dolphin/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00

383 lines
11 KiB
C++

// 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 "Common.h"
#include "FileUtil.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "D3DUtil.h"
#include "Statistics.h"
#include "Profiler.h"
#include "FBManager.h"
#include "VertexManager.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "Globals.h"
#include <string>
using std::string;
using namespace D3D;
extern NativeVertexFormat* g_nativeVertexFmt;
namespace VertexManager
{
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0xFFFF
// TODO: find sensible values for these two
#define NUM_VERTEXBUFFERS 6
#define NUM_INDEXBUFFERS 4
int lastPrimitive;
u8* LocalVBuffer = NULL;
u16* TIBuffer = NULL;
u16* LIBuffer = NULL;
u16* PIBuffer = NULL;
bool Flushed=false;
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {NULL};
ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {NULL};
ID3D11Buffer* lineindexbuffer = NULL;
ID3D11Buffer* pointindexbuffer = NULL;
inline ID3D11Buffer* GetSuitableIndexBuffer(const unsigned int minsize)
{
for (unsigned int k = 0;k < NUM_INDEXBUFFERS-1;k++)
if (minsize > 2*(unsigned int)MAXIBUFFERSIZE>>(k+1))
return indexbuffers[k];
return indexbuffers[NUM_INDEXBUFFERS-1];
}
inline ID3D11Buffer* GetSuitableVertexBuffer(const unsigned int minsize)
{
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS-1;++k)
if (minsize > (unsigned int)MAXVBUFFERSIZE>>(k+1))
return vertexbuffers[k];
return vertexbuffers[NUM_VERTEXBUFFERS-1];
}
void CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc;
HRESULT hr;
for (unsigned int k = 0;k < NUM_INDEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(2*MAXIBUFFERSIZE >> k, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &indexbuffers[k]);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
}
bufdesc = CD3D11_BUFFER_DESC(2*MAXIBUFFERSIZE, D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &lineindexbuffer);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)lineindexbuffer, "line index buffer of VertexManager");
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &pointindexbuffer);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)pointindexbuffer, "point index buffer of VertexManager");
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(MAXVBUFFERSIZE >> k, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &vertexbuffers[k]);
if (FAILED(hr)) PanicAlert("Failed to create vertex buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
}
}
void DestroyDeviceObjects()
{
SAFE_RELEASE(lineindexbuffer);
SAFE_RELEASE(pointindexbuffer);
for (unsigned int k = 0;k < NUM_INDEXBUFFERS;++k)
SAFE_RELEASE(indexbuffers[k]);
for (unsigned int k = 0;k < NUM_VERTEXBUFFERS;++k)
SAFE_RELEASE(vertexbuffers[k]);
}
bool Init()
{
LocalVBuffer = new u8[MAXVBUFFERSIZE];
TIBuffer = new u16[MAXIBUFFERSIZE];
LIBuffer = new u16[MAXIBUFFERSIZE];
PIBuffer = new u16[MAXIBUFFERSIZE];
s_pCurBufferPointer = LocalVBuffer;
Flushed=false;
CreateDeviceObjects();
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
return true;
}
void ResetBuffer()
{
s_pCurBufferPointer = LocalVBuffer;
}
void Shutdown()
{
DestroyDeviceObjects();
if (LocalVBuffer) delete[] LocalVBuffer;
if (TIBuffer) delete[] TIBuffer;
if (LIBuffer) delete[] LIBuffer;
if (PIBuffer) delete[] PIBuffer;
LocalVBuffer = NULL;
TIBuffer = NULL;
LIBuffer = NULL;
PIBuffer = NULL;
ResetBuffer();
}
void AddIndices(int _primitive, int _numVertices)
{
switch (_primitive)
{
case GX_DRAW_QUADS: IndexGenerator::AddQuads(_numVertices); break;
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(_numVertices); break;
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(_numVertices); break;
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(_numVertices); break;
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(_numVertices); break;
case GX_DRAW_LINES: IndexGenerator::AddLineList(_numVertices); break;
case GX_DRAW_POINTS: IndexGenerator::AddPoints(_numVertices); break;
}
}
int GetRemainingSize()
{
return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
}
int GetRemainingVertices(int primitive)
{
switch (primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_TRIANGLES:
case GX_DRAW_TRIANGLE_STRIP:
case GX_DRAW_TRIANGLE_FAN:
return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen())/3;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen())/2;
case GX_DRAW_POINTS:
return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
default: return 0;
}
}
void AddVertices(int _primitive, int _numVertices)
{
if (_numVertices <= 0) return;
switch (_primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_TRIANGLES:
case GX_DRAW_TRIANGLE_STRIP:
case GX_DRAW_TRIANGLE_FAN:
if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * _numVertices)
Flush();
break;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * _numVertices)
Flush();
break;
case GX_DRAW_POINTS:
if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < _numVertices)
Flush();
break;
default: return;
}
if (Flushed)
{
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
Flushed=false;
}
lastPrimitive = _primitive;
ADDSTAT(stats.thisFrame.numPrims, _numVertices);
INCSTAT(stats.thisFrame.numPrimitiveJoins);
AddIndices(_primitive, _numVertices);
}
inline void Draw(unsigned int stride, bool alphapass)
{
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer(IndexGenerator::GetNumVerts() * stride);
if (!alphapass)
{
context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LocalVBuffer, IndexGenerator::GetNumVerts() * stride);
context->Unmap(vertexbuffer, 0);
}
UINT bufoffset = 0;
UINT bufstride = (UINT)stride;
if (!alphapass) gfxstate->ApplyState();
else gfxstate->AlphaPass();
if (IndexGenerator::GetNumTriangles() > 0)
{
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*3*IndexGenerator::GetNumTriangles());
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, TIBuffer, 2*3*IndexGenerator::GetNumTriangles());
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(3*IndexGenerator::GetNumTriangles(), 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
if (!alphapass)
{
D3D::context->Map(lineindexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*2*IndexGenerator::GetNumTriangles());
D3D::context->Unmap(lineindexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(lineindexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(2*IndexGenerator::GetNumLines(), 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (!alphapass)
{
D3D::context->Map(pointindexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*IndexGenerator::GetNumTriangles());
D3D::context->Unmap(pointindexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(pointindexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(IndexGenerator::GetNumPoints(), 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void Flush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if (Flushed) return;
Flushed=true;
DVSTARTPROFILE();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
{
if (bpmem.tevorders[i/2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
}
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
Renderer::SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
(tex.texMode1[i&3].max_lod >> 4));
if (tentry)
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
}
else
{
ERROR_LOG(VIDEO, "error loading texture");
}
}
}
PixelShaderManager::SetTexturesUsed(0);
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false))
goto shader_fail;
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
goto shader_fail;
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride, false);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true))
goto shader_fail;
// update alpha only
Draw(stride, true);
}
shader_fail:
ResetBuffer();
gfxstate->ResetShaderResources();
}
} // namespace