Revert r7421 and r7422.

Should fix issue 4413.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2011-06-11 19:37:21 +00:00
parent e5210de9d5
commit 8244efcc02
42 changed files with 1647 additions and 1420 deletions

View file

@ -20,7 +20,6 @@
#include "Common.h"
#include <fstream>
#include <functional>
// Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the
@ -44,15 +43,12 @@ enum
// value_type[value_size] value;
//}
// Example reader:
//
//class LinearDiskCacheReader
//{
//public:
// template <typename F>
// void operator()(const K& key, u32 value_size, F get_data) const
// {...}
//};
template <typename K, typename V>
class LinearDiskCacheReader
{
public:
virtual void Read(const K &key, const V *value, u32 value_size) = 0;
};
// Dead simple unsorted key-value store with append functionality.
// No random read functionality, all reading is done in OpenAndRead.
@ -71,45 +67,48 @@ class LinearDiskCache
{
public:
// return number of read entries
template <typename LinearDiskCacheReader>
u32 OpenAndRead(const char* filename, LinearDiskCacheReader& reader)
u32 OpenAndRead(const char *filename, LinearDiskCacheReader<K, V> &reader)
{
using std::ios;
using std::ios_base;
// close any currently opened file
Close();
// try opening for reading/writing
m_file.open(filename, ios::in | ios::out | ios::binary | ios::app);
m_file.open(filename, ios_base::in | ios_base::out | ios_base::binary | ios_base::app);
if (m_file.is_open() && ValidateHeader())
{
// good header, read some key/value pairs
u32 num_entries = 0;
u32 value_size;
K key;
while (Read(&value_size) && Read(&key))
V *value = NULL;
u32 value_size;
while (Read(&value_size))
{
std::streamoff const pos = m_file.tellg();
delete[] value;
value = new V[value_size];
// pass key and value_size to reader with callback function to read the data
reader(key, value_size, [this, &value_size](V* data){ Read(data, value_size); });
// seek past data (in case reader didn't read it for whatever reason)
m_file.seekg(pos + (value_size * sizeof(V)), ios::beg);
// read key/value and pass to reader
if (Read(&key) && Read(value, value_size))
reader.Read(key, value, value_size);
else
break;
++num_entries;
}
m_file.clear();
delete[] value;
return num_entries;
}
// failed to open file for reading or bad header
// close and recreate file
Close();
m_file.open(filename, ios::out | ios::trunc | ios::binary);
m_file.open(filename, ios_base::out | ios_base::trunc | ios_base::binary);
WriteHeader();
return 0;
}

View file

@ -191,6 +191,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="Src\D3DBase.cpp" />
<ClCompile Include="Src\D3DBlob.cpp" />
<ClCompile Include="Src\D3DShader.cpp" />
<ClCompile Include="Src\D3DTexture.cpp" />
<ClCompile Include="Src\D3DUtil.cpp" />
@ -219,6 +220,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="Src\D3DBase.h" />
<ClInclude Include="Src\D3DBlob.h" />
<ClInclude Include="Src\D3DShader.h" />
<ClInclude Include="Src\D3DTexture.h" />
<ClInclude Include="Src\D3DUtil.h" />

View file

@ -6,6 +6,9 @@
<ClCompile Include="Src\D3DBase.cpp">
<Filter>D3D</Filter>
</ClCompile>
<ClCompile Include="Src\D3DBlob.cpp">
<Filter>D3D</Filter>
</ClCompile>
<ClCompile Include="Src\D3DShader.cpp">
<Filter>D3D</Filter>
</ClCompile>
@ -66,6 +69,9 @@
<ClInclude Include="Src\D3DBase.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\D3DBlob.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\D3DShader.h">
<Filter>D3D</Filter>
</ClInclude>

View file

@ -43,120 +43,20 @@ int dxgi_dll_ref = 0;
typedef HRESULT (WINAPI* D3D11CREATEDEVICEANDSWAPCHAIN)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, CONST DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
D3D11CREATEDEVICE PD3D11CreateDevice = NULL;
D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = NULL;
D3D10CREATEBLOB PD3D10CreateBlob = NULL;
HINSTANCE hD3DDll_10 = NULL;
HINSTANCE hD3DDll_11 = NULL;
HINSTANCE hD3DDll = NULL;
int d3d_dll_ref = 0;
// SharedPtr funcs
HRESULT D3D11CreateDeviceShared(IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType,
HMODULE Software, UINT Flags, const D3D_FEATURE_LEVEL *pFeatureLevels,
UINT FeatureLevels, UINT SDKVersion, SharedPtr<ID3D11Device>* _Device,
D3D_FEATURE_LEVEL *pFeatureLevel, SharedPtr<ID3D11DeviceContext>* _ImmediateContext)
{
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
const HRESULT hr = PD3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels,
FeatureLevels, SDKVersion, &device, pFeatureLevel, &context);
if (_Device)
*_Device = SharedPtr<ID3D11Device>::FromPtr(device);
if (_ImmediateContext)
*_ImmediateContext = SharedPtr<ID3D11DeviceContext>::FromPtr(context);
return hr;
}
HRESULT D3D11CreateDeviceAndSwapChainShared(IDXGIAdapter *pAdapter,
D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, const D3D_FEATURE_LEVEL *pFeatureLevels,
UINT FeatureLevels, UINT SDKVersion, const DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
SharedPtr<IDXGISwapChain>* _SwapChain, SharedPtr<ID3D11Device>* _Device,
D3D_FEATURE_LEVEL *pFeatureLevel, SharedPtr<ID3D11DeviceContext>* _ImmediateContext)
{
ID3D11Device* device = nullptr;
IDXGISwapChain* chain = nullptr;
ID3D11DeviceContext* context = nullptr;
const HRESULT hr = PD3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags,
pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, &chain, &device, pFeatureLevel, &context);
if (_Device)
*_Device = SharedPtr<ID3D11Device>::FromPtr(device);
if (_SwapChain)
*_SwapChain = SharedPtr<IDXGISwapChain>::FromPtr(chain);
if (_ImmediateContext)
*_ImmediateContext = SharedPtr<ID3D11DeviceContext>::FromPtr(context);
return hr;
}
SharedPtr<ID3D11Texture2D> CreateTexture2DShared(
const D3D11_TEXTURE2D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData)
{
ID3D11Texture2D* texture = nullptr;
D3D::g_device->CreateTexture2D(pDesc, pInitialData, &texture);
return SharedPtr<ID3D11Texture2D>::FromPtr(texture);
}
SharedPtr<ID3D11Texture2D> SwapChainGetBufferTexture2DShared(IDXGISwapChain* swapchain, UINT buffer)
{
ID3D11Texture2D* buf = nullptr;
swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
return SharedPtr<ID3D11Texture2D>::FromPtr(buf);
}
SharedPtr<ID3D11BlendState> CreateBlendStateShared(const D3D11_BLEND_DESC *pBlendStateDesc)
{
ID3D11BlendState* state = nullptr;
D3D::g_device->CreateBlendState(pBlendStateDesc, &state);
return SharedPtr<ID3D11BlendState>::FromPtr(state);
}
SharedPtr<ID3D11InputLayout> CreateInputLayoutShared(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength)
{
ID3D11InputLayout* layout = nullptr;
D3D::g_device->CreateInputLayout(pInputElementDescs, NumElements,
pShaderBytecodeWithInputSignature, BytecodeLength, &layout);
return SharedPtr<ID3D11InputLayout>::FromPtr(layout);
}
SharedPtr<ID3D11Buffer> CreateBufferShared(const D3D11_BUFFER_DESC *pDesc,
const D3D11_SUBRESOURCE_DATA *pInitialData)
{
ID3D11Buffer* buffer = nullptr;
D3D::g_device->CreateBuffer(pDesc, pInitialData, &buffer);
return SharedPtr<ID3D11Buffer>::FromPtr(buffer);
}
namespace D3D
{
SharedPtr<ID3D11Device> g_device;
SharedPtr<ID3D11DeviceContext> g_context;
SharedPtr<IDXGISwapChain> g_swapchain;
ID3D11Device* device = NULL;
ID3D11DeviceContext* context = NULL;
IDXGISwapChain* swapchain = NULL;
D3D_FEATURE_LEVEL featlevel;
std::unique_ptr<D3DTexture2D> backbuf;
D3DTexture2D* backbuf = NULL;
HWND hWnd;
std::vector<DXGI_SAMPLE_DESC> g_aa_modes; // supported AA modes of the current adapter
std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter
bool bgra_textures_supported;
@ -191,36 +91,21 @@ HRESULT LoadDXGI()
HRESULT LoadD3D()
{
if (d3d_dll_ref++ > 0)
return S_OK;
if (d3d_dll_ref++ > 0) return S_OK;
hD3DDll_10 = LoadLibraryA("d3d10.dll");
if (!hD3DDll_10)
{
MessageBoxA(NULL, "Failed to load d3d10.dll", "Critical error", MB_OK | MB_ICONERROR);
--d3d_dll_ref;
return E_FAIL;
}
hD3DDll_11 = LoadLibraryA("d3d11.dll");
if (!hD3DDll_11)
if (hD3DDll) return S_OK;
hD3DDll = LoadLibraryA("d3d11.dll");
if (!hD3DDll)
{
MessageBoxA(NULL, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
--d3d_dll_ref;
return E_FAIL;
}
PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice");
if (PD3D11CreateDevice == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll_11, "D3D11CreateDevice");
if (PD3D11CreateDevice == NULL)
MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll_11, "D3D11CreateDeviceAndSwapChain");
if (PD3D11CreateDeviceAndSwapChain == NULL)
MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR);
PD3D10CreateBlob = (D3D10CREATEBLOB)GetProcAddress(hD3DDll_10, "D3D10CreateBlob");
if (PD3D10CreateBlob == NULL)
MessageBoxA(NULL, "GetProcAddress failed for D3D10CreateBlob!", "Critical error", MB_OK | MB_ICONERROR);
PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain");
if (PD3D11CreateDeviceAndSwapChain == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
@ -316,17 +201,13 @@ void UnloadD3DX()
void UnloadD3D()
{
if (!d3d_dll_ref || --d3d_dll_ref != 0)
return;
FreeLibrary(hD3DDll_10);
FreeLibrary(hD3DDll_11);
hD3DDll_10 = hD3DDll_11 = NULL;
if (!d3d_dll_ref) return;
if (--d3d_dll_ref != 0) return;
if(hD3DDll) FreeLibrary(hD3DDll);
hD3DDll = NULL;
PD3D11CreateDevice = NULL;
PD3D11CreateDeviceAndSwapChain = NULL;
PD3D10CreateBlob = NULL;
}
void UnloadD3DCompiler()
@ -341,48 +222,45 @@ void UnloadD3DCompiler()
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
{
// NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND shader resources.
// Thus, we can't have MSAA with 10.0 level hardware.
D3D_FEATURE_LEVEL feat_level;
SharedPtr<ID3D11Device> device;
SharedPtr<ID3D11DeviceContext> context;
const HRESULT hr = D3D11CreateDeviceShared(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL,
D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, std::addressof(device), &feat_level, std::addressof(context));
std::vector<DXGI_SAMPLE_DESC> aa_modes;
// NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND shader resources.
// Thus, we can't have MSAA with 10.0 level hardware.
ID3D11Device* device;
ID3D11DeviceContext* context;
D3D_FEATURE_LEVEL feat_level;
HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context);
if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
{
DXGI_SAMPLE_DESC desc;
desc.Count = 1;
desc.Quality = 0;
aa_modes.push_back(desc);
SAFE_RELEASE(context);
SAFE_RELEASE(device);
}
else
{
for (UINT samples = 0; samples != D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
{
UINT quality_levels = 0;
device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
if (quality_levels > 0)
{
if (quality_levels > 0) {
DXGI_SAMPLE_DESC desc;
desc.Count = samples;
for (desc.Quality = 0; desc.Quality != quality_levels; ++desc.Quality)
for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality)
aa_modes.push_back(desc);
}
}
context->Release();
device->Release();
}
return aa_modes;
}
DXGI_SAMPLE_DESC GetAAMode(int index)
{
return g_aa_modes[index];
return aa_modes[index];
}
HRESULT Create(HWND wnd)
@ -409,37 +287,31 @@ HRESULT Create(HWND wnd)
}
IDXGIFactory* factory;
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to create IDXGIFactory object"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
IDXGIAdapter* adapter;
IDXGIOutput* output;
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
if (FAILED(hr))
{
// try using the first one
hr = factory->EnumAdapters(0, &adapter);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to enumerate adapters"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
}
// TODO: Make this configurable
IDXGIOutput* output;
hr = adapter->EnumOutputs(0, &output);
if (FAILED(hr))
{
// try using the first one
hr = adapter->EnumOutputs(0, &output);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to enumerate outputs"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
}
// get supported AA modes
g_aa_modes = EnumAAModes(adapter);
if (g_Config.iMultisampleMode >= (int)g_aa_modes.size())
aa_modes = EnumAAModes(adapter);
if (g_Config.iMultisampleMode >= (int)aa_modes.size())
{
g_Config.iMultisampleMode = 0;
UpdateActiveConfig();
@ -461,58 +333,49 @@ HRESULT Create(HWND wnd)
mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to find a supported video mode"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
swap_chain_desc.BufferDesc.Width = xres;
swap_chain_desc.BufferDesc.Height = yres;
#if defined(_DEBUG) || defined(DEBUGFAST)
const D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG
| D3D11_CREATE_DEVICE_SINGLETHREADED);
D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG|D3D11_CREATE_DEVICE_SINGLETHREADED);
#else
const D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
#endif
SharedPtr<ID3D11Device> device;
SharedPtr<IDXGISwapChain> swapchain;
SharedPtr<ID3D11DeviceContext> context;
hr = D3D11CreateDeviceAndSwapChainShared(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, device_flags,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION,
&swap_chain_desc, std::addressof(swapchain), std::addressof(device), &featlevel, std::addressof(context));
if (FAILED(hr) || !device || !swapchain || !context)
hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, device_flags,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
&featlevel, &context);
if (FAILED(hr) || !device || !context || !swapchain)
{
MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return E_FAIL;
}
SetDebugObjectName(context, "device context");
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
SAFE_RELEASE(factory);
SAFE_RELEASE(output);
SAFE_RELEASE(adapter);
auto const buf = SwapChainGetBufferTexture2DShared(swapchain, 0);
if (!buf)
ID3D11Texture2D* buf;
hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return E_FAIL;
}
g_device = device;
g_context = context;
g_swapchain = swapchain;
backbuf.reset(new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET));
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf!=NULL, "Create back buffer texture");
SetDebugObjectName(backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
@ -521,22 +384,30 @@ HRESULT Create(HWND wnd)
device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
stateman.reset(new StateManager);
stateman = new StateManager;
return S_OK;
}
void Close()
{
// release all bound resources
g_context->ClearState();
backbuf.reset();
g_swapchain.reset();
stateman.reset();
g_context->Flush(); // immediately destroy device objects
context->ClearState();
SAFE_RELEASE(backbuf);
SAFE_RELEASE(swapchain);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
g_context.reset();
g_device.reset();
SAFE_RELEASE(context);
ULONG references = device->Release();
if (references)
{
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
}
else
{
NOTICE_LOG(VIDEO, "Successfully released all device references!");
}
device = NULL;
// unload DLLs
UnloadD3DX();
@ -565,7 +436,7 @@ const char* PixelShaderVersionString()
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
}
D3DTexture2D* GetBackBuffer() { return backbuf.get(); }
D3DTexture2D* &GetBackBuffer() { return backbuf; }
unsigned int GetBackBufferWidth() { return xres; }
unsigned int GetBackBufferHeight() { return yres; }
@ -598,27 +469,31 @@ unsigned int GetMaxTextureSize()
void Reset()
{
// release all back buffer references
backbuf.reset();
SAFE_RELEASE(backbuf);
// resize swapchain buffers
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
D3D::g_swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
D3D::swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
// recreate back buffer texture
auto const buf = SwapChainGetBufferTexture2DShared(g_swapchain, 0);
if (!buf)
ID3D11Texture2D* buf;
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return;
}
backbuf.reset(new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET));
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf!=NULL, "Create back buffer texture");
SetDebugObjectName(backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
@ -628,9 +503,8 @@ bool BeginFrame()
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (g_device != NULL);
return (device != NULL);
}
void EndFrame()
@ -646,7 +520,7 @@ void EndFrame()
void Present()
{
// TODO: Is 1 the correct value for vsyncing?
g_swapchain->Present((UINT)g_ActiveConfig.bVSync, 0);
swapchain->Present((UINT)g_ActiveConfig.bVSync, 0);
}
} // namespace D3D

