjectName(m_indexBuffer, "index buffer of VertexManager");
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;
m_vertexBuffer = CreateBufferShared(&bufdesc, NULL);
CHECK(m_vertexBuffer, "Failed to create vertex buffer.");
D3D::SetDebugObjectName(m_vertexBuffer, "vertex buffer of VertexManager");
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;
@ -65,6 +65,28 @@ VertexManager::VertexManager()
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
}
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::LoadBuffers()
@ -75,16 +97,16 @@ void VertexManager::LoadBuffers()
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_vertexBufferCursor = 0;
}
else
{
// Append data
D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
D3D::g_context->Unmap(m_vertexBuffer, 0);
D3D::context->Unmap(m_vertexBuffer, 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
@ -93,13 +115,13 @@ void VertexManager::LoadBuffers()
if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
{
// Wrap around
D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_indexBufferCursor = 0;
}
else
{
// Append data
D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
@ -107,7 +129,7 @@ void VertexManager::LoadBuffers()
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::g_context->Unmap(m_indexBuffer, 0);
D3D::context->Unmap(m_indexBuffer, 0);
m_indexBufferCursor += iCount;
}
@ -117,13 +139,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
void VertexManager::Draw(UINT stride)
{
D3D::g_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::g_context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
// Disable culling for lines and points
@ -137,17 +159,18 @@ void VertexManager::Draw(UINT stride)
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::g_context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumPoints() > 0)
@ -158,17 +181,18 @@ void VertexManager::Draw(UINT stride)
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::g_context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
@ -223,14 +247,14 @@ void VertexManager::vFlush()
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::LoadShader(
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
if (!VertexShaderCache::LoadShader(g_nativeVertexFmt->m_components))
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;