// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/BoundingBox.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static ID3D11Buffer* s_bbox_buffer; static ID3D11Buffer* s_bbox_staging_buffer; static ID3D11UnorderedAccessView* s_bbox_uav; ID3D11UnorderedAccessView* &BBox::GetUAV() { return s_bbox_uav; } void BBox::Init() { if (g_ActiveConfig.backend_info.bSupportsBBox) { // Create 2 buffers here. // First for unordered access on default pool. auto desc = CD3D11_BUFFER_DESC(4 * sizeof(s32), D3D11_BIND_UNORDERED_ACCESS, D3D11_USAGE_DEFAULT, 0, 0, 4); int initial_values[4] = { 0, 0, 0, 0 }; D3D11_SUBRESOURCE_DATA data; data.pSysMem = initial_values; data.SysMemPitch = 4 * sizeof(s32); data.SysMemSlicePitch = 0; HRESULT hr; hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer); CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer."); D3D::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer"); // Second to use as a staging buffer. desc.Usage = D3D11_USAGE_STAGING; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; desc.BindFlags = 0; hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_staging_buffer); CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer."); D3D::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer"); // UAV is required to allow concurrent access. D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc = {}; UAVdesc.Format = DXGI_FORMAT_R32_SINT; UAVdesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; UAVdesc.Buffer.FirstElement = 0; UAVdesc.Buffer.Flags = 0; UAVdesc.Buffer.NumElements = 4; hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav); CHECK(SUCCEEDED(hr), "Create BoundingBox UAV."); D3D::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV"); } } void BBox::Shutdown() { SAFE_RELEASE(s_bbox_buffer); SAFE_RELEASE(s_bbox_staging_buffer); SAFE_RELEASE(s_bbox_uav); } void BBox::Set(int index, int value) { D3D11_BOX box{ index * sizeof(s32), 0, 0, (index + 1) * sizeof(s32), 1, 1 }; D3D::context->UpdateSubresource(s_bbox_buffer, 0, &box, &value, 0, 0); } int BBox::Get(int index) { int data = 0; D3D::context->CopyResource(s_bbox_staging_buffer, s_bbox_buffer); D3D11_MAPPED_SUBRESOURCE map; HRESULT hr = D3D::context->Map(s_bbox_staging_buffer, 0, D3D11_MAP_READ, 0, &map); if (SUCCEEDED(hr)) { data = ((s32*)map.pData)[index]; } D3D::context->Unmap(s_bbox_staging_buffer, 0); return data; } };