View file

@ -17,35 +17,21 @@
#pragma once
#include <vector>
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include "D3DUtil.h"
#include "Common.h"
#include <vector>
namespace DX11
{
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { \
PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
#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;
SharedPtr<ID3D11Texture2D> CreateTexture2DShared(
const D3D11_TEXTURE2D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData);
SharedPtr<ID3D11BlendState> CreateBlendStateShared(const D3D11_BLEND_DESC *pBlendStateDesc);
SharedPtr<ID3D11InputLayout> CreateInputLayoutShared(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength);
SharedPtr<ID3D11Buffer> CreateBufferShared(const D3D11_BUFFER_DESC *pDesc,
const D3D11_SUBRESOURCE_DATA *pInitialData);
namespace D3D
{
@ -64,10 +50,9 @@ DXGI_SAMPLE_DESC GetAAMode(int index);
HRESULT Create(HWND wnd);
void Close();
extern SharedPtr<ID3D11Device> g_device;
extern SharedPtr<ID3D11DeviceContext> g_context;
extern SharedPtr<IDXGISwapChain> g_swapchain;
extern ID3D11Device* device;
extern ID3D11DeviceContext* context;
extern IDXGISwapChain* swapchain;
extern bool bFrameInProgress;
void Reset();
@ -77,7 +62,7 @@ void Present();
unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D* GetBackBuffer();
D3DTexture2D* &GetBackBuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
@ -93,7 +78,6 @@ void SetDebugObjectName(T resource, const char* name)
{
static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
"resource must be convertible to ID3D11DeviceChild*");
#if defined(_DEBUG) || defined(DEBUGFAST)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(name), name);
#endif
@ -127,8 +111,6 @@ typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
extern D3D11CREATEDEVICE PD3D11CreateDevice;
typedef HRESULT (WINAPI* D3D10CREATEBLOB)(SIZE_T NumBytes, LPD3D10BLOB *ppBuffer);
extern D3D10CREATEBLOB PD3D10CreateBlob;
typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;

View file

@ -0,0 +1,69 @@
// 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 <d3d11.h>
#include "D3DBlob.h"
namespace DX11
{
D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
{
data = new u8[blob_size];
if (init_data) memcpy(data, init_data, size);
}
D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1)
{
blob = d3dblob;
data = (u8*)blob->GetBufferPointer();
size = (unsigned int)blob->GetBufferSize();
d3dblob->AddRef();
}
D3DBlob::~D3DBlob()
{
if (blob) blob->Release();
else delete[] data;
}
void D3DBlob::AddRef()
{
++ref;
}
unsigned int D3DBlob::Release()
{
if (--ref == 0)
{
delete this;
return 0;
}
return ref;
}
unsigned int D3DBlob::Size()
{
return size;
}
u8* D3DBlob::Data()
{
return data;
}
} // namespace DX11

View file

@ -0,0 +1,53 @@
// 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 "CommonTypes.h"
struct ID3D10Blob;
namespace DX11
{
// use this class instead ID3D10Blob or ID3D11Blob whenever possible
class D3DBlob
{
public:
// memory will be copied into an own buffer
D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
// d3dblob will be AddRef'd
D3DBlob(ID3D10Blob* d3dblob);
void AddRef();
unsigned int Release();
unsigned int Size();
u8* Data();
private:
~D3DBlob();
unsigned int ref;
unsigned int size;
u8* data;
ID3D10Blob* blob;
};
} // namespace

View file

@ -19,6 +19,7 @@
#include "VideoConfig.h"
#include "D3DBase.h"
#include "D3DShader.h"
namespace DX11
@ -28,149 +29,217 @@ namespace D3D
{
// bytecode->shader
SharedPtr<ID3D11VertexShader> CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11VertexShader* v_shader = nullptr;
HRESULT hr = D3D::g_device->CreateVertexShader(bytecode, len, NULL, &v_shader);
ID3D11VertexShader* v_shader;
HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader);
if (FAILED(hr))
PanicAlert("CreateVertexShaderFromByteCode failed from %p (size %d) at %s %d\n",
bytecode, len, __FILE__, __LINE__);
return SharedPtr<ID3D11VertexShader>::FromPtr(v_shader);
{
PanicAlert("CreateVertexShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
v_shader = NULL;
}
return v_shader;
}
// bytecode->shader
SharedPtr<ID3D11GeometryShader> CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
// code->bytecode
bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
{
ID3D11GeometryShader* g_shader = nullptr;
HRESULT hr = D3D::g_device->CreateGeometryShader(bytecode, len, NULL, &g_shader);
if (FAILED(hr))
PanicAlert("CreateGeometryShaderFromByteCode failed from %p (size %d) at %s %d\n",
bytecode, len, __FILE__, __LINE__);
return SharedPtr<ID3D11GeometryShader>::FromPtr(g_shader);
}
// bytecode->shader
SharedPtr<ID3D11PixelShader> CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11PixelShader* p_shader = nullptr;
HRESULT hr = D3D::g_device->CreatePixelShader(bytecode, len, NULL, &p_shader);
if (FAILED(hr))
PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
return SharedPtr<ID3D11PixelShader>::FromPtr(p_shader);
}
static SharedPtr<ID3D10Blob> CompileShader(const char* code, unsigned int len,
const char* ver_str, const D3D_SHADER_MACRO* pDefines = NULL)
{
static const UINT shader_compilation_flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
| D3D10_SHADER_DEBUG | D3D10_SHADER_WARNINGS_ARE_ERRORS;
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
| D3D10_SHADER_OPTIMIZATION_LEVEL3 | D3D10_SHADER_SKIP_VALIDATION;
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
ID3D10Blob* shaderBuffer = nullptr;
ID3D10Blob* errorBuffer = nullptr;
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, pDefines, NULL, "main", ver_str,
shader_compilation_flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
if (FAILED(hr) && g_ActiveConfig.bShowShaderErrors)
{
std::string msg = (const char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += ver_str;
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling shader", MB_ICONERROR);
}
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Shader %s compiler messages:\n%s\n", ver_str,
INFO_LOG(VIDEO, "Vertex shader compiler messages:\n%s\n",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
if (g_ActiveConfig.bShowShaderErrors)
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += D3D::VertexShaderVersionString();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling vertex shader", MB_ICONERROR);
}
*blob = NULL;
errorBuffer->Release();
}
return SharedPtr<ID3D10Blob>::FromPtr(shaderBuffer);
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
// code->bytecode
SharedPtr<ID3D10Blob> CompileVertexShader(const char* code, unsigned int len)
// bytecode->shader
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
{
return CompileShader(code, len, D3D::VertexShaderVersionString());
ID3D11GeometryShader* g_shader;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, NULL, &g_shader);
if (FAILED(hr))
{
PanicAlert("CreateGeometryShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
g_shader = NULL;
}
return g_shader;
}
// code->bytecode
SharedPtr<ID3D10Blob> CompileGeometryShader(const char* code, unsigned int len,
bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines)
{
return CompileShader(code, len, D3D::GeometryShaderVersionString(), pDefines);
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, pDefines, NULL, "main", D3D::GeometryShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Geometry shader compiler messages:\n%s\n",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
if (g_ActiveConfig.bShowShaderErrors)
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += D3D::GeometryShaderVersionString();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling geometry shader", MB_ICONERROR);
}
*blob = NULL;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11PixelShader* p_shader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader);
if (FAILED(hr))
{
PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
p_shader = NULL;
}
return p_shader;
}
// code->bytecode
SharedPtr<ID3D10Blob> CompilePixelShader(const char* code, unsigned int len,
bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines)
{
return CompileShader(code, len, D3D::PixelShaderVersionString(), pDefines);
}
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
SharedPtr<ID3D11VertexShader> CompileAndCreateVertexShader(const char* code, unsigned int len,
SharedPtr<ID3D10Blob>* bytecode)
{
auto const blob = CompileVertexShader(code, len);
if (blob)
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, pDefines, NULL, "main", D3D::PixelShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
if (errorBuffer)
{
if (bytecode)
*bytecode = blob;
return CreateVertexShaderFromByteCode(blob->GetBufferPointer(), (unsigned int)blob->GetBufferSize());
INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
if (g_ActiveConfig.bShowShaderErrors)
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += D3D::PixelShaderVersionString();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
}
*blob = NULL;
errorBuffer->Release();
}
else
{
PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n",
code, len, __FILE__, __LINE__);
return SharedPtr<ID3D11VertexShader>::FromPtr(nullptr);
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
SharedPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines, SharedPtr<ID3D10Blob>* bytecode)
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
unsigned int len)
{
auto const blob = CompileGeometryShader(code, len, pDefines);
if (blob)
D3DBlob* blob = NULL;
if (CompileVertexShader(code, len, &blob))
{
if (bytecode)
*bytecode = blob;
return CreateGeometryShaderFromByteCode(blob->GetBufferPointer(), (unsigned int)blob->GetBufferSize());
}
else
{
PanicAlert("Failed to compile and create geometry shader from %p (size %d) at %s %d\n",
code, len, __FILE__, __LINE__);
return SharedPtr<ID3D11GeometryShader>::FromPtr(nullptr);
ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
blob->Release();
return v_shader;
}
PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
return NULL;
}
SharedPtr<ID3D11PixelShader> CompileAndCreatePixelShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines, SharedPtr<ID3D10Blob>* bytecode)
ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
unsigned int len, const D3D_SHADER_MACRO* pDefines)
{
auto const blob = CompilePixelShader(code, len, pDefines);
D3DBlob* blob = NULL;
if (CompileGeometryShader(code, len, &blob, pDefines))
{
ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob);
blob->Release();
return g_shader;
}
PanicAlert("Failed to compile and create geometry shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
return NULL;
}
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
unsigned int len)
{
D3DBlob* blob = NULL;
CompilePixelShader(code, len, &blob);
if (blob)
{
if (bytecode)
*bytecode = blob;
return CreatePixelShaderFromByteCode(blob->GetBufferPointer(), (unsigned int)blob->GetBufferSize());
}
else
{
PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
return SharedPtr<ID3D11PixelShader>::FromPtr(nullptr);
ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
blob->Release();
return p_shader;
}
PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
return NULL;
}
} // namespace

