diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/VertexManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/VertexManager.cpp | 165 |
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 |
