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path: root/Source/Core/VideoBackends/D3D/VertexManager.cpp
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-rw-r--r--Source/Core/VideoBackends/D3D/VertexManager.cpp165
1 files changed, 106 insertions, 59 deletions
diff --git a/Source/Core/VideoBackends/D3D/VertexManager.cpp b/Source/Core/VideoBackends/D3D/VertexManager.cpp
index 9d37aa8bf5..8a84ebadc3 100644
--- a/Source/Core/VideoBackends/D3D/VertexManager.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexManager.cpp
@@ -6,6 +6,7 @@
#include <d3d11.h>
+#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/BoundingBox.h"
@@ -19,11 +20,14 @@
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/Debugger.h"
+#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
+#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
+#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@@ -33,15 +37,34 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
+static ID3D11Buffer* AllocateConstantBuffer(u32 size)
+{
+ const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
+ const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
+ D3D11_CPU_ACCESS_WRITE);
+ ID3D11Buffer* cbuf;
+ const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
+ CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
+ D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
+ return cbuf;
+}
+
+static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size)
+{
+ D3D11_MAPPED_SUBRESOURCE map;
+ D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ memcpy(map.pData, data, data_size);
+ D3D::context->Unmap(buffer, 0);
+
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
+}
+
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc =
CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- m_vertexDrawOffset = 0;
- m_indexDrawOffset = 0;
-
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
m_buffers[i] = nullptr;
@@ -50,12 +73,18 @@ void VertexManager::CreateDeviceObjects()
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
}
- m_currentBuffer = 0;
- m_bufferCursor = MAX_BUFFER_SIZE;
+ m_buffer_cursor = MAX_BUFFER_SIZE;
+
+ m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
+ m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
+ m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
}
void VertexManager::DestroyDeviceObjects()
{
+ SAFE_RELEASE(m_pixel_constant_buffer);
+ SAFE_RELEASE(m_geometry_constant_buffer);
+ SAFE_RELEASE(m_vertex_constant_buffer);
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
SAFE_RELEASE(m_buffers[i]);
@@ -64,12 +93,12 @@ void VertexManager::DestroyDeviceObjects()
VertexManager::VertexManager()
{
- LocalVBuffer.resize(MAXVBUFFERSIZE);
+ m_staging_vertex_buffer.resize(MAXVBUFFERSIZE);
- m_cur_buffer_pointer = m_base_buffer_pointer = &LocalVBuffer[0];
- m_end_buffer_pointer = m_base_buffer_pointer + LocalVBuffer.size();
+ m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0];
+ m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size();
- LocalIBuffer.resize(MAXIBUFFERSIZE);
+ m_staging_index_buffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects();
}
@@ -79,71 +108,103 @@ VertexManager::~VertexManager()
DestroyDeviceObjects();
}
-void VertexManager::PrepareDrawBuffers(u32 stride)
+void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
+{
+ // Just use the one buffer for all three.
+ UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
+ D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
+ D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
+ D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
+ VertexShaderManager::dirty = true;
+ GeometryShaderManager::dirty = true;
+ PixelShaderManager::dirty = true;
+}
+
+void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
+{
+ m_cur_buffer_pointer = m_base_buffer_pointer;
+ IndexGenerator::Start(m_staging_index_buffer.data());
+}
+
+void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
+ u32* out_base_vertex, u32* out_base_index)
{
D3D11_MAPPED_SUBRESOURCE map;
- u32 vertexBufferSize = u32(m_cur_buffer_pointer - m_base_buffer_pointer);
- u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16);
+ u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16));
+ u32 indexBufferSize = num_indices * sizeof(u16);
u32 totalBufferSize = vertexBufferSize + indexBufferSize;
- u32 cursor = m_bufferCursor;
- u32 padding = m_bufferCursor % stride;
+ u32 cursor = m_buffer_cursor;
+ u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0;
if (padding)
{
- cursor += stride - padding;
+ cursor += vertex_stride - padding;
}
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
{
// Wrap around
- m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT;
+ m_current_buffer = (m_current_buffer + 1) % MAX_BUFFER_COUNT;
cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
- m_vertexDrawOffset = cursor;
- m_indexDrawOffset = cursor + vertexBufferSize;
+ *out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
+ *out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
- D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map);
+ D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
u8* mappedData = reinterpret_cast<u8*>(map.pData);
- memcpy(mappedData + m_vertexDrawOffset, m_base_buffer_pointer, vertexBufferSize);
- memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize);
- D3D::context->Unmap(m_buffers[m_currentBuffer], 0);
+ if (vertexBufferSize > 0)
+ std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
+ if (indexBufferSize > 0)
+ std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(),
+ indexBufferSize);
+ D3D::context->Unmap(m_buffers[m_current_buffer], 0);
- m_bufferCursor = cursor + totalBufferSize;
+ m_buffer_cursor = cursor + totalBufferSize;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
+
+ D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
+ D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
}
-void VertexManager::Draw(u32 stride)
+void VertexManager::UploadConstants()
{
- u32 indices = IndexGenerator::GetIndexLen();
-
- D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
- D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
-
- u32 baseVertex = m_vertexDrawOffset / stride;
- u32 startIndex = m_indexDrawOffset / sizeof(u16);
-
- D3D::stateman->Apply();
- D3D::context->DrawIndexed(indices, startIndex, baseVertex);
+ if (VertexShaderManager::dirty)
+ {
+ UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
+ sizeof(VertexShaderConstants));
+ VertexShaderManager::dirty = false;
+ }
+ if (GeometryShaderManager::dirty)
+ {
+ UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
+ sizeof(GeometryShaderConstants));
+ GeometryShaderManager::dirty = false;
+ }
+ if (PixelShaderManager::dirty)
+ {
+ UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
+ sizeof(PixelShaderConstants));
+ PixelShaderManager::dirty = false;
+ }
- INCSTAT(stats.thisFrame.numDrawCalls);
+ D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
+ m_vertex_constant_buffer :
+ nullptr);
+ D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
+ D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
}
-void VertexManager::vFlush()
+void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
- u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
- PrepareDrawBuffers(stride);
-
- if (!m_current_pipeline_object)
- return;
-
FramebufferManager::SetIntegerEFBRenderTarget(
m_current_pipeline_config.blending_state.logicopenable);
+
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
@@ -151,21 +212,7 @@ void VertexManager::vFlush()
nullptr);
}
- g_renderer->SetPipeline(m_current_pipeline_object);
-
- ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
- D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
- g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
- D3D::stateman->SetVertexConstants(vertexConstants);
- D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
-
- Draw(stride);
-}
-
-void VertexManager::ResetBuffer(u32 stride)
-{
- m_cur_buffer_pointer = m_base_buffer_pointer;
- IndexGenerator::Start(GetIndexBuffer());
+ D3D::stateman->Apply();
+ D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
-
-} // namespace
+} // namespace DX11