View file

@ -18,47 +18,49 @@
#pragma once
#include "D3DBase.h"
#include "D3DBlob.h"
struct ID3D11PixelShader;
struct ID3D11VertexShader;
namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
// returns bytecode
SharedPtr<ID3D10Blob> CompileVertexShader(const char* code, unsigned int len);
SharedPtr<ID3D10Blob> CompileGeometryShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines = NULL);
SharedPtr<ID3D10Blob> CompilePixelShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines = NULL);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const char* code, unsigned int len,
D3DBlob** blob);
bool CompileGeometryShader(const char* code, unsigned int len,
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
bool CompilePixelShader(const char* code, unsigned int len,
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
SharedPtr<ID3D11VertexShader> CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
SharedPtr<ID3D11GeometryShader> CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
SharedPtr<ID3D11PixelShader> CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
unsigned int len);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL);
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
unsigned int len);
inline SharedPtr<ID3D11VertexShader> CreateVertexShaderFromByteCode(SharedPtr<ID3D10Blob> bytecode)
{
return CreateVertexShaderFromByteCode(bytecode->GetBufferPointer(), (unsigned int)bytecode->GetBufferSize());
}
inline SharedPtr<ID3D11GeometryShader> CreateGeometryShaderFromByteCode(SharedPtr<ID3D10Blob> bytecode)
{
return CreateGeometryShaderFromByteCode(bytecode->GetBufferPointer(), (unsigned int)bytecode->GetBufferSize());
}
inline SharedPtr<ID3D11PixelShader> CreatePixelShaderFromByteCode(SharedPtr<ID3D10Blob> bytecode)
{
return CreatePixelShaderFromByteCode(bytecode->GetBufferPointer(), (unsigned int)bytecode->GetBufferSize());
}
// Utility functions, optionally return the bytecode if "bytecode" is non-null
SharedPtr<ID3D11VertexShader> CompileAndCreateVertexShader(const char* code, unsigned int len,
SharedPtr<ID3D10Blob>* bytecode = nullptr);
SharedPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines = nullptr, SharedPtr<ID3D10Blob>* bytecode = nullptr);
SharedPtr<ID3D11PixelShader> CompileAndCreatePixelShader(const char* code, unsigned int len,
const D3D_SHADER_MACRO* pDefines = nullptr, SharedPtr<ID3D10Blob>* bytecode = nullptr);
inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
{ return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
{ return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
{ return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{ return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL)
{ return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); }
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{ return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
}
} // namespace DX11

View file

@ -29,7 +29,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::g_context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (4 * pitch == map.RowPitch)
{
memcpy(map.pData, buffer, map.RowPitch * height);
@ -39,43 +39,63 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
for (unsigned int y = 0; y < height; ++y)
memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
}
D3D::g_context->Unmap(pTexture, level);
D3D::context->Unmap(pTexture, level);
}
else
{
D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::g_context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
}
}
} // namespace
std::unique_ptr<D3DTexture2D> D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
{
ID3D11Texture2D* pTexture = NULL;
HRESULT hr;
D3D11_CPU_ACCESS_FLAG cpuflags;
if (usage == D3D11_USAGE_STAGING)
cpuflags = (D3D11_CPU_ACCESS_FLAG)(D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ);
else if (usage == D3D11_USAGE_DYNAMIC)
cpuflags = D3D11_CPU_ACCESS_WRITE;
else
cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
auto texture = CreateTexture2DShared(&texdesc, NULL);
if (!texture)
if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
if (FAILED(hr))
{
PanicAlert("Failed to create texture at %s, line %d\n", __FILE__, __LINE__);
PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
return NULL;
}
return std::unique_ptr<D3DTexture2D>(new D3DTexture2D(texture, bind));
D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
SAFE_RELEASE(pTexture);
return ret;
}
D3DTexture2D::D3DTexture2D(SharedPtr<ID3D11Texture2D> texptr, D3D11_BIND_FLAG bind,
DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
void D3DTexture2D::AddRef()
{
++ref;
}
UINT D3DTexture2D::Release()
{
--ref;
if (ref == 0)
{
delete this;
return 0;
}
return ref;
}
ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
{
D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
@ -83,12 +103,10 @@ D3DTexture2D::D3DTexture2D(SharedPtr<ID3D11Texture2D> texptr, D3D11_BIND_FLAG bi
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
if (bind & D3D11_BIND_SHADER_RESOURCE)
D3D::g_device->CreateShaderResourceView(tex, &srv_desc, &srv);
if (bind & D3D11_BIND_RENDER_TARGET)
D3D::g_device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
if (bind & D3D11_BIND_DEPTH_STENCIL)
D3D::g_device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
tex->AddRef();
}
D3DTexture2D::~D3DTexture2D()
@ -96,6 +114,7 @@ D3DTexture2D::~D3DTexture2D()
SAFE_RELEASE(srv);
SAFE_RELEASE(rtv);
SAFE_RELEASE(dsv);
SAFE_RELEASE(tex);
}
} // namespace DX11

View file

@ -34,22 +34,22 @@ public:
// either create an ID3D11Texture2D object, pass it to the constructor and specify what views to create
// or let the texture automatically be created by D3DTexture2D::Create
D3DTexture2D(SharedPtr<ID3D11Texture2D> texptr, D3D11_BIND_FLAG bind,
DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false);
D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN, DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN, bool multisampled = false);
static D3DTexture2D* Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1);
static std::unique_ptr<D3DTexture2D> Create(unsigned int width, unsigned int height,
D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT, unsigned int levels = 1);
// reference counting, use AddRef() when creating a new reference and Release() it when you don't need it anymore
void AddRef();
UINT Release();
ID3D11Texture2D* GetTex() { return tex; }
ID3D11ShaderResourceView*const& GetSRV() { return srv; }
ID3D11RenderTargetView*const& GetRTV() { return rtv; }
ID3D11DepthStencilView*const& GetDSV() { return dsv; }
~D3DTexture2D();
ID3D11Texture2D* &GetTex();
ID3D11ShaderResourceView* &GetSRV();
ID3D11RenderTargetView* &GetRTV();
ID3D11DepthStencilView* &GetDSV();
private:
SharedPtr<ID3D11Texture2D> tex;
~D3DTexture2D();
ID3D11Texture2D* tex;
ID3D11ShaderResourceView* srv;
ID3D11RenderTargetView* rtv;
ID3D11DepthStencilView* dsv;

View file

@ -34,35 +34,36 @@ namespace D3D
class UtilVertexBuffer
{
public:
UtilVertexBuffer(UINT size)
: offset(0), max_size(size)
UtilVertexBuffer(int size) : buf(NULL), offset(0), max_size(size)
{
D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_buf = CreateBufferShared(&desc, NULL);
D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&desc, NULL, &buf);
}
~UtilVertexBuffer()
{
buf->Release();
}
// returns vertex offset to the new data
int AppendData(void* data, UINT size, UINT vertex_size)
int AppendData(void* data, int size, int vertex_size)
{
D3D11_MAPPED_SUBRESOURCE map;
if (offset + size >= max_size)
if(offset + size >= max_size)
{
// wrap buffer around and notify observers
offset = 0;
g_context->Map(m_buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
for each (auto obs in observers)
*obs = true;
for(std::list<bool*>::iterator it = observers.begin(); it != observers.end(); ++it)
**it = true;
}
else
{
g_context->Map(m_buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
offset = ((offset+vertex_size - 1) / vertex_size) * vertex_size; // align offset to vertex_size bytes
offset = ((offset+vertex_size-1)/vertex_size)*vertex_size; // align offset to vertex_size bytes
memcpy((u8*)map.pData + offset, data, size);
g_context->Unmap(m_buf, 0);
context->Unmap(buf, 0);
offset += size;
return (offset - size) / vertex_size;
@ -73,18 +74,18 @@ public:
observers.push_back(observer);
}
ID3D11Buffer*const& GetBuffer() { return m_buf; }
inline ID3D11Buffer* &GetBuffer() { return buf; }
private:
SharedPtr<ID3D11Buffer> m_buf;
UINT offset;
UINT max_size;
ID3D11Buffer* buf;
int offset;
int max_size;
std::list<bool*> observers;
};
CD3DFont font;
std::unique_ptr<UtilVertexBuffer> util_vbuf;
UtilVertexBuffer* util_vbuf = NULL;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
@ -103,10 +104,13 @@ inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, floa
return v;
}
CD3DFont::CD3DFont()
: m_dwTexWidth(512), m_dwTexHeight(512)
CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
{
m_pTexture = NULL;
m_pVB = NULL;
m_InputLayout = NULL;
m_pshader = NULL;
m_vshader = NULL;
}
const char fontpixshader[] = {
@ -220,20 +224,21 @@ int CD3DFont::Init()
// Create a new texture for the font
// possible optimization: store the converted data in a buffer and fill the texture on creation.
// That way, we can use a static texture
ID3D11Texture2D* buftex;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
auto buftex = CreateTexture2DShared(&texdesc, NULL);
if (!buftex)
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
if (FAILED(hr))
{
PanicAlert("Failed to create font texture");
return S_FALSE;
return hr;
}
D3D::SetDebugObjectName(buftex, "texture of a CD3DFont object");
D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
// Lock the surface and write the alpha values for the set pixels
D3D11_MAPPED_SUBRESOURCE texmap;
hr = g_context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
for (y = 0; y < m_dwTexHeight; y++)
@ -247,12 +252,10 @@ int CD3DFont::Init()
}
// Done updating texture, so clean up used objects
g_context->Unmap(buftex, 0);
hr = D3D::g_device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
if (FAILED(hr))
PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
buftex.reset();
context->Unmap(buftex, 0);
hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
SAFE_RELEASE(buftex);
SelectObject(hDC, hOldbmBitmap);
DeleteObject(hbmBitmap);
@ -262,16 +265,15 @@ int CD3DFont::Init()
// setup device objects for drawing
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
if (!m_pshader)
PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(m_pshader, "pixel shader of a CD3DFont object");
if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
SharedPtr<ID3D10Blob> vsbytecode;
m_vshader = D3D::CompileAndCreateVertexShader(fontvertshader, sizeof(fontvertshader), std::addressof(vsbytecode));
if (!m_vshader)
PanicAlert("Failed to compile/create vertex shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(m_vshader, "vertex shader of a CD3DFont object");
D3DBlob* vsbytecode;
D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
const D3D11_INPUT_ELEMENT_DESC desc[] =
{
@ -279,11 +281,9 @@ int CD3DFont::Init()
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_InputLayout = CreateInputLayoutShared(desc, 3, vsbytecode->GetBufferPointer(),
vsbytecode->GetBufferSize());
if (!m_InputLayout)
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(), &m_InputLayout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
SAFE_RELEASE(vsbytecode);
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
@ -296,37 +296,34 @@ int CD3DFont::Init()
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
m_blendstate = CreateBlendStateShared(&blenddesc);
CHECK(m_blendstate, "Create font blend state");
D3D::SetDebugObjectName(m_blendstate, "blend state of a CD3DFont object");
hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
CHECK(hr==S_OK, "Create font blend state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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::g_device->CreateRasterizerState(&rastdesc, &m_raststate);
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_raststate);
CHECK(hr==S_OK, "Create font rasterizer state");
D3D::SetDebugObjectName(m_raststate, "rasterizer state of a CD3DFont object");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES * sizeof(FONT2DVERTEX),
D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_pVB = CreateBufferShared(&vbdesc, NULL);
if (!m_pVB)
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
{
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
return hr;
}
D3D::SetDebugObjectName(m_pVB, "vertex buffer of a CD3DFont object");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
return S_OK;
}
int CD3DFont::Shutdown()
{
m_pVB.reset();
SAFE_RELEASE(m_pVB);
SAFE_RELEASE(m_pTexture);
m_InputLayout.reset();
m_pshader.reset();
m_vshader.reset();
SAFE_RELEASE(m_InputLayout);
SAFE_RELEASE(m_pshader);
SAFE_RELEASE(m_vshader);
m_blendstate.reset();
SAFE_RELEASE(m_blendstate);
SAFE_RELEASE(m_raststate);
return S_OK;
@ -354,7 +351,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
int dwNumTriangles = 0L;
D3D11_MAPPED_SUBRESOURCE vbmap;
HRESULT hr = g_context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
@ -363,12 +360,12 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->Apply();
D3D::g_context->PSSetShader(m_pshader, NULL, 0);
D3D::g_context->VSSetShader(m_vshader, NULL, 0);
D3D::context->PSSetShader(m_pshader, NULL, 0);
D3D::context->VSSetShader(m_vshader, NULL, 0);
D3D::g_context->IASetInputLayout(m_InputLayout);
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::g_context->PSSetShaderResources(0, 1, &m_pTexture);
D3D::context->IASetInputLayout(m_InputLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->PSSetShaderResources(0, 1, &m_pTexture);
float fStartX = sx;
while (c = *strText++)
@ -405,14 +402,14 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
{
g_context->Unmap(m_pVB, 0);
context->Unmap(m_pVB, 0);
D3D::g_context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
D3D::g_context->Draw(3 * dwNumTriangles, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
D3D::context->Draw(3 * dwNumTriangles, 0);
dwNumTriangles = 0;
D3D11_MAPPED_SUBRESOURCE vbmap;
hr = g_context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
}
@ -420,11 +417,11 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
}
// Unlock and render the vertex buffer
g_context->Unmap(m_pVB, 0);
context->Unmap(m_pVB, 0);
if (dwNumTriangles > 0)
{
D3D::g_context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
D3D::g_context->Draw(3 * dwNumTriangles, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
D3D::context->Draw(3 * dwNumTriangles, 0);
}
D3D::stateman->PopBlendState();
D3D::stateman->PopRasterizerState();
@ -470,25 +467,18 @@ bool stq_observer, stsq_observer, cq_observer, clearq_observer;
void InitUtils()
{
util_vbuf.reset(new UtilVertexBuffer(0x4000));
util_vbuf = new UtilVertexBuffer(0x4000);
const float border[4] = { 0.f, 0.f, 0.f, 0.f };
D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT,
D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER,
0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
HRESULT hr = D3D::g_device->CreateSamplerState(&samDesc, &point_copy_sampler);
if (FAILED(hr))
PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else
SetDebugObjectName(point_copy_sampler, "point copy sampler state");
float border[4] = { 0.f, 0.f, 0.f, 0.f };
D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER,
D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
hr = D3D::g_device->CreateSamplerState(&samDesc, &linear_copy_sampler);
if (FAILED(hr))
PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else
SetDebugObjectName(linear_copy_sampler, "linear copy sampler state");
samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
// cached data used to avoid unnecessarily reloading the vertex buffers
memset(&tex_quad_data, 0, sizeof(tex_quad_data));
@ -511,17 +501,17 @@ void ShutdownUtils()
font.Shutdown();
SAFE_RELEASE(point_copy_sampler);
SAFE_RELEASE(linear_copy_sampler);
util_vbuf.reset();
SAFE_DELETE(util_vbuf);
}
void SetPointCopySampler()
{
D3D::g_context->PSSetSamplers(0, 1, &point_copy_sampler);
D3D::context->PSSetSamplers(0, 1, &point_copy_sampler);
}
void SetLinearCopySampler()
{
D3D::g_context->PSSetSamplers(0, 1, &linear_copy_sampler);
D3D::context->PSSetSamplers(0, 1, &linear_copy_sampler);
}
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
@ -565,17 +555,17 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STQVertex);
UINT offset = 0;
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::g_context->IASetInputLayout(layout);
D3D::g_context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
D3D::g_context->PSSetShader(PShader, NULL, 0);
D3D::g_context->PSSetShaderResources(0, 1, &texture);
D3D::g_context->VSSetShader(Vshader, NULL, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->IASetInputLayout(layout);
D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
D3D::context->PSSetShader(PShader, NULL, 0);
D3D::context->PSSetShaderResources(0, 1, &texture);
D3D::context->VSSetShader(Vshader, NULL, 0);
D3D::stateman->Apply();
D3D::g_context->Draw(4, stq_offset);
D3D::context->Draw(4, stq_offset);
ID3D11ShaderResourceView* texres = NULL;
g_context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
}
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
@ -622,17 +612,17 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STSQVertex);
UINT offset = 0;
g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
g_context->IASetInputLayout(layout);
g_context->PSSetShaderResources(0, 1, &texture);
g_context->PSSetShader(PShader, NULL, 0);
g_context->VSSetShader(Vshader, NULL, 0);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
context->IASetInputLayout(layout);
context->PSSetShaderResources(0, 1, &texture);
context->PSSetShader(PShader, NULL, 0);
context->VSSetShader(Vshader, NULL, 0);
stateman->Apply();
g_context->Draw(4, stsq_offset);
context->Draw(4, stsq_offset);
ID3D11ShaderResourceView* texres = NULL;
g_context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
}
// Fills a certain area of the current render target with the specified color
@ -661,17 +651,17 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
draw_quad_data.col = Color;
}
g_context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
g_context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
g_context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
UINT offset = 0;
g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
stateman->Apply();
g_context->Draw(4, cq_offset);
context->Draw(4, cq_offset);
}
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
@ -691,16 +681,16 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
clear_quad_data.col = Color;
clear_quad_data.z = z;
}
g_context->VSSetShader(Vshader, NULL, 0);
g_context->PSSetShader(PShader, NULL, 0);
g_context->IASetInputLayout(layout);
context->VSSetShader(Vshader, NULL, 0);
context->PSSetShader(PShader, NULL, 0);
context->IASetInputLayout(layout);
UINT stride = sizeof(ClearVertex);
UINT offset = 0;
g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
stateman->Apply();
g_context->Draw(4, clearq_offset);
context->Draw(4, clearq_offset);
}
} // namespace D3D

