mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
VideoBackends: Add AbstractShader and AbstractPipeline classes
This commit is contained in:
@ -13,6 +13,10 @@ set(SRCS
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D3DTexture.h
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D3DUtil.cpp
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D3DUtil.h
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DXPipeline.cpp
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DXPipeline.h
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DXShader.cpp
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DXShader.h
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DXTexture.cpp
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DXTexture.h
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FramebufferManager.cpp
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@ -43,6 +43,8 @@
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<ClCompile Include="D3DState.cpp" />
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<ClCompile Include="D3DTexture.cpp" />
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<ClCompile Include="D3DUtil.cpp" />
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<ClCompile Include="DXPipeline.cpp" />
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<ClCompile Include="DXShader.cpp" />
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<ClCompile Include="DXTexture.cpp" />
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<ClCompile Include="FramebufferManager.cpp" />
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<ClCompile Include="GeometryShaderCache.cpp" />
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@ -64,6 +66,8 @@
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<ClInclude Include="D3DState.h" />
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<ClInclude Include="D3DTexture.h" />
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<ClInclude Include="D3DUtil.h" />
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<ClInclude Include="DXPipeline.h" />
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<ClInclude Include="DXShader.h" />
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<ClInclude Include="DXTexture.h" />
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<ClInclude Include="FramebufferManager.h" />
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<ClInclude Include="GeometryShaderCache.h" />
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@ -64,6 +64,12 @@
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<ClCompile Include="DXTexture.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="DXShader.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="DXPipeline.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="D3DBase.h">
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@ -118,5 +124,11 @@
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<ClInclude Include="DXTexture.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="DXShader.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="DXPipeline.h">
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<Filter>Render</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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96
Source/Core/VideoBackends/D3D/DXPipeline.cpp
Normal file
96
Source/Core/VideoBackends/D3D/DXPipeline.cpp
Normal file
@ -0,0 +1,96 @@
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// Copyright 2017 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 <algorithm>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.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/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/Render.h"
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#include "VideoBackends/D3D/VertexManager.h"
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namespace DX11
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{
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DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state,
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ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology)
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: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
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m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
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m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
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m_primitive_topology(primitive_topology)
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{
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if (m_input_layout)
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m_input_layout->AddRef();
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if (m_vertex_shader)
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m_vertex_shader->AddRef();
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if (m_geometry_shader)
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m_geometry_shader->AddRef();
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if (m_pixel_shader)
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m_pixel_shader->AddRef();
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if (m_rasterizer_state)
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m_rasterizer_state->AddRef();
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if (m_depth_state)
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m_depth_state->AddRef();
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if (m_blend_state)
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m_blend_state->AddRef();
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}
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DXPipeline::~DXPipeline()
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{
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if (m_input_layout)
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m_input_layout->Release();
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if (m_vertex_shader)
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m_vertex_shader->Release();
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if (m_geometry_shader)
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m_geometry_shader->Release();
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if (m_pixel_shader)
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m_pixel_shader->Release();
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if (m_rasterizer_state)
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m_rasterizer_state->Release();
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if (m_depth_state)
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m_depth_state->Release();
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if (m_blend_state)
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m_blend_state->Release();
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}
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std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
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{
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StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
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ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
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ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
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ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
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StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
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if (!rasterizer_state || !depth_state || !blend_state)
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{
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SAFE_RELEASE(rasterizer_state);
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SAFE_RELEASE(depth_state);
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SAFE_RELEASE(blend_state);
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return nullptr;
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}
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const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
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const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
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const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
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_assert_(vertex_shader != nullptr && pixel_shader != nullptr);
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ID3D11InputLayout* input_layout =
