mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Move most backend functionality to VideoCommon
This commit is contained in:
@ -23,33 +23,19 @@
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/DXPipeline.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace DX11
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{
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// Reserve 512KB for vertices, and 64KB for uniforms.
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// This should be sufficient for our usages, and if more is required,
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// we split it into multiple draws.
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constexpr u32 UTILITY_VBO_SIZE = 512 * 1024;
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constexpr u32 UTILITY_UBO_SIZE = 64 * 1024;
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
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{
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@ -67,118 +53,9 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer
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AbstractTextureFormat::RGBA8)
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{
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m_last_fullscreen_state = D3D::GetFullscreenState();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
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SetupDeviceObjects();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget();
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m_current_framebuffer_width = m_target_width;
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m_current_framebuffer_height = m_target_height;
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}
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Renderer::~Renderer()
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{
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TeardownDeviceObjects();
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}
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void Renderer::SetupDeviceObjects()
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{
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HRESULT hr;
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D3D11_DEPTH_STENCIL_DESC ddesc;
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ddesc.DepthEnable = FALSE;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[0]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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ddesc.DepthEnable = TRUE;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[1]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[2]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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D3D::SetDebugObjectName(m_clear_depth_states[0],
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName(
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m_clear_depth_states[1],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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D3D::SetDebugObjectName(
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m_clear_depth_states[2],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_reset_blend_state);
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CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(m_reset_blend_state, "blend state for Renderer::ResetAPIState");
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m_clear_blend_states[0] = m_reset_blend_state;
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m_reset_blend_state->AddRef();
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blenddesc.RenderTarget[0].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[1]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[2]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[3]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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ddesc.DepthEnable = FALSE;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthFunc = D3D11_COMPARISON_LESS;
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &m_reset_depth_state);
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CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(m_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &m_reset_rast_state);
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CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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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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}
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// Kill off all device objects
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void Renderer::TeardownDeviceObjects()
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{
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g_framebuffer_manager.reset();
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SAFE_RELEASE(m_clear_blend_states[0]);
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SAFE_RELEASE(m_clear_blend_states[1]);
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SAFE_RELEASE(m_clear_blend_states[2]);
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SAFE_RELEASE(m_clear_blend_states[3]);
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SAFE_RELEASE(m_clear_depth_states[0]);
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SAFE_RELEASE(m_clear_depth_states[1]);
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SAFE_RELEASE(m_clear_depth_states[2]);
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SAFE_RELEASE(m_reset_blend_state);
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SAFE_RELEASE(m_reset_depth_state);
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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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}
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Renderer::~Renderer() = default;
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void Renderer::Create3DVisionTexture(int width, int height)
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{
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@ -200,9 +77,17 @@ void Renderer::Create3DVisionTexture(int width, int height)
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sys_data.SysMemPitch = pitch;
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sys_data.pSysMem = memory.get();
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m_3d_vision_texture =
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D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
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CD3D11_TEXTURE2D_DESC texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width * 2, height + 1, 1, 1,
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D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
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ID3D11Texture2D* texture;
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HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, &texture);
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CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
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m_3d_vision_texture = std::make_unique<DXTexture>(TextureConfig(width * 2, height + 1, 1, 1, 1,
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AbstractTextureFormat::RGBA8,
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AbstractTextureFlag_RenderTarget),
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texture, nullptr, nullptr);
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m_3d_vision_framebuffer =
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DXFramebuffer::Create(static_cast<DXTexture*>(m_3d_vision_texture.get()), nullptr);
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}
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bool Renderer::IsHeadless() const
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@ -212,7 +97,7 @@ bool Renderer::IsHeadless() const
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<DXTexture>(config);
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return DXTexture::Create(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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@ -221,12 +106,11 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
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return DXStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractFramebuffer>
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Renderer::CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment)
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std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return DXFramebuffer::Create(static_cast<const DXTexture*>(color_attachment),
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static_cast<const DXTexture*>(depth_attachment));
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return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
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static_cast<DXTexture*>(depth_attachment));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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@ -249,220 +133,44 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
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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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if (!dx_pipeline)
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if (m_current_pipeline == dx_pipeline)
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return;
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D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
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D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
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D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
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D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
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D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
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D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
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D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
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D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
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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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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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if (dx_pipeline)
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{
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D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
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D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
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D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
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D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
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D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
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D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
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D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
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D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
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D3D::stateman->SetIntegerRTV(dx_pipeline->UseLogicOp());
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}
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else
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{
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// These will be destroyed at pipeline destruction.