View file

@ -23,150 +23,68 @@
namespace DX11
{
// simple "smart" pointer which calls AddRef/Release as needed
template <typename T>
class SharedPtr
{
public:
typedef T* pointer;
static SharedPtr FromPtr(pointer ptr)
{
return SharedPtr(ptr);
}
SharedPtr()
: data(nullptr)
{}
SharedPtr(const SharedPtr& other)
: data(NULL)
{
*this = other;
}
SharedPtr& operator=(const SharedPtr& other)
{
if (other.data)
other.data->AddRef();
reset();
data = other.data;
return *this;
}
~SharedPtr()
{
reset();
}
void reset()
{
if (data)
data->Release();
data = nullptr;
}
// returning reference for dx functions needing pointer to pointer
operator pointer const&() const
{
return data;
}
T& operator*() const
{
return *data;
}
// overloading operator& for dx functions needing pointer to pointer
T*const* operator&() const
{
return &data;
}
pointer operator->() const
{
return data;
}
bool operator==(const SharedPtr& other) const
{
return data == other.data;
}
bool operator!=(const SharedPtr& other) const
{
return !(*this == other);
}
private:
explicit SharedPtr(pointer ptr)
: data(ptr)
{}
pointer data;
};
namespace D3D
{
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
// Font creation flags
static const u32 D3DFONT_BOLD = 0x0001;
static const u32 D3DFONT_ITALIC = 0x0002;
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
// Font rendering flags
static const u32 D3DFONT_CENTERED = 0x0001;
class CD3DFont
{
ID3D11ShaderResourceView* m_pTexture;
ID3D11Buffer* m_pVB;
ID3D11InputLayout* m_InputLayout;
ID3D11PixelShader* m_pshader;
ID3D11VertexShader* m_vshader;
ID3D11BlendState* m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
unsigned int m_LineHeight;
float m_fTexCoords[128-32][4];
class CD3DFont
{
ID3D11ShaderResourceView* m_pTexture;
SharedPtr<ID3D11Buffer> m_pVB;
SharedPtr<ID3D11InputLayout> m_InputLayout;
SharedPtr<ID3D11PixelShader> m_pshader;
SharedPtr<ID3D11VertexShader> m_vshader;
SharedPtr<ID3D11BlendState> m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
unsigned int m_LineHeight;
float m_fTexCoords[128-32][4];
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y,
float size,
float spacing, u32 dwColor,
const char* strText);
};
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y, float size,
float spacing, u32 dwColor, const char* strText);
};
extern CD3DFont font;
extern CD3DFont font;
void InitUtils();
void ShutdownUtils();
void InitUtils();
void ShutdownUtils();
void SetPointCopySampler();
void SetLinearCopySampler();
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth, int SourceHeight,
ID3D11PixelShader* PShader, ID3D11VertexShader* VShader,
ID3D11InputLayout* layout, float Gamma = 1.0f);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth, int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout, float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
void SetPointCopySampler();
void SetLinearCopySampler();
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth,
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth,
int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
}
}

View file

@ -23,155 +23,153 @@
#include "PixelShaderCache.h"
#include "Render.h"
#include "VertexShaderCache.h"
#include "XFBEncoder.h"
#include "HW/Memmap.h"
namespace DX11
{
namespace DX11 {
static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
D3DTexture2D* FramebufferManager::GetResolvedEFBColorTexture()
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
{
if (g_ActiveConfig.iMultisampleMode)
{
D3D::g_context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
return m_efb.resolved_color_tex.get();
D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
return m_efb.resolved_color_tex;
}
else
return m_efb.color_tex.get();
return m_efb.color_tex;
}
D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture()
D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
if (g_ActiveConfig.iMultisampleMode)
{
D3D::g_context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
return m_efb.resolved_color_tex.get();
D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
return m_efb.resolved_color_tex;
}
else
return m_efb.depth_tex.get();
return m_efb.depth_tex;
}
FramebufferManager::FramebufferManager()
{
const unsigned int target_width = Renderer::GetTargetWidth();
const unsigned int target_height = Renderer::GetTargetHeight();
unsigned int target_width = Renderer::GetTargetWidth();
unsigned int target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
ID3D11Texture2D* buf;
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
// EFB color texture - primary render target
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height,
1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(buf, "create EFB color texture (size: %dx%d)", target_width, target_height);
m_efb.color_tex.reset(new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)));
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view");
}
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
// Temporary EFB color texture - used in ReinterpretPixelData
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height,
1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(buf, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
m_efb.color_temp_tex.reset(new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM));
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
}
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
m_efb.color_staging_buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(m_efb.color_staging_buf, "create EFB color staging buffer");
D3D::SetDebugObjectName(m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
}
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer - primary depth buffer
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(buf, "create EFB depth texture (size: %dx%d)", target_width, target_height);
m_efb.depth_tex.reset(new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE),
DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)));
D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture");
D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
}
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
// Render buffer for AccessEFB (depth data)
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(buf, "create EFB depth read texture");
m_efb.depth_read_texture.reset(new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET));
D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName(m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
}
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
m_efb.depth_staging_buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(m_efb.depth_staging_buf, "create EFB depth staging buffer");
D3D::SetDebugObjectName(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
}
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
if (g_ActiveConfig.iMultisampleMode)
{
// Framebuffer resolve textures (color+depth)
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
m_efb.resolved_color_tex.reset(new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM));
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
}
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
{
auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE);
auto const buf = CreateTexture2DShared(&texdesc, NULL);
CHECK(buf, "create EFB depth resolve texture (size: %dx%d)", target_width, target_height);
m_efb.resolved_depth_tex.reset(new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS));
D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
}
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
}
else
{
m_efb.resolved_color_tex = NULL;
m_efb.resolved_depth_tex = NULL;
}
s_xfbEncoder.Init();
}
FramebufferManager::~FramebufferManager()
{
m_efb.color_tex.reset();
m_efb.color_staging_buf.reset();
s_xfbEncoder.Shutdown();
m_efb.depth_tex.reset();
m_efb.depth_staging_buf.reset();
m_efb.depth_read_texture.reset();
m_efb.color_temp_tex.reset();
m_efb.resolved_color_tex.reset();
m_efb.resolved_depth_tex.reset();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
m_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
@ -216,8 +214,8 @@ void XFBSource::CopyEFB(float Gamma)
// Copy EFB data to XFB and restore render target again
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
D3D::SetLinearCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
@ -225,7 +223,7 @@ void XFBSource::CopyEFB(float Gamma)
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),Gamma);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}

View file

@ -23,7 +23,6 @@
#include "FramebufferManagerBase.h"
#include "D3DTexture.h"
#include "XFBEncoder.h"
namespace DX11 {
@ -61,16 +60,15 @@ namespace DX11 {
struct XFBSource : public XFBSourceBase
{
XFBSource(std::unique_ptr<D3DTexture2D>&& _tex)
: tex(std::move(_tex))
{}
XFBSource(D3DTexture2D *_tex) : tex(_tex) {}
~XFBSource() { tex->Release(); }
void Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
void CopyEFB(float Gamma);
std::unique_ptr<D3DTexture2D> const tex;
D3DTexture2D* const tex;
};
class FramebufferManager : public FramebufferManagerBase
@ -79,21 +77,22 @@ public:
FramebufferManager();
~FramebufferManager();
static D3DTexture2D* GetEFBColorTexture() { return m_efb.color_tex.get(); }
static ID3D11Texture2D* GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
static D3DTexture2D* &GetEFBColorTexture();
static ID3D11Texture2D* &GetEFBColorStagingBuffer();
static D3DTexture2D* GetEFBDepthTexture() { return m_efb.depth_tex.get(); }
static D3DTexture2D* GetEFBDepthReadTexture() { return m_efb.depth_read_texture.get(); }
static ID3D11Texture2D* GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
static D3DTexture2D* &GetEFBDepthTexture();
static D3DTexture2D* &GetEFBDepthReadTexture();
static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
static D3DTexture2D* GetResolvedEFBColorTexture();
static D3DTexture2D* GetResolvedEFBDepthTexture();
static D3DTexture2D* &GetResolvedEFBColorTexture();
static D3DTexture2D* &GetResolvedEFBDepthTexture();
static D3DTexture2D* GetEFBColorTempTexture() { return m_efb.color_temp_tex.get(); }
static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
static void SwapReinterpretTexture()
{
std::swap(m_efb.color_temp_tex, m_efb.color_tex);
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
private:
@ -104,20 +103,18 @@ private:
static struct Efb
{
std::unique_ptr<D3DTexture2D> color_tex;
SharedPtr<ID3D11Texture2D> color_staging_buf;
D3DTexture2D* color_tex;
ID3D11Texture2D* color_staging_buf;
std::unique_ptr<D3DTexture2D> depth_tex;
SharedPtr<ID3D11Texture2D> depth_staging_buf;
std::unique_ptr<D3DTexture2D> depth_read_texture;
D3DTexture2D* depth_tex;
ID3D11Texture2D* depth_staging_buf;
D3DTexture2D* depth_read_texture;
std::unique_ptr<D3DTexture2D> color_temp_tex;
D3DTexture2D* color_temp_tex;
std::unique_ptr<D3DTexture2D> resolved_color_tex;
std::unique_ptr<D3DTexture2D> resolved_depth_tex;
D3DTexture2D* resolved_color_tex;
D3DTexture2D* resolved_depth_tex;
} m_efb;
XFBEncoder m_xfbEncoder;
};
} // namespace DX11