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const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
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->GetInputLayout(vertex_shader->GetByteCode());
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return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
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geometry_shader ? geometry_shader->GetD3DGeometryShader() :
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nullptr,
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pixel_shader->GetD3DPixelShader(), rasterizer_state,
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depth_state, blend_state, primitive_topology);
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}
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} // namespace DX11
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43
Source/Core/VideoBackends/D3D/DXPipeline.h
Normal file
43
Source/Core/VideoBackends/D3D/DXPipeline.h
Normal file
@ -0,0 +1,43 @@
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// Copyright 2017 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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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include "VideoCommon/AbstractPipeline.h"
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namespace DX11
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{
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class DXPipeline final : public AbstractPipeline
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{
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public:
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DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
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ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology);
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~DXPipeline() override;
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ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
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ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
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ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
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ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
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ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
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ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
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ID3D11BlendState* GetBlendState() const { return m_blend_state; }
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D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
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bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
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static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
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private:
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ID3D11InputLayout* m_input_layout;
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ID3D11VertexShader* m_vertex_shader;
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ID3D11GeometryShader* m_geometry_shader;
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ID3D11PixelShader* m_pixel_shader;
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ID3D11RasterizerState* m_rasterizer_state;
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ID3D11DepthStencilState* m_depth_state;
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ID3D11BlendState* m_blend_state;
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D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
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};
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} // namespace DX11
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183
Source/Core/VideoBackends/D3D/DXShader.cpp
Normal file
183
Source/Core/VideoBackends/D3D/DXShader.cpp
Normal file
@ -0,0 +1,183 @@
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// Copyright 2017 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 "Common/Assert.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/DXShader.h"
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namespace DX11
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{
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DXShader::DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs)
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: AbstractShader(ShaderStage::Vertex), m_bytecode(bytecode), m_shader(vs)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs)
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: AbstractShader(ShaderStage::Geometry), m_bytecode(bytecode), m_shader(gs)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps)
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: AbstractShader(ShaderStage::Pixel), m_bytecode(bytecode), m_shader(ps)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs)
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: AbstractShader(ShaderStage::Compute), m_bytecode(bytecode), m_shader(cs)
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{
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}
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DXShader::~DXShader()
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{
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m_shader->Release();
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m_bytecode->Release();
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}
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D3DBlob* DXShader::GetByteCode() const
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{
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return m_bytecode;
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}
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ID3D11VertexShader* DXShader::GetD3DVertexShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
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return static_cast<ID3D11VertexShader*>(m_shader);
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}
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ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
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return static_cast<ID3D11GeometryShader*>(m_shader);
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}
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ID3D11PixelShader* DXShader::GetD3DPixelShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
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return static_cast<ID3D11PixelShader*>(m_shader);
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}
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ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
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return static_cast<ID3D11ComputeShader*>(m_shader);
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}
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bool DXShader::HasBinary() const
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{
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_assert_(m_bytecode);
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return true;
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}
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AbstractShader::BinaryData DXShader::GetBinary() const
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{
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return BinaryData(m_bytecode->Data(), m_bytecode->Data() + m_bytecode->Size());
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}
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std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
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{
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switch (stage)
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{
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case ShaderStage::Vertex:
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{
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ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
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if (vs)
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return std::make_unique<DXShader>(bytecode, vs);
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}
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break;
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case ShaderStage::Geometry:
