Merge pull request #9296 from hrydgard/d3d11-impl

D3D11 Backend
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2017-02-14 11:22:24 +01:00
commit 38c2922bce
79 files changed
+7994 -743

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+26 -1
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@@ -347,6 +347,8 @@ add_library(Common STATIC
Common/Misc.cpp
Common/MsgHandler.cpp
Common/MsgHandler.h
Common/OSVersion.cpp
Common/OSVersion.h
Common/StringUtils.cpp
Common/StringUtils.h
Common/ThreadPools.cpp
@@ -1156,13 +1158,36 @@ set(GPU_D3D9
GPU/Directx9/VertexShaderGeneratorDX9.h
)
set(GPU_D3D11
GPU/D3D11/DepalettizeShaderD3D11.cpp
GPU/D3D11/DepalettizeShaderD3D11.h
GPU/D3D11/DrawEngineD3D11.cpp
GPU/D3D11/DrawEngineD3D11.h
GPU/D3D11/FragmentShaderGeneratorD3D11.cpp
GPU/D3D11/FragmentShaderGeneratorD3D11.h
GPU/D3D11/FramebufferManagerD3D11.cpp
GPU/D3D11/FramebufferManagerD3D11.h
GPU/D3D11/GPU_D3D11.cpp
GPU/D3D11/GPU_D3D11.h
GPU/D3D11/StencilBufferD3D11.cpp
GPU/D3D11/ShaderManagerD3D11.cpp
GPU/D3D11/ShaderManagerD3D11.h
GPU/D3D11/StateMappingD3D11.cpp
GPU/D3D11/StateMappingD3D11.h
GPU/D3D11/TextureCacheD3D11.cpp
GPU/D3D11/TextureCacheD3D11.h
GPU/D3D11/TextureScalerD3D11.cpp
GPU/D3D11/TextureScalerD3D11.h
GPU/D3D11/VertexShaderGeneratorD3D11.cpp
GPU/D3D11/VertexShaderGeneratorD3D11.h
)
set(GPU_IMPLS ${GPU_GLES})
if(VULKAN)
set(GPU_IMPLS ${GPU_IMPLS} ${GPU_VULKAN})
endif()
if(WIN32)
list(APPEND GPU_IMPLS ${GPU_D3D9})
list(APPEND GPU_IMPLS ${GPU_D3D9} ${GPU_D3D11})
endif()
if(ARMV7 OR ARM64)
+3 -1
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@@ -233,6 +233,7 @@
<ClInclude Include="MemoryUtil.h" />
<ClInclude Include="MipsEmitter.h" />
<ClInclude Include="MsgHandler.h" />
<ClInclude Include="OSVersion.h" />
<ClInclude Include="stdafx.h" />
<ClInclude Include="StringUtils.h" />
<ClInclude Include="Swap.h" />
@@ -300,6 +301,7 @@
<ClCompile Include="MipsEmitter.cpp" />
<ClCompile Include="Misc.cpp" />
<ClCompile Include="MsgHandler.cpp" />
<ClCompile Include="OSVersion.cpp" />
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
@@ -326,4 +328,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
+3 -1
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@@ -73,6 +73,7 @@
<ClInclude Include="Vulkan\VulkanMemory.h">
<Filter>Vulkan</Filter>
</ClInclude>
<ClInclude Include="OSVersion.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="stdafx.cpp" />
@@ -135,6 +136,7 @@
<ClCompile Include="MemArenaWin32.cpp" />
<ClCompile Include="MemArenaAndroid.cpp" />
<ClCompile Include="MemArenaDarwin.cpp" />
<ClCompile Include="OSVersion.cpp" />
</ItemGroup>
<ItemGroup>
<Filter Include="Crypto">
@@ -150,4 +152,4 @@
<UniqueIdentifier>{c14d66ef-5f7c-4565-975a-72774e7ccfb9}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
</Project>
+87
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@@ -0,0 +1,87 @@
#ifdef _MSC_VER
#include <cstdint>
#include "OSVersion.h"
#include "Common/CommonWindows.h"
bool DoesVersionMatchWindows(uint32_t major, uint32_t minor, uint32_t spMajor, uint32_t spMinor) {
uint64_t conditionMask = 0;
OSVERSIONINFOEX osvi;
ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
osvi.dwOSVersionInfoSize = sizeof(osvi);
osvi.dwMajorVersion = major;
osvi.dwMinorVersion = minor;
osvi.wServicePackMajor = spMajor;
osvi.wServicePackMinor = spMinor;
uint32_t op = VER_EQUAL;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, op);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, op);
VER_SET_CONDITION(conditionMask, VER_SERVICEPACKMAJOR, op);
