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authorNeoBrainX <NeoBrainX@googlemail.com>2010-06-18 23:33:07 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2010-06-18 23:33:07 +0000
commit5cfdb2d0c8aba7f7bc07a3c1f3ffec3e66cc20cb (patch)
treed2d0f976eadc6977f7919c9f258da19c5423629f /Source
parentb4f5a4d89e575a6d54188d55992643b93bde559d (diff)
DX11: Introduce a StateManager class, might improve performance a little.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp230
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h80
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp5
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp10
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp8
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.cpp29
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp9
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp13
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp4
9 files changed, 54 insertions, 334 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
index 57fd07d9d7..d79da53e0d 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
@@ -49,232 +49,6 @@ unsigned int xres, yres;
bool bFrameInProgress = false;
-EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
-{
- for (unsigned int k = 0;k < 8;k++)
- {
- float border[4] = {0.f, 0.f, 0.f, 0.f};
- shader_resources[k] = NULL;
- samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
- }
-
- blenddesc.AlphaToCoverageEnable = FALSE;
- blenddesc.IndependentBlendEnable = FALSE;
- blenddesc.RenderTarget[0].BlendEnable = FALSE;
- blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
- blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
-
- depthdesc.DepthEnable = TRUE;
- depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
- depthdesc.StencilEnable = FALSE;
- depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
-
- // this probably must be changed once multisampling support gets added
- rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
-
- pscbuf = NULL;
- vscbuf = NULL;
- vshaderchanged = false;
- inp_layout = NULL;
- num_inp_elems = 0;
-
- pscbufchanged = false;
- vscbufchanged = false;
-}
-
-EmuGfxState::~EmuGfxState()
-{
- for (unsigned int k = 0;k < 8;k++)
- SAFE_RELEASE(shader_resources[k])
-
- SAFE_RELEASE(vsbytecode);
- SAFE_RELEASE(psbytecode);
- SAFE_RELEASE(vertexshader);
- SAFE_RELEASE(pixelshader);
-
- SAFE_RELEASE(pscbuf);
- SAFE_RELEASE(vscbuf);
-
- SAFE_RELEASE(inp_layout);
-}
-
-// TODO: No need to store the whole bytecode, signature might be enough (?)
-void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
-{
- // TODO: vshaderchanged actually just needs to be true if the signature changed
- if (bcode && vsbytecode != bcode) vshaderchanged = true;
- SAFE_RELEASE(vsbytecode);
- SAFE_RELEASE(vertexshader);
-
- if (shader && bcode)
- {
- vertexshader = shader;
- shader->AddRef();
- vsbytecode = bcode;
- bcode->AddRef();
- }
- else if (shader || bcode)
- {
- PanicAlert("Invalid parameters!\n");
- }
-}
-
-void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
-{
- if (pixelshader) pixelshader->Release();
- pixelshader = shader;
- if (shader) shader->AddRef();
-}
-
-void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
-{
- num_inp_elems = num;
- memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
-}
-
-void EmuGfxState::SetShaderResource(int stage, ID3D11ShaderResourceView* srv)
-{
- if (shader_resources[stage]) shader_resources[stage]->Release();
- shader_resources[stage] = srv;
- if (srv) srv->AddRef();
-}
-
-void EmuGfxState::SetAlphaBlendEnable(bool enable)
-{
- blenddesc.RenderTarget[0].BlendEnable = enable;
-}
-
-void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
-{
- blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
-}
-
-void EmuGfxState::ApplyState()
-{
- HRESULT hr;
-
- // input layout (only needs to be updated if the vertex shader signature changed)
- if (vshaderchanged)
- {
- if (inp_layout) inp_layout->Release();
- hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
- if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
- SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
- vshaderchanged = false;
- }
- D3D::context->IASetInputLayout(inp_layout);
-
- // vertex shader
- // TODO: divide the global variables of the generated shaders into about 5 constant buffers
- // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
- if (!vscbuf)
- {
- unsigned int size = ((sizeof(float)*952)&(~0xffff))+0x10000; // must be a multiple of 16
- D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
- CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
- SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
- }
- if (vscbufchanged)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- memcpy(map.pData, vsconstants, sizeof(vsconstants));
- context->Unmap(vscbuf, 0);
- }
- D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
-
- // pixel shader
- if (!pscbuf)
- {
- unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // must be a multiple of 16
- D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- device->CreateBuffer(&cbdesc, NULL, &pscbuf);
- CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
- SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
- }
- if (pscbufchanged)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- memcpy(map.pData, psconstants, sizeof(psconstants));
- context->Unmap(pscbuf, 0);
- pscbufchanged = false;
- }
- D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
-
- ID3D11SamplerState* samplerstate[8];
- for (unsigned int stage = 0; stage < 8; stage++)
- {
- if (shader_resources[stage])
- {
- hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
- if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
- else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
- }
- else samplerstate[stage] = NULL;
- }
- D3D::context->PSSetSamplers(0, 8, samplerstate);
- for (unsigned int stage = 0; stage < 8; stage++)
- SAFE_RELEASE(samplerstate[stage]);
-
- ID3D11BlendState* blstate;
- hr = device->CreateBlendState(&blenddesc, &blstate);
- if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
- context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
- SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
- blstate->Release();
-
- rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
- ID3D11RasterizerState* raststate;
- hr = device->CreateRasterizerState(&rastdesc, &raststate);
- if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
- SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
- context->RSSetState(raststate);
- raststate->Release();
-
- ID3D11DepthStencilState* depth_state;
- hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
- if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
- else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
- context->OMSetDepthStencilState(depth_state, 0);
- depth_state->Release();
-
- context->PSSetShader(pixelshader, NULL, 0);
- context->VSSetShader(vertexshader, NULL, 0);
- context->PSSetShaderResources(0, 8, shader_resources);
-}
-
-void EmuGfxState::AlphaPass()
-{
- context->PSSetShader(pixelshader, NULL, 0);
-
- ID3D11BlendState* blstate;
- D3D11_BLEND_DESC desc = blenddesc;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
- desc.RenderTarget[0].BlendEnable = FALSE;
- HRESULT hr = device->CreateBlendState(&desc, &blstate);
- if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
- SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
- context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
- blstate->Release();
-}
-
-void EmuGfxState::ResetShaderResources()
-{
- for (unsigned int k = 0;k < 8;k++)
- SAFE_RELEASE(shader_resources[k]);
-}
-
-EmuGfxState* gfxstate = NULL;
-
HRESULT Create(HWND wnd)
{
hWnd = wnd;
@@ -372,6 +146,7 @@ HRESULT Create(HWND wnd)
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
gfxstate = new EmuGfxState;
+ stateman = new StateManager;
return S_OK;
}
@@ -380,8 +155,9 @@ void Close()
// release all bound resources
context->ClearState();
SAFE_RELEASE(backbuf);
- if (gfxstate) delete gfxstate;
SAFE_RELEASE(swapchain);
+ SAFE_DELETE(gfxstate);
+ SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
index 8593927db1..559180ab7a 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
@@ -20,8 +20,11 @@
#include <d3d11.h>
#include "Common.h"
#include "D3DBlob.h"
+#include "GfxState.h"
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
+#define SAFE_DELETE(x) { if (x) delete (x); (x) = NULL; }
+#define SAFE_DELETE_ARRAY(x) { if (x) delete[] (x); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
class D3DTexture2D;
@@ -57,81 +60,4 @@ inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
#endif
}
-// stores the pipeline state to use when calling VertexManager::Flush()
-class EmuGfxState
-{
-public:
- EmuGfxState();
- ~EmuGfxState();
-
- void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
- void SetPShader(ID3D11PixelShader* shader);
- void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
- void SetShaderResource(int stage, ID3D11ShaderResourceView* srv);
-
- void ApplyState(); // apply current state
- void AlphaPass(); // only modify the current state to enable the alpha pass
- void ResetShaderResources(); // disable all shader resources
-
- // blend state
- void SetAlphaBlendEnable(bool enable);
- void SetRenderTargetWriteMask(UINT8 mask);
- void SetSrcBlend(D3D11_BLEND val) // TODO: Check whether e.g. the dest color check is needed here
- {
- blenddesc.RenderTarget[0].SrcBlend = val;
- if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
- else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
- else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
- }
- void SetDestBlend(D3D11_BLEND val)
- {
- blenddesc.RenderTarget[0].DestBlend = val;
- if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
- else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
