summaryrefslogtreecommitdiff
path: root/Source
diff options
context:
space:
mode:
authorNeoBrainX <NeoBrainX@googlemail.com>2011-06-11 19:37:21 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2011-06-11 19:37:21 +0000
commit8244efcc02b1aed06214bc58e5503ca5d68b4e63 (patch)
tree39539ff2188a4fb9a6a870842496db496a1201ae /Source
parente5210de9d5da0cdbe5b8a8171b21d9ab9c5a8d5c (diff)
Revert r7421 and r7422.
Should fix issue 4413. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/Common/Src/LinearDiskCache.h45
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj2
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj.filters6
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp314
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h34
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp69
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h53
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp251
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h72
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp73
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h22
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp242
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h198
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp190
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.h47
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp61
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/GfxState.h55
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp42
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.h14
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp22
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp221
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h39
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp168
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h12
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.cpp42
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.h14
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.cpp215
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.h4
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Television.cpp24
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Television.h15
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp57
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h6
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureEncoder.h7
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp74
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexManager.h7
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp110
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.h34
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp130
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.h35
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/main.cpp5
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp14
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp16
42 files changed, 1644 insertions, 1417 deletions
diff --git a/Source/Core/Common/Src/LinearDiskCache.h b/Source/Core/Common/Src/LinearDiskCache.h
index 6ead5a8b7f..7a124aaa7b 100644
--- a/Source/Core/Common/Src/LinearDiskCache.h
+++ b/Source/Core/Common/Src/LinearDiskCache.h
@@ -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;
+ K key;
+ V *value = NULL;
u32 value_size;
- K key;
- while (Read(&value_size) && Read(&key))
- {
- std::streamoff const pos = m_file.tellg();
- // 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); });
+ while (Read(&value_size))
+ {
+ delete[] value;
+ value = new V[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;
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj b/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj
index d5b9c2c0cf..f1f4d40457 100644
--- a/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj
+++ b/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj
@@ -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" />
diff --git a/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj.filters b/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj.filters
index fb72a8a2af..6492e887ca 100644
--- a/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj.filters
+++ b/Source/Plugins/Plugin_VideoDX11/Plugin_VideoDX11.vcxproj.filters
@@ -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>
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
index 66f0bc11a0..1dcc6dd193 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.cpp
@@ -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)
{
+ 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;
-
- 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;
-
+ 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;
+ 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);
+ if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
- IDXGIAdapter* adapter;
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
-
- g_context.reset();
- g_device.reset();
+ context->ClearState();
+ SAFE_RELEASE(backbuf);
+ SAFE_RELEASE(swapchain);
+ SAFE_DELETE(stateman);
+ context->Flush(); // immediately destroy device objects
+
+ 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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
index 1dfe7a3dbd..d18bbaecf6 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp
new file mode 100644
index 0000000000..6700de5540
--- /dev/null
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp
@@ -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 \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h
new file mode 100644
index 0000000000..b5c80662b8
--- /dev/null
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h
@@ -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 \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp
index 4412f91b4c..8e02a6db59 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp
@@ -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__);
+ 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, NULL, NULL, "main", D3D::VertexShaderVersionString(),
+ flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
+
+ if (errorBuffer)
+ {
+ INFO_LOG(VIDEO, "Vertex shader compiler messages:\n%s\n",
+ (const char*)errorBuffer->GetBufferPointer());
+ }
- return SharedPtr<ID3D11GeometryShader>::FromPtr(g_shader);
+ 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();
+ }
+ else
+ {
+ *blob = new D3DBlob(shaderBuffer);
+ shaderBuffer->Release();
+ }
+ return SUCCEEDED(hr);
}
// bytecode->shader
-SharedPtr<ID3D11PixelShader> CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
+ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
{
- ID3D11PixelShader* p_shader = nullptr;
- HRESULT hr = D3D::g_device->CreatePixelShader(bytecode, len, NULL, &p_shader);