VER_SET_CONDITION(conditionMask, VER_SERVICEPACKMINOR, op);
const uint32_t typeMask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR | VER_SERVICEPACKMINOR;
return VerifyVersionInfo(&osvi, typeMask, conditionMask) != FALSE;
}
std::string GetWindowsVersion() {
const bool IsWindowsXPSP2 = DoesVersionMatchWindows(5, 1, 2, 0);
const bool IsWindowsXPSP3 = DoesVersionMatchWindows(5, 1, 3, 0);
const bool IsWindowsVista = DoesVersionMatchWindows(6, 0);
const bool IsWindowsVistaSP1 = DoesVersionMatchWindows(6, 0, 1, 0);
const bool IsWindowsVistaSP2 = DoesVersionMatchWindows(6, 0, 2, 0);
const bool IsWindows7 = DoesVersionMatchWindows(6, 1);
const bool IsWindows7SP1 = DoesVersionMatchWindows(6, 1, 1, 0);
const bool IsWindows8 = DoesVersionMatchWindows(6, 2);
const bool IsWindows8_1 = DoesVersionMatchWindows(6, 3);
if (IsWindowsXPSP2)
return "Microsoft Windows XP, Service Pack 2";
if (IsWindowsXPSP3)
return "Microsoft Windows XP, Service Pack 3";
if (IsWindowsVista)
return "Microsoft Windows Vista";
if (IsWindowsVistaSP1)
return "Microsoft Windows Vista, Service Pack 1";
if (IsWindowsVistaSP2)
return "Microsoft Windows Vista, Service Pack 2";
if (IsWindows7)
return "Microsoft Windows 7";
if (IsWindows7SP1)
return "Microsoft Windows 7, Service Pack 1";
if (IsWindows8)
return "Microsoft Windows 8 or greater"; // "Applications not manifested for Windows 10 will return the Windows 8 OS version value (6.2)."
if (IsWindows8_1)
return "Microsoft Windows 8.1";
return "Unsupported version of Microsoft Windows.";
}
std::string GetWindowsSystemArchitecture() {
SYSTEM_INFO sysinfo;
ZeroMemory(&sysinfo, sizeof(SYSTEM_INFO));
GetNativeSystemInfo(&sysinfo);
if (sysinfo.wProcessorArchitecture & PROCESSOR_ARCHITECTURE_AMD64)
return "(x64)";
// Need to check for equality here, since ANDing with 0 is always 0.
else if (sysinfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_INTEL)
return "(x86)";
else if (sysinfo.wProcessorArchitecture & PROCESSOR_ARCHITECTURE_ARM)
return "(ARM)";
else
return "(Unknown)";
}
#endif
+11
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@@ -0,0 +1,11 @@
#pragma once
#include <string>
#ifdef _MSC_VER
bool DoesVersionMatchWindows(uint32_t major, uint32_t minor, uint32_t spMajor = 0, uint32_t spMinor = 0);
std::string GetWindowsVersion();
std::string GetWindowsSystemArchitecture();
#endif
+20 -5
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@@ -29,7 +29,12 @@
// Uses integer instructions available since OpenGL 3.0. Suitable for ES 3.0 as well.
void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage language) {
char *p = buffer;
if (language == GLSL_VULKAN) {
if (language == HLSL_D3D11) {
WRITE(p, "SamplerState texSamp : register(s0);\n");
WRITE(p, "Texture2D<float4> tex : register(t0);\n");
WRITE(p, "SamplerState palSamp : register(s1);\n");
WRITE(p, "Texture2D<float4> pal : register(t1);\n");
} else if (language == GLSL_VULKAN) {
WRITE(p, "#version 140\n");
WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
@@ -50,9 +55,14 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
WRITE(p, "uniform sampler2D pal;\n");
}
// TODO: Add support for integer textures. Though it hardly matters.
WRITE(p, "void main() {\n");
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
if (language == HLSL_D3D11) {
WRITE(p, "float4 main(in float2 v_texcoord0 : TEXCOORD0) : SV_Target {\n");
WRITE(p, " float4 color = tex.Sample(texSamp, v_texcoord0);\n");
} else {
// TODO: Add support for integer textures. Though it hardly matters.