- else blenddesc.RenderTarget[0].DestBlendAlpha = val;
- }
- void SetBlendOp(D3D11_BLEND_OP val)
- {
- blenddesc.RenderTarget[0].BlendOp = val;
- blenddesc.RenderTarget[0].BlendOpAlpha = val;
- }
-
- // sampler states
- void SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].Filter = filter; }
-
- // TODO: add methods for changing the other states instead of modifying them directly
-
- D3D11_SAMPLER_DESC samplerdesc[8];
- D3D11_RASTERIZER_DESC rastdesc;
- D3D11_DEPTH_STENCIL_DESC depthdesc;
-
- float psconstants[116];
- float vsconstants[952];
- bool vscbufchanged;
- bool pscbufchanged;
-
-private:
- ID3D11VertexShader* vertexshader;
- D3DBlob* vsbytecode;
- ID3D11PixelShader* pixelshader;
- D3DBlob* psbytecode;
- bool vshaderchanged;
-
- ID3D11Buffer* vscbuf;
- ID3D11Buffer* pscbuf;
-
- ID3D11InputLayout* inp_layout;
- D3D11_INPUT_ELEMENT_DESC inp_elems[32];
- int num_inp_elems;
-
- ID3D11ShaderResourceView* shader_resources[8];
- D3D11_BLEND_DESC blenddesc;
-};
-
-extern EmuGfxState* gfxstate;
-
} // namespace
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
index 0aa209b3f1..62f6af1a34 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
@@ -31,8 +31,7 @@ struct TexbufDeleter
{
~TexbufDeleter()
{
- if (texbuf) delete[] texbuf;
- texbuf = NULL;
+ SAFE_DELETE_ARRAY(texbuf);
texbufsize = 0;
}
} texbufdeleter;
@@ -55,7 +54,7 @@ void ReplaceTexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int
{
if (texbufsize < 4*width*height)
{
- if (texbuf) delete[] texbuf;
+ SAFE_DELETE_ARRAY(texbuf);
texbuf = new u8[4*width*height];
texbufsize = 4*width*height;
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
index 0517e1bcdd..6df6ed28c1 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
@@ -316,8 +316,9 @@ int CD3DFont::DrawTextScaled(float x, float y, float scale, float spacing, u32 d
// we now have a starting point
float fStartX = sx;
// set general pipeline state
- D3D::context->OMSetBlendState(m_blendstate, NULL, 0xFFFFFFFF);
- D3D::context->RSSetState(m_raststate);
+ D3D::stateman->PushBlendState(m_blendstate);
+ D3D::stateman->PushRasterizerState(m_raststate);
+ D3D::stateman->Apply();
D3D::context->PSSetShader(m_pshader, NULL, 0);
D3D::context->VSSetShader(m_vshader, NULL, 0);
@@ -380,6 +381,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float scale, float spacing, u32 d
D3D::context->Draw(3 * dwNumTriangles, 0);
}
D3D::gfxstate->SetShaderResource(0, NULL);
+ D3D::stateman->PopBlendState();
+ D3D::stateman->PopRasterizerState();
return S_OK;
}
@@ -490,6 +493,7 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
D3D::context->PSSetShader(PShader, NULL, 0);
D3D::context->PSSetShaderResources(0, 1, &texture);
D3D::context->VSSetShader(Vshader, NULL, 0);
+ D3D::stateman->Apply();
D3D::context->Draw(4, 0);
ID3D11ShaderResourceView* texres = NULL;
@@ -546,6 +550,7 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
context->PSSetSamplers(0, 1, &stsqsamplerstate);
context->PSSetShader(PShader, NULL, 0);
context->VSSetShader(Vshader, NULL, 0);
+ stateman->Apply();
context->Draw(4, 0);
ID3D11ShaderResourceView* texres = NULL;
@@ -589,6 +594,7 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
UINT offset = 0;
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
+ stateman->Apply();
context->Draw(4, 0);
lastcol = Color;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
index 426a409009..f9ece84176 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
@@ -165,22 +165,22 @@ public:
void PixelShaderCache::Init()
{
// used when drawing clear quads
- s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code));
+ s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
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 = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code));
+ s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
// used for color conversion
- s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code));
+ s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
// used for depth copy
- s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program));
+ s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
index e0f94ade4d..22e9aab208 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
@@ -81,6 +81,9 @@ ID3D11BlendState* resetblendstate = NULL;
ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL;
+// used to make sure that we really Pop all states which got Pushed in ResetAPIState
+unsigned int resets = 0;
+
// state translation lookup tables
static const D3D11_BLEND d3dSrcFactors[8] =
{
@@ -365,6 +368,8 @@ bool Renderer::Init()
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
+
+ resets = 0;
return true;
}
@@ -756,13 +761,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
0.f,
1.f);
D3D::context->RSSetViewports(1, &vp);
+
// always set the scissor in case it was set by the game and has not been reset
- // TODO: Do we really need to set the scissor rect? Why not just disable scissor testing?
