dolphin/Source/Core/VideoBackends/D3D/VertexManager.cpp
degasus 6b01839525 VideoCommon: merge triangle+list+point index buffers
We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.

This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
2014-01-17 16:34:53 +01:00

265 lines
9.0 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "D3DBase.h"
#include "PixelShaderCache.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
#include "BPMemory.h"
#include "Debugger.h"
#include "IndexGenerator.h"
#include "MainBase.h"
#include "PixelShaderManager.h"
#include "RenderBase.h"
#include "Render.h"
#include "Statistics.h"
#include "TextureCacheBase.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX11
{
// TODO: Find sensible values for these two
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
const UINT MAX_VBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertex_draw_offset = 0;
m_index_draw_offset = 0;
m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{
m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
}
m_current_vertex_buffer = 0;
m_current_index_buffer = 0;
m_index_buffer_cursor = IBUFFER_SIZE;
m_vertex_buffer_cursor = VBUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
}
}
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::PrepareDrawBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
m_vertex_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, vSize);
D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetIndexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
// Wrap around
m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
m_index_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
memcpy((u16*)map.pData + m_index_buffer_cursor, GetIndexBuffer(), sizeof(u16) * IndexGenerator::GetIndexLen());
D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_index_draw_offset = m_index_buffer_cursor;
m_index_buffer_cursor += iCount;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16));
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (current_primitive_type == PRIMITIVE_TRIANGLES)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
else if (current_primitive_type == PRIMITIVE_LINES)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
else //if (current_primitive_type == PRIMITIVE_POINTS)
{
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
}
void VertexManager::vFlush()
{
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
g_renderer->SetSamplerState(i & 3, i >> 2);
const FourTexUnits &tex = bpmem.tex[i >> 2];
const TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
((tex.texMode0[i&3].min_filter & 3) != 0),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
(tex.texImage1[i&3].image_type != 0));
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;
}
PrepareDrawBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
Draw(stride);
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
g_renderer->RestoreState();
}
} // namespace