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{
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ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
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if (gs)
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return std::make_unique<DXShader>(bytecode, gs);
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}
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break;
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case ShaderStage::Pixel:
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{
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ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
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if (ps)
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return std::make_unique<DXShader>(bytecode, ps);
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}
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break;
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|
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case ShaderStage::Compute:
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{
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ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
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if (cs)
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return std::make_unique<DXShader>(bytecode, cs);
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}
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break;
|
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|
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default:
|
||||
break;
|
||||
}
|
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|
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return nullptr;
|
||||
}
|
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|
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
|
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size_t length)
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{
|
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D3DBlob* bytecode;
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switch (stage)
|
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{
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case ShaderStage::Vertex:
|
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{
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if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
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return nullptr;
|
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}
|
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break;
|
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|
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case ShaderStage::Geometry:
|
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{
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if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
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return nullptr;
|
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}
|
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break;
|
||||
|
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case ShaderStage::Pixel:
|
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{
|
||||
if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
|
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return nullptr;
|
||||
}
|
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break;
|
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|
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case ShaderStage::Compute:
|
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{
|
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if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
|
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return nullptr;
|
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}
|
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|
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default:
|
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return nullptr;
|
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}
|
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|
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std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
|
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if (!shader)
|
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{
|
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bytecode->Release();
|
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return nullptr;
|
||||
}
|
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|
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return shader;
|
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}
|
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|
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std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
|
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size_t length)
|
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{
|
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D3DBlob* bytecode = new D3DBlob(static_cast<unsigned int>(length), static_cast<const u8*>(data));
|
||||
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
|
||||
if (!shader)
|
||||
{
|
||||
bytecode->Release();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
} // namespace DX11
|
48
Source/Core/VideoBackends/D3D/DXShader.h
Normal file
48
Source/Core/VideoBackends/D3D/DXShader.h
Normal file
@ -0,0 +1,48 @@
|
||||
// Copyright 2017 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstddef>
|
||||
#include <d3d11.h>
|
||||
#include <memory>
|
||||
#include "Common/CommonTypes.h"
|
||||
|
||||
#include "VideoBackends/D3D/D3DBlob.h"
|
||||
#include "VideoCommon/AbstractShader.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class DXShader final : public AbstractShader
|
||||
{
|
||||
public:
|
||||
// Note: vs/gs/ps/cs references are transferred.
|
||||
DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs);
|
||||
DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs);
|
||||
DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps);
|
||||
DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs);
|
||||
~DXShader() override;
|
||||
|
||||
D3DBlob* GetByteCode() const;
|
||||
ID3D11VertexShader* GetD3DVertexShader() const;
|
||||
ID3D11GeometryShader* GetD3DGeometryShader() const;
|
||||
ID3D11PixelShader* GetD3DPixelShader() const;
|
||||
ID3D11ComputeShader* GetD3DComputeShader() const;
|
||||
|
||||
bool HasBinary() const override;
|
||||
BinaryData GetBinary() const override;
|
||||
|
||||
// Creates a new shader object. The reference to bytecode is not transfered upon failure.
|
||||
static std::unique_ptr<DXShader> CreateFromBlob(ShaderStage stage, D3DBlob* bytecode);
|
||||
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length);
|
||||
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
private:
|
||||
ID3D11DeviceChild* m_shader;
|
||||
D3DBlob* m_bytecode;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
@ -119,20 +119,20 @@ D3DVertexFormat::~D3DVertexFormat()
|
||||
SAFE_RELEASE(m_layout);
|
||||
}
|
||||
|
||||
void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
|
||||
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(D3DBlob* vs_bytecode)
|
||||
{
|
||||
if (!m_layout)
|
||||
{
|
||||
// CreateInputLayout requires a shader input, but it only looks at the
|
||||
// signature of the shader, so we don't need to recompute it if the shader
|
||||
// changes.
|
||||
HRESULT hr = DX11::D3D::device->CreateInputLayout(
|
||||
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
|
||||
}
|
||||
DX11::D3D::stateman->SetInputLayout(m_layout);
|
||||
if (m_layout)
|
||||
return m_layout;
|
||||
|
||||
// CreateInputLayout requires a shader input, but it only looks at the
|
||||
// signature of the shader, so we don't need to recompute it if the shader
|
||||
// changes.
|
||||
HRESULT hr = DX11::D3D::device->CreateInputLayout(
|
||||
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
|
||||
return m_layout;
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include <strsafe.h>
|
||||
#include <tuple>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MathUtil.h"
|
||||
@ -23,6 +24,8 @@
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/D3DUtil.h"
|
||||
#include "VideoBackends/D3D/DXPipeline.h"
|
||||
#include "VideoBackends/D3D/DXShader.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3D/FramebufferManager.h"
|
||||
#include "VideoBackends/D3D/GeometryShaderCache.h"
|
||||
@ -41,6 +44,12 @@
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
// Reserve 512KB for vertices, and 64KB for uniforms.
