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DX11: Use a ring buffer in the utility functions for speedup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6301 8ced0084-cf51-0410-be5f-012b33b47a6e
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ef75d96655
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@ -28,7 +28,57 @@
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namespace D3D
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{
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// TODO: Optimize the structures used by the Utils for size
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// Ring buffer class, shared between the draw* functions
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class UtilVertexBuffer
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{
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public:
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UtilVertexBuffer(int max_size) : buf(NULL), offset(0)
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{
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D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&desc, NULL, &buf);
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}
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~UtilVertexBuffer()
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{
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buf->Release();
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}
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// returns vertex offset to the new data
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int AppendData(void* data, int size, int vertex_size)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(offset + size >= max_size)
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{
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context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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offset = 0;
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}
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else
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{
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context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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offset += vertex_size - (offset % vertex_size);
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memcpy((u8*)map.pData + offset, data, size);
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context->Unmap(buf, 0);
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offset += size;
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return (offset - size) / vertex_size;
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}
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// Used to make sure we aren't using any invalid data
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inline bool IsValidOffset(int off) { return (offset > off); }
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inline ID3D11Buffer* &GetBuffer() { return buf; }
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inline int GetSize() { return max_size; }
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private:
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ID3D11Buffer* buf;
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int offset;
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int max_size;
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};
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CD3DFont font;
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UtilVertexBuffer* util_vbuf = NULL;
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#define MAX_NUM_VERTICES 50*6
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struct FONT2DVERTEX {
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@ -391,46 +441,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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return S_OK;
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}
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ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data, D3D11_USAGE usage = D3D11_USAGE_DYNAMIC)
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{
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ID3D11Buffer* vb;
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D3D11_BUFFER_DESC vbdesc;
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vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbdesc.ByteWidth = size;
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vbdesc.MiscFlags = 0;
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vbdesc.Usage = usage;
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switch (usage)
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{
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case D3D11_USAGE_DEFAULT:
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case D3D11_USAGE_IMMUTABLE:
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vbdesc.CPUAccessFlags = 0;
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break;
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case D3D11_USAGE_DYNAMIC:
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vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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break;
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case D3D11_USAGE_STAGING:
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vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ;
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break;
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}
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if (data)
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{
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D3D11_SUBRESOURCE_DATA bufdata;
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bufdata.pSysMem = data;
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if (FAILED(device->CreateBuffer(&vbdesc, &bufdata, &vb))) return NULL;
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}
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else if (FAILED(device->CreateBuffer(&vbdesc, NULL, &vb))) return NULL;
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return vb;
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}
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ID3D11SamplerState* linear_copy_sampler = NULL;
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ID3D11SamplerState* point_copy_sampler = NULL;
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ID3D11Buffer* stqvb = NULL;
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ID3D11Buffer* stsqvb = NULL;
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ID3D11Buffer* quadvb = NULL;
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ID3D11Buffer* clearvb = NULL;
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typedef struct { float x,y,z,u,v; } STQVertex;
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typedef struct { float x,y,z,u,v; } STSQVertex;
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@ -460,8 +472,15 @@ struct
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float z;
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} clear_quad_data;
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int stq_offset;
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int stsq_offset;
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int cq_offset;
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int clearq_offset;
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void InitUtils()
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{
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util_vbuf = new UtilVertexBuffer(0x400);
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float border[4] = { 0.f, 0.f, 0.f, 0.f };
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
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@ -479,41 +498,11 @@ void InitUtils()
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memset(&draw_quad_data, 0, sizeof(draw_quad_data));
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memset(&clear_quad_data, 0, sizeof(clear_quad_data));
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STQVertex stqcoords[4] = {
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{-1.0f, 1.0f, 0.0f, 0, 0},
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{ 1.0f, 1.0f, 0.0f, 0, 0},
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{-1.0f,-1.0f, 0.0f, 0, 0},
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{ 1.0f,-1.0f, 0.0f, 0, 0},
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};
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STSQVertex stsqcoords[4];
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memset(stsqcoords, 0, sizeof(stsqcoords));
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ColVertex colcoords[4];
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memset(colcoords, 0, sizeof(colcoords));
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ClearVertex cqcoords[4] = {
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{-1.0f, 1.0f, 0, 0},
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{ 1.0f, 1.0f, 0, 0},
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{-1.0f, -1.0f, 0, 0},
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{ 1.0f, -1.0f, 0, 0},
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};
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stqvb = CreateQuadVertexBuffer(4*sizeof(STQVertex), stqcoords);
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CHECK(stqvb!=NULL, "Create vertex buffer of drawShadedTexQuad");
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SetDebugObjectName((ID3D11DeviceChild*)stqvb, "vertex buffer of drawShadedTexQuad");
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stsqvb = CreateQuadVertexBuffer(4*sizeof(STSQVertex), stsqcoords);
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CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
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SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
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quadvb = CreateQuadVertexBuffer(4*sizeof(ColVertex), colcoords);
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CHECK(quadvb!=NULL, "Create vertex buffer of drawColorQuad");
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SetDebugObjectName((ID3D11DeviceChild*)quadvb, "vertex buffer of drawColorQuad");
