From 7b58e0b4e72c18624494730996c29848bafe54ea Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Fri, 18 Jun 2010 23:45:16 +0000 Subject: [PATCH] DX11: Add the two files which I meant to include in r5740 already. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5741 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h | 4 +- .../Plugins/Plugin_VideoDX11/Src/GfxState.cpp | 346 ++++++++++++++++++ .../Plugins/Plugin_VideoDX11/Src/GfxState.h | 130 +++++++ 3 files changed, 478 insertions(+), 2 deletions(-) create mode 100644 Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp create mode 100644 Source/Plugins/Plugin_VideoDX11/Src/GfxState.h diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h index 559180ab7a..ecb3ef73fb 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h +++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h @@ -23,8 +23,8 @@ #include "GfxState.h" #define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; } -#define SAFE_DELETE(x) { if (x) delete (x); (x) = NULL; } -#define SAFE_DELETE_ARRAY(x) { if (x) delete[] (x); (x) = NULL; } +#define SAFE_DELETE(x) { delete (x); (x) = NULL; } +#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; } #define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } class D3DTexture2D; diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp new file mode 100644 index 0000000000..68860832c3 --- /dev/null +++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp @@ -0,0 +1,346 @@ +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#include "VideoConfig.h" +#include "GfxState.h" + +namespace D3D +{ + +EmuGfxState* gfxstate; +StateManager* stateman; + +EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL) +{ + for (unsigned int k = 0;k < 8;k++) + { + float border[4] = {0.f, 0.f, 0.f, 0.f}; + shader_resources[k] = NULL; + samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); + } + + 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; + + depthdesc.DepthEnable = TRUE; + depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + depthdesc.DepthFunc = D3D11_COMPARISON_LESS; + depthdesc.StencilEnable = FALSE; + depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + + // this probably must be changed once multisampling support gets added + rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false); + + pscbuf = NULL; + vscbuf = NULL; + vshaderchanged = false; + inp_layout = NULL; + num_inp_elems = 0; + + pscbufchanged = false; + vscbufchanged = false; +} + +EmuGfxState::~EmuGfxState() +{ + for (unsigned int k = 0;k < 8;k++) + SAFE_RELEASE(shader_resources[k]) + + SAFE_RELEASE(vsbytecode); + SAFE_RELEASE(psbytecode); + SAFE_RELEASE(vertexshader); + SAFE_RELEASE(pixelshader); + + SAFE_RELEASE(pscbuf); + SAFE_RELEASE(vscbuf); + + SAFE_RELEASE(inp_layout); +} + +// TODO: No need to store the whole bytecode, signature might be enough (?) +void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode) +{ + // TODO: vshaderchanged actually just needs to be true if the signature changed + if (bcode && vsbytecode != bcode) vshaderchanged = true; + SAFE_RELEASE(vsbytecode); + SAFE_RELEASE(vertexshader); + + if (shader && bcode) + { + vertexshader = shader; + shader->AddRef(); + vsbytecode = bcode; + bcode->AddRef(); + } + else if (shader || bcode) + { + PanicAlert("Invalid parameters!\n"); + } +} + +void EmuGfxState::SetPShader(ID3D11PixelShader* shader) +{ + if (pixelshader) pixelshader->Release(); + pixelshader = shader; + if (shader) shader->AddRef(); +} + +void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num) +{ + num_inp_elems = num; + memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC)); +} + +void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv) +{ + if (shader_resources[stage]) shader_resources[stage]->Release(); + shader_resources[stage] = srv; + if (srv) srv->AddRef(); +} + +void EmuGfxState::ApplyState() +{ + HRESULT hr; + + // input layout (only needs to be updated if the vertex shader signature changed) + if (vshaderchanged) + { + if (inp_layout) inp_layout->Release(); + hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout); + if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState"); + vshaderchanged = false; + } + D3D::context->IASetInputLayout(inp_layout); + + // vertex shader + // TODO: divide the global variables of the generated shaders into about 5 constant buffers + // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time + if (!vscbuf) + { + unsigned int size = ((sizeof(float)*952)&(~0xffff))+0x10000; // must be a