View file

@ -26,19 +26,66 @@ namespace DX11
namespace D3D
{
std::unique_ptr<StateManager> stateman;
StateManager* stateman;
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
if(state) ((T*)state)->Release();
state = NULL;
}
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() || depthstates.empty() || raststates.empty())
if (!blendstates.empty())
{
ERROR_LOG(VIDEO, "Tried to apply without complete state!");
return;
if (cur_blendstate != blendstates.top().GetPtr())
{
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
D3D::g_context->OMSetBlendState(blendstates.top(), NULL, 0xFFFFFFFF);
D3D::g_context->OMSetDepthStencilState(depthstates.top(), 0);
D3D::g_context->RSSetState(raststates.top());
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
}
} // namespace

View file

@ -19,7 +19,9 @@
#include <stack>
#include "D3DUtil.h"
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
namespace DX11
{
@ -27,35 +29,37 @@ namespace DX11
namespace D3D
{
typedef SharedPtr<ID3D11BlendState> AutoBlendState;
typedef SharedPtr<ID3D11DepthStencilState> AutoDepthStencilState;
typedef SharedPtr<ID3D11RasterizerState> AutoRasterizerState;
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const AutoBlendState& state)
{
blendstates.push(state);
}
void PushDepthState(ID3D11DepthStencilState* state)
{
state->AddRef();
depthstates.push(AutoDepthStencilState::FromPtr(state));
}
void PushRasterizerState(ID3D11RasterizerState* state)
{
state->AddRef();
raststates.push(AutoRasterizerState::FromPtr(state));
}
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
// call these after drawing
void PopBlendState() { blendstates.pop(); }
void PopDepthState() { depthstates.pop(); }
void PopRasterizerState() { raststates.pop(); }
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
// call this before any drawing operation if states could have changed meanwhile
void Apply();
@ -64,9 +68,12 @@ private:
std::stack<AutoBlendState> blendstates;
std::stack<AutoDepthStencilState> depthstates;
std::stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern std::unique_ptr<StateManager> stateman;
extern StateManager* stateman;
} // namespace

View file

@ -138,19 +138,39 @@ static const char LINE_GS_COMMON[] =
;
LineGeometryShader::LineGeometryShader()
: m_ready(false)
: m_ready(false), m_paramsBuffer(NULL)
{ }
void LineGeometryShader::Init()
{
m_ready = false;
HRESULT hr;
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_paramsBuffer = CreateBufferShared(&bd, NULL);
CHECK(m_paramsBuffer, "create line geometry shader params buffer");
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
m_ready = true;
}
void LineGeometryShader::Shutdown()
{
m_ready = false;
for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it)
{
SAFE_RELEASE(it->second);
}
m_shaders.clear();
SAFE_RELEASE(m_paramsBuffer);
}
bool LineGeometryShader::SetShader(u32 components, float lineWidth,
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
@ -177,13 +197,12 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
{ NULL, NULL }
};
auto const newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
m_shaders[components].reset();
m_shaders[components] = NULL;
return false;
}
@ -195,18 +214,19 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
if (shaderIt->second)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::g_context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
LineGSParams* params = (LineGSParams*)map.pData;
params->LineWidth = lineWidth;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::g_context->Unmap(m_paramsBuffer, 0);
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
@ -214,8 +234,8 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
D3D::g_context->GSSetShader(shaderIt->second, NULL, 0);
D3D::g_context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
return true;
}

View file

@ -19,7 +19,9 @@
#define _LINEGEOMETRYSHADER_H
#include "VideoCommon.h"
#include "D3DUtil.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
@ -28,21 +30,27 @@ namespace DX11
// vertex format.
class LineGeometryShader
{
public:
LineGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;
SharedPtr<ID3D11Buffer> m_paramsBuffer;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, SharedPtr<ID3D11GeometryShader>> ComboMap;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}

View file

@ -17,6 +17,7 @@
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "D3DBlob.h"
#include "NativeVertexFormat.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
@ -29,11 +30,12 @@ class D3DVertexFormat : public NativeVertexFormat
D3D11_INPUT_ELEMENT_DESC m_elems[32];
UINT m_num_elems;
SharedPtr<ID3D10Blob> m_vs_bytecode;
SharedPtr<ID3D11InputLayout> m_layout;
DX11::D3DBlob* m_vs_bytecode;
ID3D11InputLayout* m_layout;
public:
D3DVertexFormat() : m_num_elems(0) {}
D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {}
~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
void Initialize(const PortableVertexDeclaration &_vtx_decl);
void SetupVertexPointers();
@ -139,15 +141,17 @@ void D3DVertexFormat::SetupVertexPointers()
{
if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode())
{
m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
SAFE_RELEASE(m_vs_bytecode);
SAFE_RELEASE(m_layout);
m_layout = CreateInputLayoutShared(m_elems, m_num_elems,
m_vs_bytecode->GetBufferPointer(), m_vs_bytecode->GetBufferSize());
if (!m_layout)
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
m_vs_bytecode->AddRef();
HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::g_context->IASetInputLayout(m_layout);
DX11::D3D::context->IASetInputLayout(m_layout);
}
} // namespace DX11

View file

@ -846,6 +846,24 @@ static const char EFB_ENCODE_PS[] =
"}\n"
;
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL),
m_encodeParams(NULL),
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL),
m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL),
m_efbEncodeRastState(NULL), m_efbSampler(NULL),
m_dynamicShader(NULL), m_classLinkage(NULL)
{
for (size_t i = 0; i < 4; ++i)
m_fetchClass[i] = NULL;
for (size_t i = 0; i < 2; ++i)
m_scaledFetchClass[i] = NULL;
for (size_t i = 0; i < 2; ++i)
m_intensityClass[i] = NULL;
for (size_t i = 0; i < 16; ++i)
m_generatorClass[i] = NULL;
}
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
@ -856,22 +874,11 @@ static const struct QuadVertex
float posY;
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_outRTV(NULL),
m_efbEncodeDepthState(NULL),
m_efbEncodeRastState(NULL), m_efbSampler(NULL),
m_classLinkage(NULL)
void PSTextureEncoder::Init()
{
m_ready = false;
for (size_t i = 0; i < 4; ++i)
m_fetchClass[i] = NULL;
for (size_t i = 0; i < 2; ++i)
m_scaledFetchClass[i] = NULL;
for (size_t i = 0; i < 2; ++i)
m_intensityClass[i] = NULL;
for (size_t i = 0; i < 16; ++i)
m_generatorClass[i] = NULL;
HRESULT hr;
// Create output texture RGBA format
@ -879,15 +886,15 @@ PSTextureEncoder::PSTextureEncoder()
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_R32G32B32A32_UINT,
EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
m_out = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_out, "create efb encode output texture");
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32G32B32A32_UINT);
HRESULT hr = D3D::g_device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create efb encode output render target view");
D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
@ -896,16 +903,16 @@ PSTextureEncoder::PSTextureEncoder()
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
m_outStage = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_outStage, "create efb encode output staging buffer");
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
// Create constant buffer for uploading data to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
m_encodeParams = CreateBufferShared(&bd, NULL);
CHECK(m_encodeParams, "create efb encode params buffer");
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
// Create vertex quad
@ -914,23 +921,33 @@ PSTextureEncoder::PSTextureEncoder()
D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
m_quad = CreateBufferShared(&bd, &srd);
CHECK(m_quad, "create efb encode quad vertex buffer");
hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
CHECK(SUCCEEDED(hr), "create efb encode quad vertex buffer");
D3D::SetDebugObjectName(m_quad, "efb encoder quad vertex buffer");
// Create vertex shader
SharedPtr<ID3D10Blob> bytecode;
m_vShader = D3D::CompileAndCreateVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), std::addressof(bytecode));
CHECK(m_vShader, "compile/create efb encode vertex shader");
D3DBlob* bytecode = NULL;
if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
{
ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
return;
}
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
// Create input layout for vertex quad using bytecode from vertex shader
m_quadLayout = CreateInputLayoutShared(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->GetBufferPointer(), bytecode->GetBufferSize());
CHECK(m_quadLayout, "create efb encode quad vertex layout");
hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->Data(), bytecode->Size(), &m_quadLayout);
CHECK(SUCCEEDED(hr), "create efb encode quad vertex layout");
D3D::SetDebugObjectName(m_quadLayout, "efb encoder quad layout");
bytecode->Release();
// Create pixel shader
#ifdef USE_DYNAMIC_MODE
@ -941,46 +958,44 @@ PSTextureEncoder::PSTextureEncoder()
return;
// Create blend state
{
auto const bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
m_efbEncodeBlendState = CreateBlendStateShared(&bld);
D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = D3D::device->CreateBlendState(&bld, &m_efbEncodeBlendState);
CHECK(SUCCEEDED(hr), "create efb encode blend state");
D3D::SetDebugObjectName(m_efbEncodeBlendState, "efb encoder blend state");
}
// Create depth state
{
auto dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dsd.DepthEnable = FALSE;
hr = D3D::g_device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState);
hr = D3D::device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState);
CHECK(SUCCEEDED(hr), "create efb encode depth state");
D3D::SetDebugObjectName(m_efbEncodeDepthState, "efb encoder depth state");
}
// Create rasterizer state
{
auto rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
rd.DepthClipEnable = FALSE;
hr = D3D::g_device->CreateRasterizerState(&rd, &m_efbEncodeRastState);
hr = D3D::device->CreateRasterizerState(&rd, &m_efbEncodeRastState);
CHECK(SUCCEEDED(hr), "create efb encode rast state");
D3D::SetDebugObjectName(m_efbEncodeRastState, "efb encoder rast state");
}
// Create efb texture sampler
{
auto sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = D3D::g_device->CreateSamplerState(&sd, &m_efbSampler);
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create efb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "efb encoder texture sampler");
}
m_ready = true;
}
PSTextureEncoder::~PSTextureEncoder()
void PSTextureEncoder::Shutdown()
{
m_ready = false;
for (size_t i = 0; i < 4; ++i)
SAFE_RELEASE(m_fetchClass[i]);
for (size_t i = 0; i < 2; ++i)
@ -989,13 +1004,29 @@ PSTextureEncoder::~PSTextureEncoder()
SAFE_RELEASE(m_intensityClass[i]);
for (size_t i = 0; i < 16; ++i)
SAFE_RELEASE(m_generatorClass[i]);
m_linkageArray.clear();
SAFE_RELEASE(m_classLinkage);
SAFE_RELEASE(m_dynamicShader);
for (ComboMap::iterator it = m_staticShaders.begin();
it != m_staticShaders.end(); ++it)
{
SAFE_RELEASE(it->second);
}
m_staticShaders.clear();
SAFE_RELEASE(m_efbSampler);
SAFE_RELEASE(m_efbEncodeRastState);
SAFE_RELEASE(m_efbEncodeDepthState);
SAFE_RELEASE(m_efbEncodeBlendState);
SAFE_RELEASE(m_quadLayout);
SAFE_RELEASE(m_vShader);
SAFE_RELEASE(m_quad);
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
SAFE_RELEASE(m_out);
}
size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
@ -1052,7 +1083,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
{
D3D::g_context->VSSetShader(m_vShader, NULL, 0);
D3D::context->VSSetShader(m_vShader, NULL, 0);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
@ -1060,13 +1091,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::stateman->Apply();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->IASetInputLayout(m_quadLayout);
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->IASetInputLayout(m_quadLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::g_context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
@ -1084,55 +1115,55 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->OMSetRenderTargets(1, &m_outRTV, NULL);
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);
D3D::g_context->PSSetSamplers(0, 1, &m_efbSampler);
D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->PSSetShaderResources(0, 1, &pEFB);
D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
// Encode!
D3D::g_context->Draw(4, 0);
D3D::context->Draw(4, 0);
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2, numBlocksY, 1);
D3D::g_context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Clean up state
IUnknown* nullDummy = NULL;
D3D::g_context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::g_context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::g_context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::g_context->OMSetRenderTargets(0, NULL, NULL);
D3D::context->OMSetRenderTargets(0, NULL, NULL);
D3D::g_context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::g_context->PSSetShader(NULL, NULL, 0);
D3D::g_context->VSSetShader(NULL, NULL, 0);
D3D::context->PSSetShader(NULL, NULL, 0);
D3D::context->VSSetShader(NULL, NULL, 0);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::g_context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer");
u8* src = (u8*)map.pData;
@ -1143,7 +1174,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
src += map.RowPitch;
}
D3D::g_context->Unmap(m_outStage, 0);
D3D::context->Unmap(m_outStage, 0);
encodeSize = bpmem.copyMipMapStrideChannels*32 * numBlocksY;
}
@ -1151,7 +1182,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// Restore API
g_renderer->RestoreAPIState();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
D3D::context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
return encodeSize;
@ -1206,15 +1238,15 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
case 0xC: generatorFuncName = "Generate_C"; break;
default:
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
m_staticShaders[key].reset();
m_staticShaders[key] = NULL;
return false;
break;
}
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
// Shader permutation not found, so compile it
D3DBlob* bytecode = NULL;
D3D_SHADER_MACRO macros[] = {
{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
@ -1222,30 +1254,29 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
{ "IMP_GENERATOR", generatorFuncName },
{ NULL, NULL }
};
auto const bytecode = D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), macros);
if (!bytecode)
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
{
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
// Add dummy shader to map to prevent trying to compile over and
// over again
m_staticShaders[key].reset();
m_staticShaders[key] = NULL;
return false;
}
ID3D11PixelShader* newShader = nullptr;
HRESULT hr = D3D::g_device->CreatePixelShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), NULL, &newShader);
ID3D11PixelShader* newShader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
it = m_staticShaders.insert(std::make_pair(key, SharedPtr<ID3D11PixelShader>::FromPtr(newShader))).first;
it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
bytecode->Release();
}
if (it != m_staticShaders.end())
{
if (it->second)
{
D3D::g_context->PSSetShader(it->second, NULL, 0);
D3D::context->PSSetShader(it->second, NULL, 0);
return true;
}
else
@ -1257,24 +1288,32 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
bool PSTextureEncoder::InitDynamicMode()
{
const D3D_SHADER_MACRO macros[] = {
HRESULT hr;
D3D_SHADER_MACRO macros[] = {
{ "DYNAMIC_MODE", NULL },
{ NULL, NULL }
};
HRESULT hr = D3D::g_device->CreateClassLinkage(&m_classLinkage);
D3DBlob* bytecode = NULL;
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
{
ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
return false;
}
hr = D3D::device->CreateClassLinkage(&m_classLinkage);
CHECK(SUCCEEDED(hr), "create efb encode class linkage");
D3D::SetDebugObjectName(m_classLinkage, "efb encoder class linkage");
SharedPtr<ID3D10Blob> bytecode;
m_dynamicShader = D3D::CompileAndCreatePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), macros, std::addressof(bytecode));
CHECK(m_dynamicShader, "compile/create efb encode pixel shader");
hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), m_classLinkage, &m_dynamicShader);
CHECK(SUCCEEDED(hr), "create efb encode pixel shader");
D3D::SetDebugObjectName(m_dynamicShader, "efb encoder pixel shader");
// Use D3DReflect
ID3D11ShaderReflection* reflect = NULL;
hr = PD3DReflect(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&reflect);
hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
// Get number of slots and create dynamic linkage array
@ -1311,6 +1350,7 @@ bool PSTextureEncoder::InitDynamicMode()
m_generatorClass[i] = NULL;
reflect->Release();
bytecode->Release();
return true;
}
@ -1348,7 +1388,6 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
default:
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
return false;
break;
}
// Make sure class instances are available
@ -1397,7 +1436,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
if (m_generatorSlot != UINT(-1))
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::g_context->PSSetShader(m_dynamicShader,
D3D::context->PSSetShader(m_dynamicShader,
m_linkageArray.empty() ? NULL : &m_linkageArray[0],
(UINT)m_linkageArray.size());

