dolphin/Source/Core/VideoBackends/D3D/Render.cpp
Stenzek de632fc9c8 Renderer: Handle resize events on-demand instead of polling
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00

852 lines
31 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/Render.h"
#include <array>
#include <cinttypes>
#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <strsafe.h>
#include <tuple>
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Core/Core.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace DX11
{
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
Renderer::Renderer(int backbuffer_width, int backbuffer_height)
: ::Renderer(backbuffer_width, backbuffer_height)
{
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
m_last_fullscreen_state = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
for (auto& sampler : m_gx_state.samplers)
sampler.hex = RenderState::GetPointSamplerState().hex;
m_gx_state.zmode.testenable = false;
m_gx_state.zmode.updateenable = false;
m_gx_state.zmode.func = ZMode::NEVER;
m_gx_state.raster.cullmode = GenMode::CULL_NONE;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
}
Renderer::~Renderer()
{
TeardownDeviceObjects();
}
void Renderer::SetupDeviceObjects()
{
HRESULT hr;
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[0]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[1]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[2]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName(m_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
m_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
m_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &m_reset_blend_state);
CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_blend_state, "blend state for Renderer::ResetAPIState");
m_clear_blend_states[0] = m_reset_blend_state;
m_reset_blend_state->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[1]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[2]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[3]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_reset_depth_state);
CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &m_reset_rast_state);
CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
m_screenshot_texture = nullptr;
}
// Kill off all device objects
void Renderer::TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
SAFE_RELEASE(m_clear_blend_states[0]);
SAFE_RELEASE(m_clear_blend_states[1]);
SAFE_RELEASE(m_clear_blend_states[2]);
SAFE_RELEASE(m_clear_blend_states[3]);
SAFE_RELEASE(m_clear_depth_states[0]);
SAFE_RELEASE(m_clear_depth_states[1]);
SAFE_RELEASE(m_clear_depth_states[2]);
SAFE_RELEASE(m_reset_blend_state);
SAFE_RELEASE(m_reset_depth_state);
SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
}
void Renderer::Create3DVisionTexture(int width, int height)
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
NVSTEREOIMAGEHEADER header;
header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header.dwWidth = static_cast<u32>(width * 2);
header.dwHeight = static_cast<u32>(height + 1);
header.dwBPP = 32;
header.dwFlags = 0;
const u32 pitch = static_cast<u32>(4 * width * 2);
const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
u8* image_header_location = &memory[height * pitch];
std::memcpy(image_header_location, &header, sizeof(header));
D3D11_SUBRESOURCE_DATA sys_data;
sys_data.SysMemPitch = pitch;
sys_data.pSysMem = memory.get();
m_3d_vision_texture =
D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
return std::make_unique<DXTexture>(config);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
D3D::DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
color & 0xFF000000, text);
D3D::DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color, text);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
const RECT rect = {rc.left, rc.top, rc.right, rc.bottom};
D3D::context->RSSetScissorRects(1, &rect);
}
// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
// average color instead
D3D11_RECT RectToLock;
if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
{
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
RectToLock.right = RectToLock.left + 1;
RectToLock.bottom = RectToLock.top + 1;
}
else
{
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
RectToLock.bottom = targetPixelRc.bottom;
}
// Reset any game specific settings.
ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::SetPointCopySampler();
// Select copy and read textures depending on if we are doing a color or depth read (since they
// are different formats).
D3DTexture2D* source_tex;
D3DTexture2D* read_tex;
ID3D11Texture2D* staging_tex;
if (type == EFBAccessType::PeekColor)
{
source_tex = FramebufferManager::GetEFBColorTexture();
read_tex = FramebufferManager::GetEFBColorReadTexture();
staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
}
else
{
source_tex = FramebufferManager::GetEFBDepthTexture();
read_tex = FramebufferManager::GetEFBDepthReadTexture();
staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
}
// Select pixel shader (we don't want to average depth samples, instead select the minimum).
ID3D11PixelShader* copy_pixel_shader;
if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
else
copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
// Draw a quad to grab the texel we want to read.
D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(), copy_pixel_shader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Restore expected game state.