multiple of 16 + D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf); + CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size); + SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState"); + } + if (vscbufchanged) + { + D3D11_MAPPED_SUBRESOURCE map; + context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + memcpy(map.pData, vsconstants, sizeof(vsconstants)); + context->Unmap(vscbuf, 0); + } + D3D::context->VSSetConstantBuffers(0, 1, &vscbuf); + + // pixel shader + if (!pscbuf) + { + unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // must be a multiple of 16 + D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + device->CreateBuffer(&cbdesc, NULL, &pscbuf); + CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size); + SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState"); + } + if (pscbufchanged) + { + D3D11_MAPPED_SUBRESOURCE map; + context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + memcpy(map.pData, psconstants, sizeof(psconstants)); + context->Unmap(pscbuf, 0); + pscbufchanged = false; + } + D3D::context->PSSetConstantBuffers(0, 1, &pscbuf); + + ID3D11SamplerState* samplerstate[8]; + for (unsigned int stage = 0; stage < 8; stage++) + { + if (shader_resources[stage]) + { + hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]); + if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); + else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState"); + } + else samplerstate[stage] = NULL; + } + D3D::context->PSSetSamplers(0, 8, samplerstate); + for (unsigned int stage = 0; stage < 8; stage++) + SAFE_RELEASE(samplerstate[stage]); + + ID3D11BlendState* blstate; + hr = device->CreateBlendState(&blenddesc, &blstate); + if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); +// context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF); + stateman->PushBlendState(blstate); + SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState"); + blstate->Release(); + + rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; + ID3D11RasterizerState* raststate; + hr = device->CreateRasterizerState(&rastdesc, &raststate); + if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState"); +// context->RSSetState(raststate); + stateman->PushRasterizerState(raststate); + raststate->Release(); + + ID3D11DepthStencilState* depth_state; + hr = device->CreateDepthStencilState(&depthdesc, &depth_state); + if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState"); + else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); +// context->OMSetDepthStencilState(depth_state, 0); + D3D::stateman->PushDepthState(depth_state); + depth_state->Release(); + + context->PSSetShader(pixelshader, NULL, 0); + context->VSSetShader(vertexshader, NULL, 0); + context->PSSetShaderResources(0, 8, shader_resources); + + stateman->Apply(); +} + +void EmuGfxState::AlphaPass() +{ + stateman->PopBlendState(); + context->PSSetShader(pixelshader, NULL, 0); + + ID3D11BlendState* blstate; + D3D11_BLEND_DESC desc = blenddesc; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; + desc.RenderTarget[0].BlendEnable = FALSE; + HRESULT hr = device->CreateBlendState(&desc, &blstate); + if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)"); +// context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF); + stateman->PushBlendState(blstate); + blstate->Release(); + + stateman->Apply(); +} + +void EmuGfxState::ResetShaderResources() +{ + for (unsigned int k = 0;k < 8;k++) + SAFE_RELEASE(shader_resources[k]); + + stateman->PopBlendState(); + stateman->PopDepthState(); + stateman->PopRasterizerState(); +} + +void EmuGfxState::SetAlphaBlendEnable(bool enable) +{ + blenddesc.RenderTarget[0].BlendEnable = enable; +} + +void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask) +{ + blenddesc.RenderTarget[0].RenderTargetWriteMask = mask; +} + +void EmuGfxState::SetSrcBlend(D3D11_BLEND val) +{ + // TODO: Check whether e.g. the dest color check is needed here + blenddesc.RenderTarget[0].SrcBlend = val; + if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else blenddesc.RenderTarget[0].SrcBlendAlpha = val; +} + +void EmuGfxState::SetDestBlend(D3D11_BLEND val) +{ + // TODO: Check whether e.g. the source color check is needed here + blenddesc.RenderTarget[0].DestBlend = val; + if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else blenddesc.RenderTarget[0].DestBlendAlpha = val; +} + +void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val) +{ + blenddesc.RenderTarget[0].BlendOp = val; + blenddesc.RenderTarget[0].BlendOpAlpha = val; +} + +void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter) +{ + samplerdesc[stage].Filter = filter; +} + +template AutoState::AutoState(const T* object) : state(object) +{ + ((IUnknown*)state)->AddRef(); +} + +template AutoState::AutoState(const AutoState &source) +{ + state = source.GetPtr(); + ((IUnknown*)state)->AddRef(); +} + +template AutoState::~AutoState() +{ + ((IUnknown*)state)->Release(); +} + +StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} + +void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));} +void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));} +void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));} +void StateManager::PopBlendState() { blendstates.pop(); } +void StateManager::PopDepthState() { depthstates.pop(); } +void StateManager::PopRasterizerState() { raststates.pop(); } + +void StateManager::Apply() +{ + if (!blendstates.empty()) + if (cur_blendstate != blendstates.top().GetPtr()) + { + cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr(); + D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF); + } + + if (!depthstates.empty()) + if (cur_depthstate != depthstates.top().GetPtr()) + { + cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr(); + D3D::context->OMSetDepthStencilState(cur_depthstate, 0); + } + + if (!raststates.empty()) + if (cur_raststate != raststates.top().GetPtr()) + { + cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr(); + D3D::context->RSSetState(cur_raststate); + } +} + +} // namespace diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h new file mode 100644 index 0000000000..f6c3ab990f --- /dev/null +++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h @@ -0,0 +1,130 @@ +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#pragma once + +#include "D3DBase.h" +#include + +using std::stack; + +namespace D3D +{ + +// stores the pipeline state to use when calling VertexManager::Flush() +class EmuGfxState +{ +public: + EmuGfxState(); + ~EmuGfxState(); + + void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode); + void SetPShader(ID3D11PixelShader* shader); + void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num); + void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv); + + void ApplyState(); // apply current state + void AlphaPass(); // only modify the current state to enable the alpha pass + void ResetShaderResources(); // disable all shader resources + + // blend state + void SetAlphaBlendEnable(bool enable); + void SetRenderTargetWriteMask(UINT8 mask); + void SetSrcBlend(D3D11_BLEND val); + void SetDestBlend(D3D11_BLEND val); + void SetBlendOp(D3D11_BLEND_OP val); + + // sampler states + void SetSamplerFilter(DWORD stage, D3D11_FILTER filter); + + // TODO: add methods for changing the other states instead of modifying them directly + + D3D11_SAMPLER_DESC samplerdesc[8]; + D3D11_RASTERIZER_DESC rastdesc; + D3D11_DEPTH_STENCIL_DESC depthdesc; + + float psconstants[116]; + float vsconstants[952]; + bool vscbufchanged; + bool pscbufchanged; + +private: + ID3D11VertexShader* vertexshader; + D3DBlob* vsbytecode; + ID3D11PixelShader* pixelshader; + D3DBlob* psbytecode; + bool vshaderchanged; + + ID3D11Buffer* vscbuf; + ID3D11Buffer* pscbuf; + + ID3D11InputLayout* inp_layout; + D3D11_INPUT_ELEMENT_DESC inp_elems[32]; + int num_inp_elems; + + ID3D11ShaderResourceView* shader_resources[8]; + D3D11_BLEND_DESC blenddesc; +}; + +template class AutoState +{ +public: + AutoState(const T* object); + AutoState(const AutoState &source); + ~AutoState(); + + const inline T* GetPtr() const { return state; } + +private: + const T* state; +}; + +typedef AutoState AutoBlendState; +typedef AutoState AutoDepthStencilState; +typedef AutoState AutoRasterizerState; + +class StateManager +{ +public: + StateManager(); + + // call any of these to change the affected states + void PushBlendState(const ID3D11BlendState* state); + void PushDepthState(const ID3D11DepthStencilState* state); + void PushRasterizerState(const ID3D11RasterizerState* state); + + // call these after drawing + void PopBlendState(); + void PopDepthState(); + void PopRasterizerState(); + + // call this before any drawing operation if states could have changed meanwhile + void Apply(); + +private: + stack blendstates; + stack depthstates; + stack raststates; + ID3D11BlendState* cur_blendstate; + ID3D11DepthStencilState* cur_depthstate; + ID3D11RasterizerState* cur_raststate; +}; + +extern EmuGfxState* gfxstate; +extern StateManager* stateman; + +} // namespace