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D3D::stateman->SetInputLayout(nullptr);
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D3D::stateman->SetVertexShader(nullptr);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->SetPixelShader(nullptr);
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}
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}
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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const RECT rect = {rc.left, rc.top, rc.right, rc.bottom};
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// TODO: Move to stateman
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const CD3D11_RECT rect(rc.left, rc.top, std::max(rc.right, rc.left + 1),
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std::max(rc.bottom, rc.top + 1));
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D3D::context->RSSetScissorRects(1, &rect);
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}
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// This function allows the CPU to directly access the EFB.
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// There are EFB peeks (which will read the color or depth of a pixel)
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// and EFB pokes (which will change the color or depth of a pixel).
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//
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// The behavior of EFB peeks can only be modified by:
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// - GX_PokeAlphaRead
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// The behavior of EFB pokes can be modified by:
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// - GX_PokeAlphaMode (TODO)
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// - GX_PokeAlphaUpdate (TODO)
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// - GX_PokeBlendMode (TODO)
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// - GX_PokeColorUpdate (TODO)
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// - GX_PokeDither (TODO)
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// - GX_PokeDstAlpha (TODO)
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// - GX_PokeZMode (TODO)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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// Convert EFB dimensions to the ones of our render target
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
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// average color instead
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D3D11_RECT RectToLock;
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if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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}
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else
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{
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RectToLock.left = targetPixelRc.left;
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RectToLock.right = targetPixelRc.right;
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RectToLock.top = targetPixelRc.top;
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RectToLock.bottom = targetPixelRc.bottom;
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}
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// Reset any game specific settings.
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ResetAPIState();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::SetPointCopySampler();
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// Select copy and read textures depending on if we are doing a color or depth read (since they
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// are different formats).
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D3DTexture2D* source_tex;
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D3DTexture2D* read_tex;
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ID3D11Texture2D* staging_tex;
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if (type == EFBAccessType::PeekColor)
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{
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source_tex = FramebufferManager::GetEFBColorTexture();
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read_tex = FramebufferManager::GetEFBColorReadTexture();
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staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
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}
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else
|
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{
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source_tex = FramebufferManager::GetEFBDepthTexture();
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read_tex = FramebufferManager::GetEFBDepthReadTexture();
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staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
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}
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// Select pixel shader (we don't want to average depth samples, instead select the minimum).
|
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ID3D11PixelShader* copy_pixel_shader;
|
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if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
|
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copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
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else
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||||
copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
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// Draw a quad to grab the texel we want to read.
|
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D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
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D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
|
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Renderer::GetTargetHeight(), copy_pixel_shader,
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VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout());
|
||||
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||||
// Restore expected game state.
|
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RestoreAPIState();
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// Copy the pixel from the renderable to cpu-readable buffer.
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
|
||||
D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
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D3D11_MAPPED_SUBRESOURCE map;
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CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK,
|
||||
"Map staging buffer failed");
|
||||
|
||||
// Convert the framebuffer data to the format the game is expecting to receive.