View file

@ -19,32 +19,48 @@
#define _PSTEXTUREENCODER_H
#include "TextureEncoder.h"
#include "D3DUtil.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11InputLayout;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11ClassLinkage;
struct ID3D11ClassInstance;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class PSTextureEncoder : public TextureEncoder
{
public:
PSTextureEncoder();
~PSTextureEncoder();
public:
PSTextureEncoder();
void Init();
void Shutdown();
size_t Encode(u8* dst, unsigned int dstFormat,
unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf);
private:
bool m_ready;
SharedPtr<ID3D11Texture2D> m_out;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
SharedPtr<ID3D11Texture2D> m_outStage;
SharedPtr<ID3D11Buffer> m_encodeParams;
SharedPtr<ID3D11Buffer> m_quad;
SharedPtr<ID3D11VertexShader> m_vShader;
SharedPtr<ID3D11InputLayout> m_quadLayout;
SharedPtr<ID3D11BlendState> m_efbEncodeBlendState;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11BlendState* m_efbEncodeBlendState;
ID3D11DepthStencilState* m_efbEncodeDepthState;
ID3D11RasterizerState* m_efbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
@ -64,7 +80,7 @@ private:
| (scaleByHalf ? (1<<0) : 0);
}
typedef std::map<ComboKey, SharedPtr<ID3D11PixelShader>> ComboMap;
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
ComboMap m_staticShaders;
@ -75,7 +91,7 @@ private:
bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
bool isIntensity, bool scaleByHalf);
SharedPtr<ID3D11PixelShader> m_dynamicShader;
ID3D11PixelShader* m_dynamicShader;
ID3D11ClassLinkage* m_classLinkage;
// Interface slots
@ -95,6 +111,7 @@ private:
ID3D11ClassInstance* m_generatorClass[16];
std::vector<ID3D11ClassInstance*> m_linkageArray;
};
}

View file

@ -44,14 +44,13 @@ const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
SharedPtr<ID3D11PixelShader> s_ColorMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2];
SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ClearProgram;
SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8[2];
SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6[2];
SharedPtr<ID3D11Buffer> pscbuf;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ClearProgram = NULL;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
ID3D11Buffer* pscbuf = NULL;
const char clear_program_code[] = {
"void main(\n"
@ -243,7 +242,6 @@ const char reint_rgb8_to_rgba6_msaa[] = {
"}\n"
};
ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
@ -298,65 +296,50 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{
return s_ColorCopyProgram[0];
}
else if (!s_ColorCopyProgram[1])
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorCopyProgram[1], "Create color copy MSAA pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[1], "color copy MSAA pixel shader");
CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
return s_ColorCopyProgram[1];
}
return s_ColorCopyProgram[1];
}
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{
return s_ColorMatrixProgram[0];
}
else if (!s_ColorMatrixProgram[1])
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorMatrixProgram[1], "Create color matrix MSAA pixel shader");
D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
return s_ColorMatrixProgram[1];
}
return s_ColorMatrixProgram[1];
}
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{
return s_DepthMatrixProgram[0];
}
else if (!s_DepthMatrixProgram[1])
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_DepthMatrixProgram[1], "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
return s_DepthMatrixProgram[1];
}
return s_DepthMatrixProgram[1];
}
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
@ -364,31 +347,27 @@ ID3D11PixelShader* PixelShaderCache::GetClearProgram()
return s_ClearProgram;
}
ID3D11Buffer*const& PixelShaderCache::GetConstantBuffer()
ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
if (pscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::g_context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, psconstants, sizeof(psconstants));
D3D::g_context->Unmap(pscbuf, 0);
D3D::context->Unmap(pscbuf, 0);
pscbufchanged = false;
}
return pscbuf;
}
// this class will load the precompiled shaders into our cache
class PixelShaderCacheInserter
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
{
public:
template <typename F>
void operator()(const PIXELSHADERUID& key, u32 value_size, F get_data) const
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
{
std::unique_ptr<u8[]> value(new u8[value_size]);
get_data(value.get());
PixelShaderCache::InsertByteCode(key, value.get(), value_size);
PixelShaderCache::InsertByteCode(key, value, value_size);
}
};
@ -396,29 +375,29 @@ void PixelShaderCache::Init()
{
unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
pscbuf = CreateBufferShared(&cbdesc, NULL);
CHECK(pscbuf, "Create pixel shader constant buffer");
D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
CHECK(s_ClearProgram, "Create clear pixel shader");
D3D::SetDebugObjectName(s_ClearProgram, "clear pixel shader");
CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
// used when copying/resolving the color buffer
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
CHECK(s_ColorCopyProgram[0], "Create color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
// used for color conversion
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
CHECK(s_ColorMatrixProgram[0], "Create color matrix pixel shader");
D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
// used for depth copy
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
CHECK(s_DepthMatrixProgram[0], "Create depth matrix pixel shader");
D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
Clear();
@ -430,39 +409,41 @@ void PixelShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
g_ps_disk_cache.OpenAndRead(cache_filename, PixelShaderCacheInserter());
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
// Used in Swap() when AA mode has changed
void PixelShaderCache::InvalidateMSAAShaders()
{
s_ColorCopyProgram[1].reset();
s_ColorMatrixProgram[1].reset();
s_DepthMatrixProgram[1].reset();
s_rgb8_to_rgba6[1].reset();
s_rgba6_to_rgb8[1].reset();
SAFE_RELEASE(s_ColorCopyProgram[1]);
SAFE_RELEASE(s_ColorMatrixProgram[1]);
SAFE_RELEASE(s_DepthMatrixProgram[1]);
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
}
void PixelShaderCache::Shutdown()
{
pscbuf.reset();
SAFE_RELEASE(pscbuf);
s_ClearProgram.reset();
SAFE_RELEASE(s_ClearProgram);
for (int i = 0; i < 2; ++i)
{
s_ColorCopyProgram[i].reset();
s_ColorMatrixProgram[i].reset();
s_DepthMatrixProgram[i].reset();
s_rgba6_to_rgb8[i].reset();
s_rgb8_to_rgba6[i].reset();
SAFE_RELEASE(s_ColorCopyProgram[i]);
SAFE_RELEASE(s_ColorMatrixProgram[i]);
SAFE_RELEASE(s_DepthMatrixProgram[i]);
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
}
Clear();
@ -470,7 +451,7 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::LoadShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
@ -495,14 +476,14 @@ bool PixelShaderCache::LoadShader(DSTALPHA_MODE dstAlphaMode, u32 components)
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
return (!!entry.shader);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
auto const pbytecode = D3D::CompilePixelShader(code, (unsigned int)strlen(code));
if (!pbytecode)
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
@ -510,25 +491,25 @@ bool PixelShaderCache::LoadShader(DSTALPHA_MODE dstAlphaMode, u32 components)
}
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
{
auto const shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
if (!shader)
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
if (shader == NULL)
{
PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName(shader, "a pixel shader of PixelShaderCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
// Make an entry in the table
PSCacheEntry newentry;
@ -537,6 +518,11 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* byt
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return true;

View file

@ -33,12 +33,11 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool LoadShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
static SharedPtr<ID3D11PixelShader> GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*const& GetConstantBuffer();
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
@ -52,10 +51,11 @@ public:
private:
struct PSCacheEntry
{
SharedPtr<ID3D11PixelShader> shader;
ID3D11PixelShader* shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
PSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;

View file

@ -132,19 +132,39 @@ static const char POINT_GS_COMMON[] =
;
PointGeometryShader::PointGeometryShader()
: m_ready(false)
: m_ready(false), m_paramsBuffer(NULL)
{ }
void PointGeometryShader::Init()
{
m_ready = false;
HRESULT hr;
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_paramsBuffer = CreateBufferShared(&bd, NULL);
CHECK(m_paramsBuffer, "create point geometry shader params buffer");
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create point geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
m_ready = true;
}
void PointGeometryShader::Shutdown()
{
m_ready = false;
for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it)
{
SAFE_RELEASE(it->second);
}
m_shaders.clear();
SAFE_RELEASE(m_paramsBuffer);
}
bool PointGeometryShader::SetShader(u32 components, float pointSize,
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
@ -171,13 +191,12 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
{ NULL, NULL }
};
auto const newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
m_shaders[components].reset();
m_shaders[components] = NULL;
return false;
}
@ -189,27 +208,28 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
if (shaderIt->second)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::g_context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
PointGSParams* params = (PointGSParams*)map.pData;
params->PointSize = pointSize;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::g_context->Unmap(m_paramsBuffer, 0);
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map point gs params buffer");
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);
D3D::g_context->GSSetShader(shaderIt->second, NULL, 0);
D3D::g_context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
return true;
}

View file

@ -19,7 +19,9 @@
#define _POINTGEOMETRYSHADER_H
#include "VideoCommon.h"
#include "D3DUtil.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
@ -28,21 +30,27 @@ namespace DX11
// vertex format.
class PointGeometryShader
{
public:
PointGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset,
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;
SharedPtr<ID3D11Buffer> m_paramsBuffer;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, SharedPtr<ID3D11GeometryShader>> ComboMap;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}