|
||||
// This should be sufficient for our usages, and if more is required,
|
||||
// we split it into multiple draws.
|
||||
constexpr u32 UTILITY_VBO_SIZE = 512 * 1024;
|
||||
constexpr u32 UTILITY_UBO_SIZE = 64 * 1024;
|
||||
|
||||
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
|
||||
typedef struct _Nv_Stereo_Image_Header
|
||||
{
|
||||
@ -165,6 +174,16 @@ void Renderer::SetupDeviceObjects()
|
||||
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
|
||||
|
||||
m_screenshot_texture = nullptr;
|
||||
|
||||
CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
|
||||
D3D11_CPU_ACCESS_WRITE);
|
||||
hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
|
||||
CHECK(SUCCEEDED(hr), "Create utility VBO");
|
||||
|
||||
CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
|
||||
D3D11_CPU_ACCESS_WRITE);
|
||||
hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
|
||||
CHECK(SUCCEEDED(hr), "Create utility UBO");
|
||||
}
|
||||
|
||||
// Kill off all device objects
|
||||
@ -184,6 +203,8 @@ void Renderer::TeardownDeviceObjects()
|
||||
SAFE_RELEASE(m_reset_rast_state);
|
||||
SAFE_RELEASE(m_screenshot_texture);
|
||||
SAFE_RELEASE(m_3d_vision_texture);
|
||||
SAFE_RELEASE(m_utility_vertex_buffer);
|
||||
SAFE_RELEASE(m_utility_uniform_buffer);
|
||||
}
|
||||
|
||||
void Renderer::Create3DVisionTexture(int width, int height)
|
||||
@ -229,6 +250,109 @@ void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
|
||||
D3D::DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color, text);
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
|
||||
const char* source, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromSource(stage, source, length);
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
|
||||
const void* data, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromBinary(stage, data, length);
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
|
||||
{
|
||||
return DXPipeline::Create(config);
|
||||
}
|
||||
|
||||
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
|
||||
{
|
||||
_dbg_assert_(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
|
||||
D3D11_MAPPED_SUBRESOURCE mapped;
|
||||
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
CHECK(SUCCEEDED(hr), "Map utility UBO");
|
||||
std::memcpy(mapped.pData, uniforms, uniforms_size);
|
||||
D3D::context->Unmap(m_utility_uniform_buffer, 0);
|
||||
}
|
||||
|
||||
void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped;
|
||||
HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
CHECK(SUCCEEDED(hr), "Map utility VBO");
|
||||
std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
|
||||
D3D::context->Unmap(m_utility_vertex_buffer, 0);
|
||||
}
|
||||
|
||||
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
|
||||
{
|
||||
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
|
||||
|
||||
D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
|
||||
D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
|
||||
D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
|
||||
D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
|
||||
D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
|
||||
D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
|
||||
D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
|
||||
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
|
||||
}
|
||||
|
||||
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
|
||||
u32 vertex_stride, u32 num_vertices)
|
||||
{
|
||||
// Textures are fine, they're set directly via SetTexture.
|
||||
// Since samplers are set via gx_state, we need to fix this up here.
|
||||
for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
|
||||
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
|
||||
|
||||
// Copy in uniforms.
|
||||
if (uniforms_size > 0)
|
||||
{
|
||||
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
|
||||
D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
|
||||
D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
|
||||
D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
|
||||
}
|
||||
|
||||
// If the vertices are larger than our buffer, we need to break it up into multiple draws.
|
||||
const char* vertices_ptr = static_cast<const char*>(vertices);
|
||||
while (num_vertices > 0)
|
||||
{
|
||||
u32 vertices_this_draw = num_vertices;
|
||||
if (vertices_ptr)
|
||||
{
|
||||
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
|
||||
_dbg_assert_(VIDEO, vertices_this_draw > 0);
|
||||
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
|
||||
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
|
||||
}
|
||||
|
||||
// Apply pending state and draw.