|
||||
u32 ret;
|
||||
if (type == EFBAccessType::PeekColor)
|
||||
{
|
||||
u32 val;
|
||||
memcpy(&val, map.pData, sizeof(val));
|
||||
|
||||
// our buffers are RGBA, yet a BGRA value is expected
|
||||
val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));
|
||||
|
||||
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
||||
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
|
||||
|
||||
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
|
||||
{
|
||||
val = RGBA8ToRGBA6ToRGBA8(val);
|
||||
}
|
||||
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
||||
{
|
||||
val = RGBA8ToRGB565ToRGBA8(val);
|
||||
}
|
||||
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
|
||||
{
|
||||
val |= 0xFF000000;
|
||||
}
|
||||
|
||||
if (alpha_read_mode.ReadMode == 2)
|
||||
ret = val; // GX_READ_NONE
|
||||
else if (alpha_read_mode.ReadMode == 1)
|
||||
ret = (val | 0xFF000000); // GX_READ_FF
|
||||
else /*if(alpha_read_mode.ReadMode == 0)*/
|
||||
ret = (val & 0x00FFFFFF); // GX_READ_00
|
||||
}
|
||||
else // type == EFBAccessType::PeekZ
|
||||
{
|
||||
float val;
|
||||
memcpy(&val, map.pData, sizeof(val));
|
||||
|
||||
// depth buffer is inverted in the d3d backend
|
||||
val = 1.0f - val;
|
||||
|
||||
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
||||
{
|
||||
// if Z is in 16 bit format you must return a 16 bit integer
|
||||
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
|
||||
}
|
||||
}
|
||||
|
||||
D3D::context->Unmap(staging_tex, 0);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
|
||||
{
|
||||
ResetAPIState();
|
||||
|
||||
if (type == EFBAccessType::PokeColor)
|
||||
{
|
||||
D3D11_VIEWPORT vp =
|
||||
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
else // if (type == EFBAccessType::PokeZ)
|
||||
{
|
||||
D3D::stateman->SetBlendState(m_clear_blend_states[3]);
|
||||
D3D::stateman->SetDepthState(m_clear_depth_states[1]);
|
||||
|
||||
D3D11_VIEWPORT vp =
|
||||
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
|
||||
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
D3D::DrawEFBPokeQuads(type, points, num_points);
|
||||
|
||||
RestoreAPIState();
|
||||
}
|
||||
|
||||
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
|
||||
float far_depth)
|
||||
{
|
||||
// In D3D, the viewport rectangle must fit within the render target.
|
||||
D3D11_VIEWPORT vp;
|
||||
vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_current_framebuffer_width - 1));
|
||||
vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_current_framebuffer_height - 1));
|
||||
vp.Width =
|
||||
MathUtil::Clamp(width, 1.0f, static_cast<float>(m_current_framebuffer_width) - vp.TopLeftX);
|
||||
vp.Height =
|
||||
MathUtil::Clamp(height, 1.0f, static_cast<float>(m_current_framebuffer_height) - vp.TopLeftY);
|
||||
vp.MinDepth = near_depth;
|
||||
vp.MaxDepth = far_depth;
|
||||
// TODO: Move to stateman
|
||||
const CD3D11_VIEWPORT vp(x, y, width, height, near_depth, far_depth);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
@ -478,89 +186,19 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
|
||||
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
|
||||
}
|
||||
|
||||
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
|
||||
u32 color, u32 z)
|
||||
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
|
||||
u32 groups_z)
|
||||
{
|
||||
ResetAPIState();
|
||||
|
||||
if (colorEnable && alphaEnable)
|
||||
D3D::stateman->SetBlendState(m_clear_blend_states[0]);
|
||||
else if (colorEnable)
|
||||
D3D::stateman->SetBlendState(m_clear_blend_states[1]);
|
||||
else if (alphaEnable)
|
||||
D3D::stateman->SetBlendState(m_clear_blend_states[2]);
|
||||
else
|
||||
D3D::stateman->SetBlendState(m_clear_blend_states[3]);
|
||||
|
||||
// TODO: Should we enable Z testing here?
|
||||
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
|
||||
// else
|
||||
if (zEnable)
|
||||
D3D::stateman->SetDepthState(m_clear_depth_states[1]);
|
||||
else /*if (!zEnable)*/
|
||||
D3D::stateman->SetDepthState(m_clear_depth_states[2]);
|
||||
|
||||
// Update the view port for clearing the picture
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
D3D11_VIEWPORT vp =
|
||||
CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(),
|
||||
(float)targetRc.GetHeight(), 0.f, 1.f);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
FramebufferManager::SetIntegerEFBRenderTarget(false);
|
||||
|
||||
// Color is passed in bgra mode so we need to convert it to rgba
|
||||
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
|
||||
D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
|
||||
|
||||
RestoreAPIState();
|
||||
}
|
||||
|
||||
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
{
|
||||
// TODO: MSAA support..