View file

@ -40,6 +40,7 @@
#include "VertexShaderCache.h"
#include "Core.h"
#include "OnFrame.h"
#include "Television.h"
#include "Host.h"
namespace DX11
@ -51,10 +52,12 @@ static u32 s_LastAA = 0;
static u32 s_blendMode;
SharedPtr<ID3D11Buffer> access_efb_cbuf;
SharedPtr<ID3D11BlendState> clearblendstates[4];
static Television s_television;
ID3D11Buffer* access_efb_cbuf = NULL;
ID3D11BlendState* clearblendstates[4] = {NULL};
ID3D11DepthStencilState* cleardepthstates[3] = {NULL};
SharedPtr<ID3D11BlendState> resetblendstate;
ID3D11BlendState* resetblendstate = NULL;
ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL;
@ -214,6 +217,8 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
void SetupDeviceObjects()
{
s_television.Init();
g_framebuffer_manager = new FramebufferManager;
HRESULT hr;
@ -222,9 +227,9 @@ void SetupDeviceObjects()
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
access_efb_cbuf = CreateBufferShared(&cbdesc, &data);
CHECK(access_efb_cbuf, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName(access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
CHECK(hr==S_OK, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
@ -233,18 +238,18 @@ void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName(cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
@ -257,23 +262,24 @@ void SetupDeviceObjects()
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
resetblendstate = CreateBlendStateShared(&blenddesc);
CHECK(resetblendstate, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetblendstate, "blend state for Renderer::ResetAPIState");
hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
CHECK(hr==S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState");
clearblendstates[0] = resetblendstate;
resetblendstate->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED
| D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
clearblendstates[1] = CreateBlendStateShared(&blenddesc);
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
clearblendstates[2] = CreateBlendStateShared(&blenddesc);
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
clearblendstates[3] = CreateBlendStateShared(&blenddesc);
CHECK(clearblendstates[1] && clearblendstates[2] && clearblendstates[3], "Create blend state for Renderer::ClearScreen");
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
@ -281,14 +287,14 @@ void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::g_device->CreateDepthStencilState(&ddesc, &resetdepthstate);
hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
CHECK(hr==S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "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::g_device->CreateRasterizerState(&rastdesc, &resetraststate);
hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(resetraststate, "rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
}
// Kill off all POOL_DEFAULT device objects.
@ -296,17 +302,19 @@ void TeardownDeviceObjects()
{
delete g_framebuffer_manager;
access_efb_cbuf.reset();
for (int i = 0; i != 4; ++i)
clearblendstates[i].reset();
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(clearblendstates[0]);
SAFE_RELEASE(clearblendstates[1]);
SAFE_RELEASE(clearblendstates[2]);
SAFE_RELEASE(clearblendstates[3]);
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);
SAFE_RELEASE(cleardepthstates[2]);
resetblendstate.reset();
SAFE_RELEASE(resetblendstate);
SAFE_RELEASE(resetdepthstate);
SAFE_RELEASE(resetraststate);
s_television.Shutdown();
}
Renderer::Renderer()
@ -318,8 +326,6 @@ Renderer::Renderer()
D3D::Create(EmuWindow::GetWnd());
m_television.reset(new Television);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
@ -373,20 +379,17 @@ Renderer::Renderer()
// Clear EFB textures
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f,
(float)s_target_width, (float)s_target_height);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
}
Renderer::~Renderer()
{
m_television.reset();
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
@ -476,15 +479,14 @@ bool Renderer::SetScissorRect()
if (rc.right >= rc.left && rc.bottom >= rc.top)
{
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
D3D::context->RSSetScissorRects(1, rc.AsRECT());
return true;
}
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
*rc.AsRECT() = CD3D11_RECT(0, 0,
s_target_width, s_target_height);
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
*rc.AsRECT() = CD3D11_RECT(0.f, 0.f, s_target_width, s_target_height);
D3D::context->RSSetScissorRects(1, rc.AsRECT());
return false;
}
}
@ -563,9 +565,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
D3D::context->RSSetViewports(1, &vp);
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
@ -575,17 +577,17 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
// copy to system memory
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
D3D::g_context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
RestoreAPIState(); // restore game state
// read the data from system memory
D3D::g_context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
float val = *(float*)map.pData;
u32 ret = 0;
@ -598,7 +600,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
ret = ((u32)(val * 0xffffff));
}
D3D::g_context->Unmap(read_tex, 0);
D3D::context->Unmap(read_tex, 0);
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
@ -608,14 +610,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// we can directly copy to system memory here
read_tex = FramebufferManager::GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::g_context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
// read the data from system memory
D3D::g_context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
u32 ret = 0;
if(map.pData)
ret = *(u32*)map.pData;
D3D::g_context->Unmap(read_tex, 0);
D3D::context->Unmap(read_tex, 0);
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode;
@ -645,7 +647,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
@ -713,9 +715,11 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int X = intendedX;
if (X < 0)
X = 0;
int Y = intendedY;
if (Y < 0)
Y = 0;
int Wd = intendedWd;
if (X + Wd > GetTargetWidth())
Wd = GetTargetWidth() - X;
@ -733,7 +737,7 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
@ -753,7 +757,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// 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::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
@ -783,18 +787,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
g_renderer->ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source,
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
g_renderer->RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
void SetSrcBlend(D3D11_BLEND val)
@ -874,15 +876,15 @@ void Renderer::SetBlendMode(bool forceUpdate)
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &rc)
{
// copy back buffer to system memory
ID3D11Texture2D* buftex;
D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
auto const buftex = CreateTexture2DShared(&tex_desc, NULL);
if (!buftex)
PanicAlert("Failed to create screenshot buffer texture");
D3D::g_context->CopyResource(buftex, D3D::GetBackBuffer()->GetTex());
HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
D3D11_MAPPED_SUBRESOURCE map;
D3D::g_context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
{
u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
@ -892,10 +894,12 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
ptr += 4;
}
}
D3D::g_context->Unmap(buftex, 0);
D3D::context->Unmap(buftex, 0);
// ready to be saved
HRESULT hr = PD3DX11SaveTextureToFileA(D3D::g_context, buftex, D3DX11_IFF_PNG, filename.c_str());
hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, filename.c_str());
buftex->Release();
return SUCCEEDED(hr);
}
@ -926,9 +930,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::g_context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
int X = dst_rect.left;
int Y = dst_rect.top;
@ -944,8 +948,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
@ -953,10 +957,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
{
// TODO: Television should be used to render Virtual XFB mode as well.
m_television->Submit(xfbAddr, fbWidth, fbHeight);
m_television->Render();
s_television.Submit(xfbAddr, fbWidth, fbHeight);
s_television.Render();
}
else if (g_ActiveConfig.bUseXFB)
else if(g_ActiveConfig.bUseXFB)
{
const XFBSourceBase* xfbSource;
@ -1011,11 +1015,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(),
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), Gamma);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
}
// done with drawing the game stuff, good moment to save a screenshot
@ -1129,19 +1129,19 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
s_LastEFBScale = g_ActiveConfig.iEFBScale;
CalculateTargetSize();
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
}
// begin next frame
Renderer::RestoreAPIState();
D3D::BeginFrame();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@ -1189,26 +1189,25 @@ void Renderer::ApplyState(bool bUseDstAlpha)
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
{
auto const blstate = CreateBlendStateShared(&gx_state.blenddc);
if (!blstate)
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
ID3D11BlendState* blstate;
hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushBlendState(blstate);
D3D::SetDebugObjectName(blstate, "blend state used to emulate the GX pipeline");
}
D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
SAFE_RELEASE(blstate);
ID3D11DepthStencilState* depth_state;
hr = D3D::g_device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName(depth_state, "depth-stencil state used to emulate the GX pipeline");
hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushDepthState(depth_state);
SAFE_RELEASE(depth_state);
gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = D3D::g_device->CreateRasterizerState(&gx_state.rastdc, &raststate);
hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(raststate, "rasterizer state used to emulate the GX pipeline");
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);
@ -1219,13 +1218,13 @@ void Renderer::ApplyState(bool bUseDstAlpha)
//if (shader_resources[stage])
{
if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::g_device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else D3D::SetDebugObjectName(samplerstate[stage], "sampler state used to emulate the GX pipeline");
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
}
// else samplerstate[stage] = NULL;
}
D3D::g_context->PSSetSamplers(0, 8, samplerstate);
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
@ -1238,17 +1237,17 @@ void Renderer::ApplyState(bool bUseDstAlpha)
SetLogicOpMode();
}
D3D::g_context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
D3D::g_context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
D3D::g_context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
D3D::g_context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
}
void Renderer::RestoreState()
{
ID3D11ShaderResourceView* shader_resources[8] = { NULL };
D3D::g_context->PSSetShaderResources(0, 8, shader_resources);
D3D::context->PSSetShaderResources(0, 8, shader_resources);
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
@ -1261,9 +1260,9 @@ void Renderer::ApplyCullDisable()
rastDesc.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate;
HRESULT hr = D3D::g_device->CreateRasterizerState(&rastDesc, &raststate);
HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);

View file

@ -3,7 +3,6 @@
#define _RENDER_H_
#include "RenderBase.h"
#include "Television.h"
namespace DX11
{
@ -61,9 +60,6 @@ public:
void SetVSConstant4fv(unsigned int const_number, const float *f);
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
private:
std::unique_ptr<Television> m_television;
};
}

View file

@ -71,35 +71,43 @@ static const char YUYV_DECODER_PS[] =
;
Television::Television()
: m_yuyvTextureSRV(NULL)
: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
{ }
void Television::Init()
{
HRESULT hr;
// Create YUYV texture for real XFB mode
// This texture format is designed for YUYV data.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
m_yuyvTexture = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_yuyvTexture, "create tv yuyv texture");
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
CHECK(SUCCEEDED(hr), "create tv yuyv texture");
D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
// Create shader resource view for YUYV texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_G8R8_G8B8_UNORM);
HRESULT hr = D3D::g_device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_G8R8_G8B8_UNORM);
hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
// Create YUYV-decoding pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
CHECK(m_pShader, "compile and create yuyv decoder pixel shader");
CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
}
Television::~Television()
void Television::Shutdown()
{
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_yuyvTextureSRV);
SAFE_RELEASE(m_yuyvTexture);
}
void Television::Submit(u32 xfbAddr, u32 width, u32 height)
@ -111,7 +119,7 @@ void Television::Submit(u32 xfbAddr, u32 width, u32 height)
// Load data from GameCube RAM to YUYV texture
u8* yuyvSrc = Memory::GetPointer(xfbAddr);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::g_context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
}
void Television::Render()

View file

@ -20,16 +20,22 @@
#include "VideoCommon.h"
#include "D3DUtil.h"
struct ID3D11Texture2D;
struct ID3D11ShaderResourceView;
struct ID3D11PixelShader;
namespace DX11
{
class Television
{
public:
Television();
~Television();
void Init();
void Shutdown();
// Submit video data to be drawn. This will change the current state of the
// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
@ -48,9 +54,10 @@ private:
// Used for real XFB mode
SharedPtr<ID3D11Texture2D> m_yuyvTexture;
ID3D11Texture2D* m_yuyvTexture;
ID3D11ShaderResourceView* m_yuyvTextureSRV;
SharedPtr<ID3D11PixelShader> m_pShader;
ID3D11PixelShader* m_pShader;
};
}

View file

@ -31,18 +31,23 @@
namespace DX11
{
static std::unique_ptr<TextureEncoder> g_encoder;
static TextureEncoder* g_encoder = NULL;
const size_t MAX_COPY_BUFFERS = 25;
static SharedPtr<ID3D11Buffer> efbcopycbuf[MAX_COPY_BUFFERS];
ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 };
TextureCache::TCacheEntry::~TCacheEntry()
{
texture->Release();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
D3D::g_context->PSSetShaderResources(stage, 1, &texture->GetSRV());
D3D::context->PSSetShaderResources(stage, 1, &texture->GetSRV());
}
bool TextureCache::TCacheEntry::Save(const char filename[])
{
return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::g_context, texture->GetTex(), D3DX11_IFF_PNG, filename));
return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::context, texture->GetTex(), D3DX11_IFF_PNG, filename));
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
@ -51,7 +56,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
if (autogen_mips)
PD3DX11FilterTexture(D3D::g_context, texture->GetTex(), 0, D3DX11_DEFAULT);
PD3DX11FilterTexture(D3D::context, texture->GetTex(), 0, D3DX11_DEFAULT);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
@ -76,16 +81,18 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
auto const pTexture = CreateTexture2DShared(&texdesc, data);
CHECK(pTexture, "Create texture of the TextureCache");
ID3D11Texture2D *pTexture;
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
std::unique_ptr<D3DTexture2D> tx(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
auto const entry = new TCacheEntry(std::move(tx));
TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
entry->usage = usage;
// TODO: better debug names
D3D::SetDebugObjectName(entry->texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName(entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
SAFE_RELEASE(pTexture);
return entry;
}
@ -101,7 +108,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
// set transformation
if (NULL == efbcopycbuf[cbufid])
@ -109,11 +116,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
efbcopycbuf[cbufid] = CreateBufferShared(&cbdesc, &data);
CHECK(efbcopycbuf[cbufid], "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName(efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::g_context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
// TODO: try targetSource.asRECT();
@ -125,7 +132,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
else
D3D::SetPointCopySampler();
D3D::g_context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
// Create texture copy
D3D::drawShadedTexQuad(
@ -134,7 +141,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
(srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
@ -143,7 +150,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
{
u8* dst = Memory::GetPointer(dstAddr);
size_t encodeSize = g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf);
hash = GetHash64(dst, (int)encodeSize, g_ActiveConfig.iSafeTextureCache_ColorSamples);
hash = GetHash64(dst, encodeSize, g_ActiveConfig.iSafeTextureCache_ColorSamples);
if (g_ActiveConfig.bEFBCopyCacheEnable)
{
// If the texture in RAM is already in the texture cache,
@ -152,7 +159,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
return;
}
TextureCache::MakeRangeDynamic(dstAddr, (u32)encodeSize);
TextureCache::MakeRangeDynamic(dstAddr, encodeSize);
}
}
@ -167,12 +174,18 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
TextureCache::TextureCache()
{
// FIXME: Is it safe here?
g_encoder.reset(new PSTextureEncoder);
g_encoder = new PSTextureEncoder;
g_encoder->Init();
}
TextureCache::~TextureCache()
{
g_encoder.reset();
for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
SAFE_RELEASE(efbcopycbuf[k]);
g_encoder->Shutdown();
delete g_encoder;
g_encoder = NULL;
}
}

View file

@ -33,11 +33,12 @@ public:
private:
struct TCacheEntry : TCacheEntryBase
{
std::unique_ptr<D3DTexture2D> const texture;
D3DTexture2D *const texture;
D3D11_USAGE usage;
TCacheEntry(std::unique_ptr<D3DTexture2D>&& _tex) : texture(std::move(_tex)) {}
TCacheEntry(D3DTexture2D *_tex) : texture(_tex) {}
~TCacheEntry();
void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int levels, bool autogen_mips = false);
@ -55,6 +56,7 @@ private:
unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt);
TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h);
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;};
};
}

View file

@ -116,13 +116,18 @@ static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
class TextureEncoder
{
public:
virtual ~TextureEncoder() {}
public:
virtual ~TextureEncoder() { }
virtual void Init() = 0;
virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory
virtual size_t Encode(u8* dst, unsigned int dstFormat,
unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf) = 0;
};
}