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clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), cqcoords);
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CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
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SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
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// make sure these always point to invalid regions at the first call
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stq_offset = util_vbuf->GetSize();
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stsq_offset = util_vbuf->GetSize();
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cq_offset = util_vbuf->GetSize();
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clearq_offset = util_vbuf->GetSize();
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font.Init();
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}
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@ -523,10 +512,7 @@ void ShutdownUtils()
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font.Shutdown();
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SAFE_RELEASE(point_copy_sampler);
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SAFE_RELEASE(linear_copy_sampler);
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SAFE_RELEASE(stqvb);
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SAFE_RELEASE(stsqvb);
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SAFE_RELEASE(quadvb);
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SAFE_RELEASE(clearvb);
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SAFE_DELETE(util_vbuf);
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}
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void SetPointCopySampler()
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@ -562,13 +548,12 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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};
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// only upload the data to VRAM if it changed
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if (tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 ||
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if (!util_vbuf->IsValidOffset(stq_offset) ||
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tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 ||
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tex_quad_data.u2 != u2 || tex_quad_data.v2 != v2)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(stqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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D3D::context->Unmap(stqvb, 0);
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stq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STQVertex));
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tex_quad_data.u1 = u1;
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tex_quad_data.v1 = v1;
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tex_quad_data.u2 = u2;
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@ -579,12 +564,12 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->IASetInputLayout(layout);
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D3D::context->IASetVertexBuffers(0, 1, &stqvb, &stride, &offset);
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D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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D3D::context->PSSetShader(PShader, NULL, 0);
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D3D::context->PSSetShaderResources(0, 1, &texture);
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D3D::context->VSSetShader(Vshader, NULL, 0);
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D3D::stateman->Apply();
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D3D::context->Draw(4, 0);
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D3D::context->Draw(4, stq_offset);
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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@ -614,14 +599,13 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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};
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// only upload the data to VRAM if it changed
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if (memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(rDest)) != 0 ||
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if (!util_vbuf->IsValidOffset(stsq_offset) ||
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memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(rDest)) != 0 ||
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tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
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tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(stsqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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D3D::context->Unmap(stsqvb, 0);
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stsq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STSQVertex));
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tex_sub_quad_data.u1 = u1;
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tex_sub_quad_data.v1 = v1;
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tex_sub_quad_data.u2 = u2;
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@ -632,13 +616,13 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &stsqvb, &stride, &offset);
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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context->IASetInputLayout(layout);
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context->PSSetShaderResources(0, 1, &texture);
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context->PSSetShader(PShader, NULL, 0);
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context->VSSetShader(Vshader, NULL, 0);
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context->PSSetShader(PShader, NULL, 0);
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context->VSSetShader(Vshader, NULL, 0);
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stateman->Apply();
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context->Draw(4, 0);
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context->Draw(4, stsq_offset);
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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@ -648,21 +632,19 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{
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if(draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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};
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if(!util_vbuf->IsValidOffset(cq_offset) ||
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draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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{
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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};
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(quadvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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context->Unmap(quadvb, 0);
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cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
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draw_quad_data.x1 = x1;
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draw_quad_data.y1 = y1;
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@ -678,26 +660,25 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &quadvb, &stride, &offset);
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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context->Draw(4, 0);
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context->Draw(4, cq_offset);
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}
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
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{
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if (clear_quad_data.col != Color || clear_quad_data.z != z)
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{
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ClearVertex coords[4] = {
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{-1.0f, 1.0f, z, Color},
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{ 1.0f, 1.0f, z, Color},
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{-1.0f, -1.0f, z, Color},
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{ 1.0f, -1.0f, z, Color},
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};
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ClearVertex coords[4] = {
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{-1.0f, 1.0f, z, Color},
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{ 1.0f, 1.0f, z, Color},
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{-1.0f, -1.0f, z, Color},
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{ 1.0f, -1.0f, z, Color},
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};
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if (!util_vbuf->IsValidOffset(clearq_offset) ||
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clear_quad_data.col != Color || clear_quad_data.z != z)
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{
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clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(clearvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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context->Unmap(clearvb, 0);
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clear_quad_data.col = Color;
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clear_quad_data.z = z;
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}
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@ -708,9 +689,9 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
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UINT stride = sizeof(ClearVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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stateman->Apply();
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context->Draw(4, 0);
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context->Draw(4, clearq_offset);
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}
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} // namespace
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