dolphin/Source/Core/VideoBackends/D3D/D3DGfx.cpp

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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D/D3DGfx.h"
#include <algorithm>
#include <array>
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#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <strsafe.h>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
#include "Core/Core.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBoundingBox.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DSwapChain.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace DX11
{
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Gfx::Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: m_backbuffer_scale(backbuffer_scale), m_swap_chain(std::move(swap_chain))
{
}
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Gfx::~Gfx() = default;
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bool Gfx::IsHeadless() const
{
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return !m_swap_chain;
}
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std::unique_ptr<AbstractTexture> Gfx::CreateTexture(const TextureConfig& config,
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std::string_view name)
{
return DXTexture::Create(config, name);
}
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std::unique_ptr<AbstractStagingTexture> Gfx::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
{
return DXStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer>
Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments)
{
return DXFramebuffer::Create(static_cast<DXTexture*>(color_attachment),
static_cast<DXTexture*>(depth_attachment),
std::move(additional_color_attachments));
}
std::unique_ptr<AbstractShader>
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Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source);
if (!bytecode)
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return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(*bytecode), name);
}
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std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, std::string_view name)
{
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
}
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std::unique_ptr<AbstractPipeline> Gfx::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
size_t cache_data_length)
{
return DXPipeline::Create(config);
}
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void Gfx::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
if (m_current_pipeline == dx_pipeline)
return;
if (dx_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());
D3D::stateman->SetIntegerRTV(dx_pipeline->UseLogicOp());
}
else
{
// These will be destroyed at pipeline destruction.
D3D::stateman->SetInputLayout(nullptr);
D3D::stateman->SetVertexShader(nullptr);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->SetPixelShader(nullptr);
}
}
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void Gfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
// TODO: Move to stateman
const CD3D11_RECT rect(rc.left, rc.top, std::max(rc.right, rc.left + 1),
std::max(rc.bottom, rc.top + 1));
D3D::context->RSSetScissorRects(1, &rect);
}
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void Gfx::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
{
// TODO: Move to stateman
const CD3D11_VIEWPORT vp(x, y, width, height, near_depth, far_depth);
D3D::context->RSSetViewports(1, &vp);
}
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void Gfx::Draw(u32 base_vertex, u32 num_vertices)
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{
D3D::stateman->Apply();
D3D::context->Draw(num_vertices, base_vertex);
}
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void Gfx::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
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void Gfx::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
D3D::stateman->SyncComputeBindings();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
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void Gfx::BindBackbuffer(const ClearColor& clear_color)
{
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CheckForSwapChainChanges();
SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
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}
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void Gfx::PresentBackbuffer()
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{
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m_swap_chain->Present();
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}
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void Gfx::OnConfigChanged(u32 bits)
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{
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AbstractGfx::OnConfigChanged(bits);
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// Quad-buffer changes require swap chain recreation.
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
m_swap_chain->SetStereo(SwapChain::WantsStereo());
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
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if (bits & CONFIG_CHANGE_BIT_HDR && m_swap_chain)
m_swap_chain->SetHDR(SwapChain::WantsHDR());
}
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void Gfx::CheckForSwapChainChanges()
{
const bool surface_changed = g_presenter->SurfaceChangedTestAndClear();
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const bool surface_resized =
g_presenter->SurfaceResizedTestAndClear() || m_swap_chain->CheckForFullscreenChange();
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if (!surface_changed && !surface_resized)
return;
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if (surface_changed)
{
m_swap_chain->ChangeSurface(g_presenter->GetNewSurfaceHandle());
}
else
{
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m_swap_chain->ResizeSwapChain();
}
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g_presenter->SetBackbuffer(m_swap_chain->GetWidth(), m_swap_chain->GetHeight());
}
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void Gfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
// We can't leave the framebuffer bound as a texture and a render target.
DXFramebuffer* fb = static_cast<DXFramebuffer*>(framebuffer);
fb->Unbind();
D3D::stateman->SetFramebuffer(fb);
m_current_framebuffer = fb;
}
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void Gfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
SetFramebuffer(framebuffer);
}
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void Gfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value,
float depth_value)
{
SetFramebuffer(framebuffer);
D3D::stateman->Apply();
DXFramebuffer* fb = static_cast<DXFramebuffer*>(framebuffer);
fb->Clear(color_value, depth_value);
}
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void Gfx::SetTexture(u32 index, const AbstractTexture* texture)
{
D3D::stateman->SetTexture(index, texture ? static_cast<const DXTexture*>(texture)->GetD3DSRV() :
nullptr);
}
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void Gfx::SetSamplerState(u32 index, const SamplerState& state)
{
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D3D::stateman->SetSampler(index, m_state_cache.Get(state));
}
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void Gfx::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
D3D::stateman->SetComputeUAV(texture ? static_cast<DXTexture*>(texture)->GetD3DUAV() : nullptr);
}
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void Gfx::UnbindTexture(const AbstractTexture* texture)
{
if (D3D::stateman->UnsetTexture(static_cast<const DXTexture*>(texture)->GetD3DSRV()) != 0)
D3D::stateman->ApplyTextures();
}
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void Gfx::Flush()
{
D3D::context->Flush();
}
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void Gfx::WaitForGPUIdle()
{
// There is no glFinish() equivalent in D3D.
D3D::context->Flush();
}
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void Gfx::SetFullscreen(bool enable_fullscreen)
{
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if (m_swap_chain)
m_swap_chain->SetFullscreen(enable_fullscreen);
}
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bool Gfx::IsFullscreen() const
{
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return m_swap_chain && m_swap_chain->GetFullscreen();
}
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SurfaceInfo Gfx::GetSurfaceInfo() const
{
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return {m_swap_chain ? static_cast<u32>(m_swap_chain->GetWidth()) : 0,
m_swap_chain ? static_cast<u32>(m_swap_chain->GetHeight()) : 0, m_backbuffer_scale,
m_swap_chain ? m_swap_chain->GetFormat() : AbstractTextureFormat::Undefined};
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}
} // namespace DX11