somo improvements in vertex manager in dx11, may spedd up things a little.

i made this changes trying to found the origin of the sps in zww and sms but no look so far.
the code is looking nice so commit it

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5845 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2010-07-06 22:10:15 +00:00
parent 0f5998d358
commit 464bac82ff
2 changed files with 39 additions and 48 deletions

View file

@ -55,10 +55,10 @@ DXGI_FORMAT VarToD3D(VarType t, int size)
{
DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN;
static const DXGI_FORMAT lookup1[5] = {
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT
DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R32_FLOAT
};
static const DXGI_FORMAT lookup2[5] = {
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT
DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT
};
static const DXGI_FORMAT lookup3[5] = {
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT

View file

@ -52,11 +52,11 @@ namespace VertexManager
{
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0xFFFF
#define MAXIBUFFERSIZE 0x10000
// TODO: find sensible values for these two
#define NUM_VERTEXBUFFERS 6
#define NUM_INDEXBUFFERS 4
#define NUM_VERTEXBUFFERS 8
#define NUM_INDEXBUFFERS 10
int lastPrimitive;
@ -68,24 +68,20 @@ bool Flushed=false;
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {NULL};
ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {NULL};
ID3D11Buffer* lineindexbuffer = NULL;
ID3D11Buffer* pointindexbuffer = NULL;
inline ID3D11Buffer* GetSuitableIndexBuffer(const unsigned int minsize)
inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
{
for (unsigned int k = 0;k < NUM_INDEXBUFFERS-1;k++)
if (minsize > 2*(unsigned int)MAXIBUFFERSIZE>>(k+1))
for (u32 k = 0;k < NUM_INDEXBUFFERS-1;k++)
if (minsize > 2 * (((u32)MAXIBUFFERSIZE)>>(k+1)))
return indexbuffers[k];
return indexbuffers[NUM_INDEXBUFFERS-1];
}
inline ID3D11Buffer* GetSuitableVertexBuffer(const unsigned int minsize)
inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
{
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS-1;++k)
if (minsize > (unsigned int)MAXVBUFFERSIZE>>(k+1))
for (u32 k = 0;k < NUM_VERTEXBUFFERS-1;++k)
if (minsize > (((u32)MAXVBUFFERSIZE)>>(k+1)))
return vertexbuffers[k];
return vertexbuffers[NUM_VERTEXBUFFERS-1];
}
@ -93,23 +89,15 @@ void CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc;
HRESULT hr;
for (unsigned int k = 0;k < NUM_INDEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(2*MAXIBUFFERSIZE >> k, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
for (u32 k = 0;k < NUM_INDEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(2*(MAXIBUFFERSIZE>>k), D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &indexbuffers[k]);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
}
bufdesc = CD3D11_BUFFER_DESC(2*MAXIBUFFERSIZE, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &lineindexbuffer);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)lineindexbuffer, "line index buffer of VertexManager");
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &pointindexbuffer);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)pointindexbuffer, "point index buffer of VertexManager");
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS;++k)
for (u32 k = 0;k < NUM_VERTEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(MAXVBUFFERSIZE >> k, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &vertexbuffers[k]);
@ -120,12 +108,10 @@ void CreateDeviceObjects()
void DestroyDeviceObjects()
{
SAFE_RELEASE(lineindexbuffer);
SAFE_RELEASE(pointindexbuffer);
for (unsigned int k = 0;k < NUM_INDEXBUFFERS;++k)
for (u32 k = 0;k < NUM_INDEXBUFFERS;++k)
SAFE_RELEASE(indexbuffers[k]);
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS;++k)
for (u32 k = 0;k < NUM_VERTEXBUFFERS;++k)
SAFE_RELEASE(vertexbuffers[k]);
}
@ -231,15 +217,15 @@ void AddVertices(int _primitive, int _numVertices)
AddIndices(_primitive, _numVertices);
}
inline void Draw(unsigned int stride, bool alphapass)
inline void Draw(u32 stride, bool alphapass)
{
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer(IndexGenerator::GetNumVerts() * stride);
ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
if (!alphapass)
{
context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LocalVBuffer, IndexGenerator::GetNumVerts() * stride);
memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
context->Unmap(vertexbuffer, 0);
}
@ -250,11 +236,12 @@ inline void Draw(unsigned int stride, bool alphapass)
else gfxstate->AlphaPass();
if (IndexGenerator::GetNumTriangles() > 0)
{
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*3*IndexGenerator::GetNumTriangles());
u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, TIBuffer, 2*3*IndexGenerator::GetNumTriangles());
memcpy(map.pData, TIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
@ -262,39 +249,43 @@ inline void Draw(unsigned int stride, bool alphapass)
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(3*IndexGenerator::GetNumTriangles(), 0, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
u32 indexbuffersize = IndexGenerator::GetLineindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(lineindexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*2*IndexGenerator::GetNumLines());
D3D::context->Unmap(lineindexbuffer, 0);
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(lineindexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(2*IndexGenerator::GetNumLines(), 0, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
u32 indexbuffersize = IndexGenerator::GetPointindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(pointindexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*IndexGenerator::GetNumPoints());
D3D::context->Unmap(pointindexbuffer, 0);
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(pointindexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(IndexGenerator::GetNumPoints(), 0, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}