FramebufferManager::BindEFBRenderTarget();
RestoreAPIState();
// 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);
D3D11_MAPPED_SUBRESOURCE map;
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);
FramebufferManager::BindEFBRenderTarget(false);
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
}
D3D::DrawEFBPokeQuads(type, points, num_points);
if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
}
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_target_width - 1));
vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
vp.MinDepth = near_depth;
vp.MaxDepth = far_depth;
D3D::context->RSSetViewports(1, &vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z)
{
ResetAPIState();
if (colorEnable && alphaEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[0]);
else if (colorEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[1]);
else if (alphaEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[2]);
else
D3D::stateman->PushBlendState(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->PushDepthState(m_clear_depth_states[1]);
else /*if (!zEnable)*/
D3D::stateman->PushDepthState(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);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
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());
RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
FramebufferManager::BindEFBRenderTarget();
}
void Renderer::SetBlendingState(const BlendingState& state)
{
m_gx_state.blend.hex = state.hex;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
{
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer
CheckForSurfaceChange();
CheckForSurfaceResize();
UpdateDrawRectangle();
TargetRectangle targetRc = GetTargetRectangle();
static constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
auto* xfb_texture = static_cast<DXTexture*>(texture);
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
// Reset viewport for drawing text
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
static_cast<float>(m_backbuffer_height));
D3D::context->RSSetViewports(1, &vp);
Renderer::DrawDebugText();
OSD::DrawMessages();
g_texture_cache->Cleanup(frameCount);
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
VertexShaderCache::RetreiveAsyncShaders();
// Flip/present backbuffer to frontbuffer here
if (D3D::swapchain)
D3D::Present();
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || m_last_multisamples != g_ActiveConfig.iMultisamples ||
m_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
{
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
PixelShaderCache::InvalidateMSAAShaders();
UpdateDrawRectangle();
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
}
if (CheckForHostConfigChanges())
{
VertexShaderCache::Reload();
GeometryShaderCache::Reload();
PixelShaderCache::Reload();
}
// begin next frame
RestoreAPIState();
FramebufferManager::BindEFBRenderTarget();
}
void Renderer::CheckForSurfaceChange()
{
if (!m_surface_changed.TestAndClear())
return;
m_surface_handle = m_new_surface_handle;
m_new_surface_handle = nullptr;
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
D3D::Reset(reinterpret_cast<HWND>(m_new_surface_handle));
UpdateBackbufferSize();
}
void Renderer::CheckForSurfaceResize()
{
const bool fullscreen_state = D3D::GetFullscreenState();
const bool exclusive_fullscreen_changed = fullscreen_state != m_last_fullscreen_state;
if (!m_surface_resized.TestAndClear() && !exclusive_fullscreen_changed)
return;
m_backbuffer_width = m_new_backbuffer_width;
m_backbuffer_height = m_new_backbuffer_height;
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
m_last_fullscreen_state = fullscreen_state;
if (D3D::swapchain)
D3D::ResizeSwapChain();
UpdateBackbufferSize();
}
void Renderer::UpdateBackbufferSize()
{
if (D3D::swapchain)
{
DXGI_SWAP_CHAIN_DESC1 desc = {};
D3D::swapchain->GetDesc1(&desc);
m_backbuffer_width = std::max(desc.Width, 1u);
m_backbuffer_height = std::max(desc.Height, 1u);
}
else
{
m_backbuffer_width = 1;
m_backbuffer_height = 1;
}
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
D3D::stateman->PushBlendState(m_reset_blend_state);
D3D::stateman->PushDepthState(m_reset_depth_state);
D3D::stateman->PushRasterizerState(m_reset_rast_state);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
void Renderer::ApplyState()
{
D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
}
void Renderer::RestoreState()
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
m_gx_state.raster.hex = state.hex;
}
void Renderer::SetDepthState(const DepthState& state)
{
m_gx_state.zmode.hex = state.hex;
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
D3D::stateman->SetTexture(
index,
texture ? static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV() : nullptr);
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
m_gx_state.samplers[index].hex = state.hex;
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
D3D::stateman->UnsetTexture(
static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV());
}
void Renderer::SetInterlacingMode()
{
// TODO
}
u16 Renderer::BBoxRead(int index)
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox::Get(index);
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / m_target_width;
}
else
{
// up/down
value = value * EFB_HEIGHT / m_target_height;
}
if (index & 1)
value++; // fix max values to describe the outer border
return value;
}
void Renderer::BBoxWrite(int index, u16 _value)
{
int value = _value; // u16 isn't enough to multiply by the efb width
if (index & 1)
value--;
if (index < 2)
{
value = value * m_target_width / EFB_WIDTH;
}
else
{
value = value * m_target_height / EFB_HEIGHT;
}
BBox::Set(index, value);
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma)
{
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top,
(float)leftRc.GetWidth(), (float)leftRc.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top,
(float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
if (!m_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top,
(float)dst.GetWidth(), (float)dst.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, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 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.
D3D11_BOX box = CD3D11_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
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D::context->RSSetViewports(1, &vp);
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(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
}
}
void Renderer::SetFullscreen(bool enable_fullscreen)
{
D3D::SetFullscreenState(enable_fullscreen);
}
bool Renderer::IsFullscreen() const
{
return D3D::GetFullscreenState();
}
} // namespace DX11