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->Draw(vertices_this_draw, 0);
|
||||
vertices_ptr += vertex_stride * vertices_this_draw;
|
||||
num_vertices -= vertices_this_draw;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
|
||||
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
|
||||
{
|
||||
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
|
||||
|
||||
if (uniforms_size > 0)
|
||||
{
|
||||
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
|
||||
D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
|
||||
}
|
||||
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->Dispatch(groups_x, groups_y, groups_z);
|
||||
}
|
||||
|
||||
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
||||
{
|
||||
TargetRectangle result;
|
||||
|
@ -5,6 +5,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <d3d11.h>
|
||||
#include <string>
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
@ -25,7 +26,13 @@ public:
|
||||
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
|
||||
std::unique_ptr<AbstractStagingTexture>
|
||||
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
|
||||
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
|
||||
size_t length) override;
|
||||
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length) override;
|
||||
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
|
||||
|
||||
void SetPipeline(const AbstractPipeline* pipeline) override;
|
||||
void SetBlendingState(const BlendingState& state) override;
|
||||
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
|
||||
void SetRasterizationState(const RasterizationState& state) override;
|
||||
@ -63,6 +70,11 @@ public:
|
||||
|
||||
void ReinterpretPixelData(unsigned int convtype) override;
|
||||
|
||||
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
|
||||
u32 vertex_stride, u32 num_vertices) override;
|
||||
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
|
||||
u32 groups_x, u32 groups_y, u32 groups_z) override;
|
||||
|
||||
private:
|
||||
struct GXPipelineState
|
||||
{
|
||||
@ -82,6 +94,9 @@ private:
|
||||
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
|
||||
u32 src_width, u32 src_height, float Gamma);
|
||||
|
||||
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
|
||||
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
|
||||
|
||||
StateCache m_state_cache;
|
||||
GXPipelineState m_gx_state;
|
||||
|
||||
@ -94,6 +109,9 @@ private:
|
||||
ID3D11Texture2D* m_screenshot_texture = nullptr;
|
||||
D3DTexture2D* m_3d_vision_texture = nullptr;
|
||||
|
||||
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
|
||||
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
|
||||
|
||||
u32 m_last_multisamples = 1;
|
||||
bool m_last_stereo_mode = false;
|
||||
bool m_last_fullscreen_state = false;
|
||||
|
@ -23,7 +23,7 @@ class D3DVertexFormat : public NativeVertexFormat
|
||||
public:
|
||||
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
|
||||
~D3DVertexFormat();
|
||||
void SetInputLayout(D3DBlob* vs_bytecode);
|
||||
ID3D11InputLayout* GetInputLayout(D3DBlob* vs_bytecode);
|
||||
|
||||
private:
|
||||
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
|
||||
|
@ -260,7 +260,7 @@ bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
|
||||
if (!last_entry->shader)
|
||||
return false;
|
||||
|
||||
vertex_format->SetInputLayout(last_entry->bytecode);
|
||||
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
|
||||
D3D::stateman->SetVertexShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
@ -279,7 +279,7 @@ bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
|
||||
if (!last_entry->shader)
|
||||
return false;
|
||||
|
||||
vertex_format->SetInputLayout(last_entry->bytecode);
|
||||
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
|
||||
D3D::stateman->SetVertexShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
@ -324,7 +324,7 @@ bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
|
||||
if (!last_uber_entry->shader)
|
||||
return false;
|
||||
|
||||
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
|
||||
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
|
||||
D3D::stateman->SetVertexShader(last_uber_entry->shader);
|
||||
return true;
|
||||
}
|
||||
@ -340,7 +340,7 @@ bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
|
||||
if (!last_uber_entry->shader)
|
||||
return false;
|
||||
|
||||
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
|
||||
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
|
||||
D3D::stateman->SetVertexShader(last_uber_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
Reference in New Issue
Block a user