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
D3D::context->RSSetScissorRects(1, &sirc);
- D3D::context->OMSetDepthStencilState(cleardepthstates[zEnable], 0);
- D3D::context->RSSetState(clearraststate);
+
+ D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
+ D3D::stateman->PushRasterizerState(clearraststate);
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
+
+ D3D::stateman->PopDepthState();
+ D3D::stateman->PopRasterizerState();
UpdateViewport();
SetScissorRect();
}
@@ -1011,15 +1020,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
void Renderer::ResetAPIState()
{
- D3D::context->OMSetBlendState(resetblendstate, NULL, 0xFFFFFFFF);
- D3D::context->OMSetDepthStencilState(resetdepthstate, 0);
- D3D::context->RSSetState(resetraststate);
+ resets++;
+ D3D::stateman->PushBlendState(resetblendstate);
+ D3D::stateman->PushDepthState(resetdepthstate);
+ D3D::stateman->PushRasterizerState(resetraststate);
}
void Renderer::RestoreAPIState()
{
// TODO: How much of this is actually needed?
// gets us back into a more game-like state.
+ for (;resets;--resets)
+ {
+ D3D::stateman->PopBlendState();
+ D3D::stateman->PopDepthState();
+ D3D::stateman->PopRasterizerState();
+ }
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
UpdateViewport();
SetScissorRect();
@@ -1027,7 +1043,6 @@ void Renderer::RestoreAPIState()
if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
SetColorMask();
SetLogicOpMode();
- D3D::gfxstate->ApplyState();
}
void Renderer::SetGenerationMode()
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
index d0848a4c57..6db655a6d1 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
@@ -561,9 +561,9 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
// TODO: Use linear filtering if (bScaleByHalf), else use point filtering
- D3D::context->OMSetBlendState(efbcopyblendstate, NULL, 0xffffffff);
- D3D::context->RSSetState(efbcopyraststate);
- D3D::context->OMSetDepthStencilState(efbcopydepthstate, 0);
+ D3D::stateman->PushBlendState(efbcopyblendstate);
+ D3D::stateman->PushRasterizerState(efbcopyraststate);
+ D3D::stateman->PushDepthState(efbcopydepthstate);
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
D3D::drawShadedTexQuad(
(bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(),
@@ -573,5 +573,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
+ D3D::stateman->PopBlendState();
+ D3D::stateman->PopDepthState();
+ D3D::stateman->PopRasterizerState();
Renderer::RestoreAPIState();
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
index 99882adf90..1a8db6308b 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
@@ -152,15 +152,10 @@ void ResetBuffer()
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;
-
+ SAFE_DELETE_ARRAY(LocalVBuffer);
+ SAFE_DELETE_ARRAY(TIBuffer);
+ SAFE_DELETE_ARRAY(LIBuffer);
+ SAFE_DELETE_ARRAY(PIBuffer);
ResetBuffer();
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
index 1d05ab5762..653ca1c921 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
@@ -143,7 +143,7 @@ void VertexShaderCache::Init()
};
D3DBlob* blob;
- D3D::CompileVertexShader(simple_shader_code, strlen(simple_shader_code), &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 == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
@@ -151,7 +151,7 @@ void VertexShaderCache::Init()
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
- D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
+ 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 == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);