View file

@ -42,21 +42,21 @@ namespace DX11
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
VertexManager::VertexManager()
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_indexBuffer = CreateBufferShared(&bufdesc, NULL);
CHECK(m_indexBuffer, "Failed to create index buffer.");
D3D::SetDebugObjectName(m_indexBuffer, "index buffer of VertexManager");
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffer)),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffer, "index buffer of VertexManager");
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
m_vertexBuffer = CreateBufferShared(&bufdesc, NULL);
CHECK(m_vertexBuffer, "Failed to create vertex buffer.");
D3D::SetDebugObjectName(m_vertexBuffer, "vertex buffer of VertexManager");
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffer)),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffer, "vertex buffer of VertexManager");
m_indexBufferCursor = 0;
m_vertexBufferCursor = 0;
@ -65,6 +65,28 @@ VertexManager::VertexManager()
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
}
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::LoadBuffers()
@ -75,16 +97,16 @@ void VertexManager::LoadBuffers()
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_vertexBufferCursor = 0;
}
else
{
// Append data
D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
D3D::g_context->Unmap(m_vertexBuffer, 0);
D3D::context->Unmap(m_vertexBuffer, 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
@ -93,13 +115,13 @@ void VertexManager::LoadBuffers()
if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
{
// Wrap around
D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
m_indexBufferCursor = 0;
}
else
{
// Append data
D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
@ -107,7 +129,7 @@ void VertexManager::LoadBuffers()
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
D3D::g_context->Unmap(m_indexBuffer, 0);
D3D::context->Unmap(m_indexBuffer, 0);
m_indexBufferCursor += iCount;
}
@ -117,13 +139,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
void VertexManager::Draw(UINT stride)
{
D3D::g_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::g_context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
// Disable culling for lines and points
@ -137,17 +159,18 @@ void VertexManager::Draw(UINT stride)
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))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::g_context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumPoints() > 0)
@ -158,17 +181,18 @@ void VertexManager::Draw(UINT stride)
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))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::g_context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
@ -223,14 +247,14 @@ void VertexManager::vFlush()
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::LoadShader(
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");});
goto shader_fail;
}
if (!VertexShaderCache::LoadShader(g_nativeVertexFmt->m_components))
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;

View file

@ -29,10 +29,13 @@ class VertexManager : public ::VertexManager
{
public:
VertexManager();
~VertexManager();
NativeVertexFormat* CreateNativeVertexFormat();
private:
void CreateDeviceObjects();
void DestroyDeviceObjects();
void LoadBuffers();
void Draw(UINT stride);
// temp
@ -44,8 +47,8 @@ private:
UINT m_triangleDrawIndex;
UINT m_lineDrawIndex;
UINT m_pointDrawIndex;
SharedPtr<ID3D11Buffer> m_indexBuffer;
SharedPtr<ID3D11Buffer> m_vertexBuffer;
ID3D11Buffer* m_indexBuffer;
ID3D11Buffer* m_vertexBuffer;
LineGeometryShader m_lineShader;
PointGeometryShader m_pointShader;

View file

@ -36,13 +36,12 @@ bool vscbufchanged = true;
namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
static SharedPtr<ID3D11VertexShader> SimpleVertexShader;
static SharedPtr<ID3D11VertexShader> ClearVertexShader;
static SharedPtr<ID3D11InputLayout> SimpleLayout;
static SharedPtr<ID3D11InputLayout> ClearLayout;
static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL;
static ID3D11InputLayout* SimpleLayout = NULL;
static ID3D11InputLayout* ClearLayout = NULL;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
@ -51,34 +50,32 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
SharedPtr<ID3D11Buffer> vscbuf;
ID3D11Buffer* vscbuf = NULL;
ID3D11Buffer*const& VertexShaderCache::GetConstantBuffer()
ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
if (vscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::g_context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, vsconstants, sizeof(vsconstants));
D3D::g_context->Unmap(vscbuf, 0);
D3D::context->Unmap(vscbuf, 0);
vscbufchanged = false;
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
{
public:
template <typename F>
void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
{
ID3D10Blob* blob = nullptr;
PD3D10CreateBlob(value_size, &blob);
get_data((u8*)blob->GetBufferPointer()); // read data from file into blob
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
VertexShaderCache::InsertByteCode(key, SharedPtr<ID3D10Blob>::FromPtr(blob));
}
};
@ -130,29 +127,26 @@ void VertexShaderCache::Init()
unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
vscbuf = CreateBufferShared(&cbdesc, NULL);
CHECK(vscbuf, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
{
auto const blob = D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code));
SimpleLayout = CreateInputLayoutShared(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == NULL || !SimpleVertexShader)
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
}
if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
{
auto const blob = D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code));
ClearLayout = CreateInputLayoutShared(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == NULL || !ClearVertexShader)
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
}
if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
Clear();
@ -177,39 +171,41 @@ void VertexShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter());
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
}
void VertexShaderCache::Shutdown()
{
vscbuf.reset();
SAFE_RELEASE(vscbuf);
SimpleVertexShader.reset();
ClearVertexShader.reset();
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SimpleLayout.reset();
ClearLayout.reset();
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::LoadShader(u32 components)
bool VertexShaderCache::SetShader(u32 components)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (!!vshaders[uid].shader);
return (vshaders[uid].shader != NULL);
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
@ -222,37 +218,39 @@ bool VertexShaderCache::LoadShader(u32 components)
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (!!entry.shader);
return (entry.shader != NULL);
}
const char *code = GenerateVertexShaderCode(components, API_D3D11);
auto const pbytecode = D3D::CompileVertexShader(code, (int)strlen(code));
if (!pbytecode)
D3DBlob* pbytecode = NULL;
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
if (pbytecode == NULL)
{
PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode);
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result;
}
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr<ID3D10Blob> bcodeblob)
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
{
auto const shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (!shader)
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == NULL)
{
PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n",
bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
return false;
}
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName(shader, "a vertex shader of VertexShaderCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
// Make an entry in the table
VSCacheEntry entry;

View file

@ -20,12 +20,12 @@
#include <map>
#include "D3DUtil.h"
#include "D3DBase.h"
#include "D3DBlob.h"
class VERTEXSHADERUID;
namespace DX11
{
namespace DX11 {
class VertexShaderCache
{
@ -33,33 +33,37 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool LoadShader(u32 components);
static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
static SharedPtr<ID3D11VertexShader> GetActiveShader() { return last_entry->shader; }
static SharedPtr<ID3D10Blob> GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer*const& GetConstantBuffer();
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr<ID3D10Blob> bcodeblob);
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
private:
struct VSCacheEntry
{
SharedPtr<ID3D11VertexShader> shader;
SharedPtr<ID3D10Blob> bytecode; // needed to initialize the input layout
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
int frameCount;
VSCacheEntry()
: frameCount(0)
{}
void SetByteCode(SharedPtr<ID3D10Blob> blob)
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;

View file

@ -18,6 +18,7 @@
#include "XFBEncoder.h"
#include "D3DBase.h"
#include "D3DBlob.h"
#include "D3DShader.h"
#include "Render.h"
#include "GfxState.h"
@ -143,10 +144,16 @@ static const struct QuadVertex
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
XFBEncoder::XFBEncoder()
: m_outRTV(NULL),
m_xfbEncodeDepthState(NULL),
: m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
{ }
void XFBEncoder::Init()
{
HRESULT hr;
// Create output texture
// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
@ -154,15 +161,15 @@ XFBEncoder::XFBEncoder()
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
D3D11_BIND_RENDER_TARGET);
m_out = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_out, "create xfb encoder output texture");
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
HRESULT hr = D3D::g_device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
@ -171,16 +178,16 @@ XFBEncoder::XFBEncoder()
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
m_outStage = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_outStage, "create xfb encoder output staging buffer");
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
// Create constant buffer for uploading params to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
m_encodeParams = CreateBufferShared(&bd, NULL);
CHECK(m_encodeParams, "create xfb encode params buffer");
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
// Create vertex quad
@ -189,24 +196,35 @@ XFBEncoder::XFBEncoder()
D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
m_quad = CreateBufferShared(&bd, &srd);
CHECK(m_quad, "create xfb encode quad vertex buffer");
hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
// Create vertex shader
SharedPtr<ID3D10Blob> bytecode;
m_vShader = D3D::CompileAndCreateVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), std::addressof(bytecode));
CHECK(m_vShader, "compile/create xfb encode vertex shader");
D3DBlob* bytecode = NULL;
if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
{
ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
return;
}
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
// Create input layout for vertex quad using bytecode from vertex shader
m_quadLayout = CreateInputLayoutShared(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->GetBufferPointer(), bytecode->GetBufferSize());
CHECK(m_quadLayout, "create xfb encode quad vertex layout");
hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->Data(), bytecode->Size(), &m_quadLayout);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
bytecode->Release();
// Create pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
if (!m_pShader)
{
@ -217,44 +235,52 @@ XFBEncoder::XFBEncoder()
// Create blend state
auto bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
m_xfbEncodeBlendState = CreateBlendStateShared(&bld);
CHECK(m_xfbEncodeBlendState, "create xfb encode blend state");
D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
CHECK(SUCCEEDED(hr), "create xfb encode blend state");
D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
// Create depth state
auto dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dsd.DepthEnable = FALSE;
hr = D3D::g_device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
CHECK(SUCCEEDED(hr), "create xfb encode depth state");
D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
// Create rasterizer state
auto rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
rd.DepthClipEnable = FALSE;
hr = D3D::g_device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
// Create EFB texture sampler
auto sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
// FIXME: Should we really use point sampling here?
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = D3D::g_device->CreateSamplerState(&sd, &m_efbSampler);
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
}
XFBEncoder::~XFBEncoder()
void XFBEncoder::Shutdown()
{
SAFE_RELEASE(m_efbSampler);
SAFE_RELEASE(m_xfbEncodeRastState);
SAFE_RELEASE(m_xfbEncodeDepthState);
SAFE_RELEASE(m_xfbEncodeBlendState);
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_quadLayout);
SAFE_RELEASE(m_vShader);
SAFE_RELEASE(m_quad);
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
SAFE_RELEASE(m_out);
}
void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
@ -267,8 +293,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
// Set up all the state for XFB encoding
D3D::g_context->PSSetShader(m_pShader, NULL, 0);
D3D::g_context->VSSetShader(m_vShader, NULL, 0);
D3D::context->PSSetShader(m_pShader, NULL, 0);
D3D::context->VSSetShader(m_vShader, NULL, 0);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
@ -276,13 +302,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D::stateman->Apply();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->IASetInputLayout(m_quadLayout);
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->IASetInputLayout(m_quadLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::g_context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
@ -294,50 +320,50 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
params.Gamma = gamma;
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->OMSetRenderTargets(1, &m_outRTV, NULL);
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);
D3D::g_context->PSSetSamplers(0, 1, &m_efbSampler);
D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->PSSetShaderResources(0, 1, &pEFB);
D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
// Encode!
D3D::g_context->Draw(4, 0);
D3D::context->Draw(4, 0);
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1);
D3D::g_context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Clean up state
IUnknown* nullDummy = NULL;
D3D::g_context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::g_context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::g_context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::g_context->OMSetRenderTargets(0, NULL, NULL);
D3D::context->OMSetRenderTargets(0, NULL, NULL);
D3D::g_context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::g_context->PSSetShader(NULL, NULL, 0);
D3D::g_context->VSSetShader(NULL, NULL, 0);
D3D::context->PSSetShader(NULL, NULL, 0);
D3D::context->VSSetShader(NULL, NULL, 0);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::g_context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer");
u8* src = (u8*)map.pData;
@ -348,12 +374,12 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
src += map.RowPitch;
}
D3D::g_context->Unmap(m_outStage, 0);
D3D::context->Unmap(m_outStage, 0);
// Restore API
g_renderer->RestoreAPIState();
D3D::g_context->OMSetRenderTargets(1,
D3D::context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}

View file

@ -20,32 +20,47 @@
#include "VideoCommon.h"
#include "D3DUtil.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11InputLayout;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class XFBEncoder
{
public:
XFBEncoder();
~XFBEncoder();
void Init();
void Shutdown();
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
private:
SharedPtr<ID3D11Texture2D> m_out;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
SharedPtr<ID3D11Texture2D> m_outStage;
SharedPtr<ID3D11Buffer> m_encodeParams;
SharedPtr<ID3D11Buffer> m_quad;
SharedPtr<ID3D11VertexShader> m_vShader;
SharedPtr<ID3D11InputLayout> m_quadLayout;
SharedPtr<ID3D11PixelShader> m_pShader;
SharedPtr<ID3D11BlendState> m_xfbEncodeBlendState;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11PixelShader* m_pShader;
ID3D11BlendState* m_xfbEncodeBlendState;
ID3D11DepthStencilState* m_xfbEncodeDepthState;
ID3D11RasterizerState* m_xfbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
};
}

View file

@ -115,8 +115,9 @@ void InitBackendInfo()
if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter)
{
char buf[32];
auto const modes = DX11::D3D::EnumAAModes(ad);
for (size_t i = 0; i < modes.size(); ++i)
std::vector<DXGI_SAMPLE_DESC> modes;
modes = DX11::D3D::EnumAAModes(ad);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0) sprintf_s(buf, 32, "None");
else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality);

View file

@ -66,16 +66,12 @@ static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
class PixelShaderCacheInserter
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
{
public:
template <typename F>
void operator()(const PIXELSHADERUID& key, u32 value_size, F get_data) const
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
{
std::unique_ptr<u8[]> value(new u8[value_size]);
get_data(value.get());
PixelShaderCache::InsertByteCode(key, value.get(), value_size, false);
PixelShaderCache::InsertByteCode(key, value, value_size, false);
}
};
@ -285,8 +281,8 @@ void PixelShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
g_ps_disk_cache.OpenAndRead(cache_filename, PixelShaderCacheInserter());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
}
// ONLY to be used during shutdown.

View file

@ -57,16 +57,12 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
{
public:
template <typename F>
void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
{
std::unique_ptr<u8[]> value(new u8[value_size]);
get_data(value.get());
VertexShaderCache::InsertByteCode(key, value.get(), value_size, false);
VertexShaderCache::InsertByteCode(key, value, value_size, false);
}
};
@ -152,9 +148,9 @@ void VertexShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter());
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void VertexShaderCache::Clear()