|
||||
D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
|
||||
|
||||
ID3D11PixelShader* pixel_shader;
|
||||
if (convtype == 0)
|
||||
pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
|
||||
else if (convtype == 2)
|
||||
pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
|
||||
else
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
|
||||
convtype);
|
||||
return;
|
||||
}
|
||||
|
||||
// convert data and set the target texture as our new EFB
|
||||
ResetAPIState();
|
||||
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(GetTargetWidth()),
|
||||
static_cast<float>(GetTargetHeight()));
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
|
||||
nullptr);
|
||||
D3D::SetPointCopySampler();
|
||||
D3D::drawShadedTexQuad(
|
||||
FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(),
|
||||
GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
|
||||
|
||||
FramebufferManager::SwapReinterpretTexture();
|
||||
RestoreAPIState();
|
||||
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
|
||||
D3D::stateman->SyncComputeBindings();
|
||||
D3D::context->Dispatch(groups_x, groups_y, groups_z);
|
||||
}
|
||||
|
||||
void Renderer::BindBackbuffer(const ClearColor& clear_color)
|
||||
{
|
||||
CheckForSurfaceChange();
|
||||
CheckForSurfaceResize();
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
|
||||
m_current_framebuffer = nullptr;
|
||||
m_current_framebuffer_width = m_backbuffer_width;
|
||||
m_current_framebuffer_height = m_backbuffer_height;
|
||||
SetAndClearFramebuffer(D3D::GetSwapChainFramebuffer(), clear_color);
|
||||
}
|
||||
|
||||
void Renderer::PresentBackbuffer()
|
||||
@ -570,14 +208,6 @@ void Renderer::PresentBackbuffer()
|
||||
|
||||
void Renderer::OnConfigChanged(u32 bits)
|
||||
{
|
||||
// Resize the back buffers NOW to avoid flickering
|
||||
if (bits & (CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_MULTISAMPLES |
|
||||
CONFIG_CHANGE_BIT_STEREO_MODE))
|
||||
{
|
||||
PixelShaderCache::InvalidateMSAAShaders();
|
||||
g_framebuffer_manager.reset();
|
||||
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::CheckForSurfaceChange()
|
||||
@ -585,8 +215,8 @@ void Renderer::CheckForSurfaceChange()
|
||||
if (!m_surface_changed.TestAndClear())
|
||||
return;
|
||||
|
||||
SAFE_RELEASE(m_screenshot_texture);
|
||||
SAFE_RELEASE(m_3d_vision_texture);
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
D3D::Reset(reinterpret_cast<HWND>(m_new_surface_handle));
|
||||
m_new_surface_handle = nullptr;
|
||||
@ -601,8 +231,9 @@ void Renderer::CheckForSurfaceResize()
|
||||
if (!m_surface_resized.TestAndClear() && !exclusive_fullscreen_changed)
|
||||
return;
|
||||
|
||||
SAFE_RELEASE(m_screenshot_texture);
|
||||
SAFE_RELEASE(m_3d_vision_texture);
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
m_last_fullscreen_state = fullscreen_state;
|
||||
if (D3D::swapchain)
|
||||
D3D::ResizeSwapChain();
|
||||
@ -625,43 +256,38 @@ void Renderer::UpdateBackbufferSize()
|
||||
}
|
||||
}
|
||||
|
||||
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
||||
void Renderer::ResetAPIState()
|
||||
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
|
||||
{
|
||||
D3D::stateman->SetBlendState(m_reset_blend_state);
|
||||
D3D::stateman->SetDepthState(m_reset_depth_state);
|
||||
D3D::stateman->SetRasterizerState(m_reset_rast_state);
|
||||
}
|
||||
if (m_current_framebuffer == framebuffer)
|
||||
return;
|
||||
|
||||
void Renderer::RestoreAPIState()
|
||||
{
|
||||
// Gets us back into a more game-like state.
