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Add HW bounding Box support to d3d backend
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95
Source/Core/VideoBackends/D3D/BoundingBox.cpp
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95
Source/Core/VideoBackends/D3D/BoundingBox.cpp
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// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static ID3D11Buffer* s_bbox_buffer;
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static ID3D11Buffer* s_bbox_Readbuffer;
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static ID3D11UnorderedAccessView* s_bbox_uav;
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ID3D11UnorderedAccessView* &BBox::GetUAV()
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{
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return s_bbox_uav;
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}
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void BBox::Init()
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{
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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{
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// create the pool texture here
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auto desc = CD3D11_BUFFER_DESC(4 * sizeof(s32), D3D11_BIND_UNORDERED_ACCESS, D3D11_USAGE_DEFAULT, 0, 0, 4);
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int initial_values[4] = { 0, 0, 0, 0 };
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = initial_values;
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data.SysMemPitch = 4 * sizeof(s32);
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data.SysMemSlicePitch = 0;
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HRESULT hr;
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hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer);
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CHECK(SUCCEEDED(hr), "create bbox buffer");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_bbox_buffer, "boundingbox buffer");
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desc.Usage = D3D11_USAGE_STAGING;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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desc.BindFlags = 0;
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hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_Readbuffer);
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CHECK(SUCCEEDED(hr), "create bbox staging buffer");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_bbox_Readbuffer, "boundingbox staging buffer");
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D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc;
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memset(&UAVdesc, 0, sizeof(UAVdesc));
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UAVdesc.Format = DXGI_FORMAT_R32_SINT;
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UAVdesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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UAVdesc.Buffer.FirstElement = 0;
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UAVdesc.Buffer.Flags = 0;
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UAVdesc.Buffer.NumElements = 4;
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hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav);
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CHECK(SUCCEEDED(hr), "create bbox UAV");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_bbox_uav, "boundingbox UAV");
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}
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}
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void BBox::Shutdown()
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{
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if (s_bbox_buffer != nullptr)
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{
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s_bbox_buffer->Release();
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s_bbox_buffer = nullptr;
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}
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if (s_bbox_Readbuffer != nullptr)
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{
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s_bbox_Readbuffer->Release();
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s_bbox_Readbuffer = nullptr;
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}
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if (s_bbox_uav != nullptr)
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{
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s_bbox_uav->Release();
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s_bbox_uav = nullptr;
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}
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}
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void BBox::Set(int index, int value)
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{
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D3D11_BOX box{ index * sizeof(s32), 0, 0, (index + 1) * sizeof(s32), 1, 1 };
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D3D::context->UpdateSubresource(s_bbox_buffer, 0, &box, &value, 0, 0);
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}
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int BBox::Get(int index)
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{
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int data = 0;
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D3D::context->CopyResource(s_bbox_Readbuffer, s_bbox_buffer);
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr = D3D::context->Map(s_bbox_Readbuffer, 0, D3D11_MAP_READ, 0, &map);
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if (SUCCEEDED(hr))
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{
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data = ((s32*)map.pData)[index];
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}
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D3D::context->Unmap(s_bbox_Readbuffer, 0);
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return data;
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}
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};
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