+ ID3D11GeometryShader* g_shader;
+ HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, NULL, &g_shader);
if (FAILED(hr))
- PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
-
- return SharedPtr<ID3D11PixelShader>::FromPtr(p_shader);
+ {
+ PanicAlert("CreateGeometryShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
+ g_shader = NULL;
+ }
+ return g_shader;
}
-static SharedPtr<ID3D10Blob> CompileShader(const char* code, unsigned int len,
- const char* ver_str, const D3D_SHADER_MACRO* pDefines = NULL)
+// code->bytecode
+bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
+ const D3D_SHADER_MACRO* pDefines)
{
- 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, pDefines, NULL, "main", D3D::GeometryShaderVersionString(),
+ flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
+
if (errorBuffer)
{
- INFO_LOG(VIDEO, "Shader %s compiler messages:\n%s\n", ver_str,
+ 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();
}
-
- 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
+ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
{
- return CompileShader(code, len, D3D::VertexShaderVersionString());
+ 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> CompileGeometryShader(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::GeometryShaderVersionString(), pDefines);
-}
+ ID3D10Blob* shaderBuffer = NULL;
+ ID3D10Blob* errorBuffer = NULL;
-// code->bytecode
-SharedPtr<ID3D10Blob> CompilePixelShader(const char* code, unsigned int len,
- const D3D_SHADER_MACRO* pDefines)
-{
- return CompileShader(code, len, D3D::PixelShaderVersionString(), pDefines);
-}
+#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)
+ {
+ INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",
+ (const char*)errorBuffer->GetBufferPointer());
+ }
-SharedPtr<ID3D11VertexShader> CompileAndCreateVertexShader(const char* code, unsigned int len,
- SharedPtr<ID3D10Blob>* bytecode)
-{
- auto const blob = CompileVertexShader(code, len);
- if (blob)
+ if (FAILED(hr))
{
- if (bytecode)
- *bytecode = blob;
- return CreateVertexShaderFromByteCode(blob->GetBufferPointer(), (unsigned int)blob->GetBufferSize());
+ 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());
+ ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
+ blob->Release();
+ return v_shader;
}
- else
+ PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
+ return NULL;
+}
+
+ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
+ unsigned int len, const D3D_SHADER_MACRO* pDefines)
+{
+ D3DBlob* blob = NULL;
+ if (CompileGeometryShader(code, len, &blob, pDefines))
{
- 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);
+ 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;
}
-SharedPtr<ID3D11PixelShader> CompileAndCreatePixelShader(const char* code, unsigned int len,
- const D3D_SHADER_MACRO* pDefines, SharedPtr<ID3D10Blob>* bytecode)
+ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
+ unsigned int len)
{
- auto const blob = CompilePixelShader(code, len, pDefines);
+ 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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h
index 4e2c00792b..8594e22851 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h
@@ -18,47 +18,49 @@
#pragma once
#include "D3DBase.h"
+#include "D3DBlob.h"
+
+struct ID3D11PixelShader;
+struct ID3D11VertexShader;
namespace DX11
{
namespace D3D
{
-
-// 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);
-
-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);
-
-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);
-
+ ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
+ ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
+ ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
+
+ // 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);
+
+ // 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 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 \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
index a7e63229aa..25e8d223a3 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
@@ -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;
+}
+
+void D3DTexture2D::AddRef()
+{
+ ++ref;
}
-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)
+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 \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h
index 65775e494e..9df78d31bb 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.h
@@ -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; }
+ ID3D11Texture2D* &GetTex();
+ ID3D11ShaderResourceView* &GetSRV();
+ ID3D11RenderTargetView* &GetRTV();
+ ID3D11DepthStencilView* &GetDSV();
+private:
~D3DTexture2D();
-private:
- SharedPtr<ID3D11Texture2D> tex;
+ ID3D11Texture2D* tex;
ID3D11ShaderResourceView* srv;
ID3D11RenderTargetView* rtv;
ID3D11DepthStencilView* dsv;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
index e218db019e..81a4cf96a6 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.cpp
@@ -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");
-
- SharedPtr<ID3D10Blob> vsbytecode;
- m_vshader = D3D::CompileAndCreateVertexShader(fontvertshader, sizeof(fontvertshader), std::addressof(vsbytecode));
+ 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");
- 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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h
index f43a921ebe..7f069164ea 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h
@@ -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
-static const u32 D3DFONT_CENTERED = 0x0001;
-
-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);
-};
-
-extern CD3DFont font;
-
-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);
+ // Font rendering flags
+ #define 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];
+
+ 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;
+
+ 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);
}
} \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
index a052567102..0389085fae 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
@@ -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");
- }
-
- {
- 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");
- }
+ 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");
+
+ 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();
-
- 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();
+ s_xfbEncoder.Shutdown();
+
+ 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());
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.h b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.h
index 35bca0538b..83db4370db 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.h
@@ -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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp
index f8bba79d65..c5175d1275 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp
@@ -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())
+ {
+ 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!");
+
+ if (!depthstates.empty())
{
- ERROR_LOG(VIDEO, "Tried to apply without complete state!");
- return;
+ 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!");
- D3D::g_context->OMSetBlendState(blendstates.top(), NULL, 0xFFFFFFFF);
- D3D::g_context->OMSetDepthStencilState(depthstates.top(), 0);
- D3D::g_context->RSSetState(raststates.top());
+ 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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h
index d7b1c2e6b2..4af093df9e 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h
@@ -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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp b/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp
index eff9a9847e..25f3712eb1 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp
@@ -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;
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.h b/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.h
index 0b266109c2..cec5a781c4 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.h
@@ -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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp b/Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp
index 71e58baee4..bfa70948da 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp
@@ -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())
{
+ SAFE_RELEASE(m_vs_bytecode);
+ SAFE_RELEASE(m_layout);
+
m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
+ m_vs_bytecode->AddRef();
- 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");
+ 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
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
index 1e27c16a34..aa96aac51d 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
@@ -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());
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h
index 67dbced893..490cd69ef5 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h
@@ -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();
+ 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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
index d1b20cd3a4..5418923bf8 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
index 5377ad47a8..046f551657 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.cpp
index b83c9ee8d7..fcf3315802 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.cpp
@@ -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;
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.h b/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.h
index eb9422b4fa..f6da45e050 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PointGeometryShader.h
@@ -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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
index bc8f7e6ca1..e9dd941611 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
@@ -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);
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.h b/Source/Plugins/Plugin_VideoDX11/Src/Render.h
index 7e6b4594b5..5d1c24bc23 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.h
@@ -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;
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Television.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Television.cpp
index 26cacd3782..bed7d8e632 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Television.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Television.cpp
@@ -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()
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Television.h b/Source/Plugins/Plugin_VideoDX11/Src/Television.h
index e1c16c63c5..0b9a346a7c 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Television.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Television.h
@@ -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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
index 542cb2bf0e..39018c83bc 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
@@ -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;
}
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h
index 02fc6b3cf5..89c0c66447 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h
@@ -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;};
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureEncoder.h b/Source/Plugins/Plugin_VideoDX11/Src/TextureEncoder.h
index 34ab85d313..8cfa923911 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/TextureEncoder.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureEncoder.h
@@ -116,13 +116,18 @@ static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
class TextureEncoder
{
+
public:
- virtual ~TextureEncoder() {}
+ 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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
index 09cd73e48f..e1e40047e4 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.h b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.h
index e2f58a8117..a387be5155 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexManager.h
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
index 0ac6cbb563..041caba28c 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.h b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.h
index 7d34cafd01..3c7dadd3e7 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.h
@@ -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;
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
index 07969fb837..991f1c31ed 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
@@ -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());
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.h b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.h
index 69e1249900..000c833dbf 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.h
@@ -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;
+
};
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/main.cpp b/Source/Plugins/Plugin_VideoDX11/Src/main.cpp
index dc761ec082..0c975f5fa4 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/main.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/main.cpp
@@ -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);
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
index 1a7b61db0f..c168ffc69b 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
@@ -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.
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
index 49ed34443f..e5c889b54b 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
@@ -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()