|
||||
m_current_framebuffer = nullptr;
|
||||
m_current_framebuffer_width = m_target_width;
|
||||
m_current_framebuffer_height = m_target_height;
|
||||
FramebufferManager::BindEFBRenderTarget();
|
||||
BPFunctions::SetViewport();
|
||||
BPFunctions::SetScissor();
|
||||
}
|
||||
// We can't leave the framebuffer bound as a texture and a render target.
|
||||
DXFramebuffer* fb = static_cast<DXFramebuffer*>(framebuffer);
|
||||
if ((fb->GetColorAttachment() &&
|
||||
D3D::stateman->UnsetTexture(
|
||||
static_cast<DXTexture*>(fb->GetColorAttachment())->GetD3DSRV()) != 0) ||
|
||||
(fb->GetDepthAttachment() &&
|
||||
D3D::stateman->UnsetTexture(
|
||||
static_cast<DXTexture*>(fb->GetDepthAttachment())->GetD3DSRV()) != 0))
|
||||
{
|
||||
D3D::stateman->ApplyTextures();
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
|
||||
{
|
||||
const DXFramebuffer* fb = static_cast<const DXFramebuffer*>(framebuffer);
|
||||
D3D::context->OMSetRenderTargets(fb->GetNumRTVs(), fb->GetRTVArray(), fb->GetDSV());
|
||||
D3D::stateman->SetFramebuffer(fb);
|
||||
m_current_framebuffer = fb;
|
||||
m_current_framebuffer_width = fb->GetWidth();
|
||||
m_current_framebuffer_height = fb->GetHeight();
|
||||
}
|
||||
|
||||
void Renderer::SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer)
|
||||
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
|
||||
{
|
||||
SetFramebuffer(framebuffer);
|
||||
}
|
||||
|
||||
void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
|
||||
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
|
||||
const ClearColor& color_value, float depth_value)
|
||||
{
|
||||
SetFramebuffer(framebuffer);
|
||||
D3D::stateman->Apply();
|
||||
|
||||
if (framebuffer->GetColorFormat() != AbstractTextureFormat::Undefined)
|
||||
{
|
||||
D3D::context->ClearRenderTargetView(
|
||||
@ -676,9 +302,8 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
|
||||
|
||||
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
|
||||
{
|
||||
D3D::stateman->SetTexture(
|
||||
index,
|
||||
texture ? static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV() : nullptr);
|
||||
D3D::stateman->SetTexture(index, texture ? static_cast<const DXTexture*>(texture)->GetD3DSRV() :
|
||||
nullptr);
|
||||
}
|
||||
|
||||
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
||||
@ -686,15 +311,15 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
||||
D3D::stateman->SetSampler(index, m_state_cache.Get(state));
|
||||
}
|
||||
|
||||
void Renderer::UnbindTexture(const AbstractTexture* texture)
|
||||
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
|
||||
{
|
||||
D3D::stateman->UnsetTexture(
|
||||
static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV());
|
||||
D3D::stateman->SetComputeUAV(texture ? static_cast<DXTexture*>(texture)->GetD3DUAV() : nullptr);
|
||||
}
|
||||
|
||||
void Renderer::SetInterlacingMode()
|
||||
void Renderer::UnbindTexture(const AbstractTexture* texture)
|
||||
{
|
||||
// TODO
|
||||
if (D3D::stateman->UnsetTexture(static_cast<const DXTexture*>(texture)->GetD3DSRV()) != 0)
|
||||
D3D::stateman->ApplyTextures();
|
||||
}
|
||||
|
||||
u16 Renderer::BBoxRead(int index)
|
||||
@ -736,93 +361,43 @@ void Renderer::BBoxWrite(int index, u16 _value)
|
||||
BBox::Set(index, value);
|
||||
}
|
||||
|
||||
void Renderer::Flush()
|
||||
{
|
||||
D3D::context->Flush();
|
||||
}
|
||||
|
||||
void Renderer::WaitForGPUIdle()
|
||||
{
|
||||
// There is no glFinish() equivalent in D3D.
|
||||
D3D::context->Flush();
|
||||
}
|
||||
|
||||
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
|
||||
{
|
||||
const CD3D11_RECT source_rc(rc.left, rc.top, rc.right, rc.bottom);
|
||||
const TargetRectangle target_rc = GetTargetRectangle();
|
||||
if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
|
||||
return ::Renderer::RenderXFBToScreen(texture, rc);
|
||||
|
||||
// activate linear filtering for the buffer copies
|
||||
D3D::SetLinearCopySampler();
|
||||
if (!m_3d_vision_texture)
|
||||
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
|
||||
|
||||
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
|
||||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
||||
{
|
||||
TargetRectangle left_rc, right_rc;
|
||||
std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);
|
||||
// Render to staging texture which is double the width of the backbuffer
|
||||
SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
|
||||
|
||||
SetViewport(static_cast<float>(left_rc.left), static_cast<float>(left_rc.top),
|
||||
static_cast<float>(left_rc.GetWidth()), static_cast<float>(right_rc.GetHeight()),
|
||||
0.0f, 1.0f);
|
||||
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
|
||||
&source_rc, texture->GetWidth(), texture->GetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
|
||||
const auto target_rc = GetTargetRectangle();
|
||||
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
|
||||
m_post_processor->BlitFromTexture(
|
||||
MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
|
||||
target_rc.right + m_backbuffer_width, target_rc.bottom),
|
||||
rc, texture, 1);
|
||||
|
||||
SetViewport(static_cast<float>(right_rc.left), static_cast<float>(right_rc.top),
|
||||
static_cast<float>(right_rc.GetWidth()), static_cast<float>(right_rc.GetHeight()),
|
||||
0.0f, 1.0f);
|
||||
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
|
||||
&source_rc, texture->GetWidth(), texture->GetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
|
||||
}
|
||||
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
|
||||
{
|
||||
if (!m_3d_vision_texture)
|
||||
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
const CD3D11_BOX box(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetSwapChainTexture()->GetD3DTexture(), 0, 0, 0, 0,
|
||||
m_3d_vision_texture->GetD3DTexture(), 0, &box);
|
||||
|
||||
const CD3D11_VIEWPORT left_vp(
|
||||
static_cast<float>(target_rc.left), static_cast<float>(target_rc.top),
|
||||
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()));
|
||||
const CD3D11_VIEWPORT right_vp(
|
||||
static_cast<float>(target_rc.left + m_backbuffer_width), static_cast<float>(target_rc.top),
|
||||
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()));
|
||||
|
||||
// Render to staging texture which is double the width of the backbuffer
|
||||
D3D::context->OMSetRenderTargets(1, &m_3d_vision_texture->GetRTV(), nullptr);
|
||||
|
||||
D3D::context->RSSetViewports(1, &left_vp);
|
||||
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
|
||||
&source_rc, texture->GetWidth(), texture->GetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &right_vp);
|
||||
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
|
||||
&source_rc, texture->GetWidth(), texture->GetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
|
||||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
const CD3D11_BOX box(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
|
||||
m_3d_vision_texture->GetTex(), 0, &box);
|
||||
|
||||
// Restore render target to backbuffer
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetViewport(static_cast<float>(target_rc.left), static_cast<float>(target_rc.top),
|
||||
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()),
|
||||
0.0f, 1.0f);
|
||||
|
||||
ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
|
||||
PixelShaderCache::GetAnaglyphProgram() :
|
||||
PixelShaderCache::GetColorCopyProgram(false);
|
||||
ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
|
||||
GeometryShaderCache::GetCopyGeometryShader() :
|
||||
nullptr;
|
||||
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
|
||||
&source_rc, texture->GetWidth(), texture->GetHeight(), pixelShader,
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), geomShader);
|
||||
}
|
||||
// Restore render target to backbuffer
|
||||
SetFramebuffer(D3D::GetSwapChainFramebuffer());
|
||||
}
|
||||
|
||||
void Renderer::SetFullscreen(bool enable_fullscreen)
|
||||
|
Reference in New Issue
Block a user