WRITE(p, "void main() {\n");
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
}
int mask = gstate.getClutIndexMask();
int shift = gstate.getClutIndexShift();
@@ -110,7 +120,11 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
WRITE(p, ";\n");
}
WRITE(p, " fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePixels);
if (language == HLSL_D3D11) {
WRITE(p, " return pal.Sample(palSamp, float2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePixels);
} else {
WRITE(p, " fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePixels);
}
WRITE(p, "}\n");
}
@@ -262,6 +276,7 @@ void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguag
break;
case GLSL_300:
case GLSL_VULKAN:
case HLSL_D3D11:
GenerateDepalShader300(buffer, pixelFormat, language);
break;
case HLSL_DX9:
+1 -7
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@@ -18,12 +18,6 @@
#pragma once
#include "GPU/ge_constants.h"
enum ShaderLanguage {
GLSL_140,
GLSL_300,
GLSL_VULKAN,
HLSL_DX9,
};
#include "GPU/Common/ShaderCommon.h"
void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage language);
+1
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@@ -567,6 +567,7 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
textureCache_->ForgetLastTexture();
if (useBufferedRendering_) {
if (vfb->fbo) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo);
} else {
+10
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@@ -17,6 +17,16 @@
#pragma once
#include <cstdint>
enum ShaderLanguage {
GLSL_140,
GLSL_300,
GLSL_VULKAN,
HLSL_DX9,
HLSL_D3D11,
};
enum DebugShaderType {
SHADER_TYPE_VERTEX = 0,
SHADER_TYPE_FRAGMENT = 1,
+6 -4
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@@ -1,5 +1,7 @@
#pragma once
#include <string>
#include <cstdint>
#include "base/basictypes.h"
// TODO: There will be additional bits, indicating that groups of these will be
@@ -93,9 +95,9 @@ struct ShaderID {
}
}
u32 d[2];
uint32_t d[2];
bool operator < (const ShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
@@ -104,7 +106,7 @@ struct ShaderID {
return false;
}
bool operator == (const ShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
if (d[i] != other.d[i])
return false;
}
@@ -142,7 +144,7 @@ struct ShaderID {
bool CanUseHardwareTransform(int prim);
void ComputeVertexShaderID(ShaderID *id, u32 vertexType, bool useHWTransform);
void ComputeVertexShaderID(ShaderID *id, uint32_t vertexType, bool useHWTransform);
// Generates a compact string that describes the shader. Useful in a list to get an overview
// of the current flora of shaders.
std::string VertexShaderDesc(const ShaderID &id);
+231
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@@ -0,0 +1,231 @@
#include <algorithm>
#include "ShaderUniforms.h"
#include "math/dataconv.h"
#include "math/lin/matrix4x4.h"
#include "math/math_util.h"
#include "math/lin/vec3.h"
#include "GPU/GPUState.h"
#include "GPU/Math3D.h"
#include "Core/Reporting.h"
static void ConvertProjMatrixToVulkan(Matrix4x4 &in) {
const Vec3 trans(0, 0, gstate_c.vpZOffset * 0.5f + 0.5f);
const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
in.translateAndScale(trans, scale);
}
static void ConvertProjMatrixToD3D11(Matrix4x4 &in) {
const Vec3 trans(0, 0, gstate_c.vpZOffset * 0.5f + 0.5f);
const Vec3 scale(gstate_c.vpWidthScale, -gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
in.translateAndScale(trans, scale);
}
void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport) {
if (dirtyUniforms & DIRTY_TEXENV) {
Uint8x3ToFloat4(ub->texEnvColor, gstate.texenvcolor);
}
if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
Uint8x3ToInt4_Alpha(ub->alphaColorRef, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
Uint8x3ToInt4_Alpha(ub->colorTestMask, gstate.getColorTestMask(), gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_FOGCOLOR) {
Uint8x3ToFloat4(ub->fogColor, gstate.fogcolor);
}
if (dirtyUniforms & DIRTY_SHADERBLEND) {
Uint8x3ToFloat4(ub->blendFixA, gstate.getFixA());
Uint8x3ToFloat4(ub->blendFixB, gstate.getFixB());
}
if (dirtyUniforms & DIRTY_TEXCLAMP) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
// First wrap xy, then half texel xy (for clamp.)
ub->texClamp[0] = widthFactor;
ub->texClamp[1] = heightFactor;
ub->texClamp[2] = invW * 0.5f;
ub->texClamp[3] = invH * 0.5f;
ub->texClampOffset[0] = gstate_c.curTextureXOffset * invW;
ub->texClampOffset[1] = gstate_c.curTextureYOffset * invH;
}
if (dirtyUniforms & DIRTY_PROJMATRIX) {
Matrix4x4 flippedMatrix;
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
const bool invertedY = gstate_c.vpHeight < 0;
if (invertedY) {
flippedMatrix[1] = -flippedMatrix[1];
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[9] = -flippedMatrix[9];
flippedMatrix[13] = -flippedMatrix[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[4] = -flippedMatrix[4];
flippedMatrix[8] = -flippedMatrix[8];
flippedMatrix[12] = -flippedMatrix[12];
}
if (flipViewport) {
ConvertProjMatrixToD3D11(flippedMatrix);
} else {
ConvertProjMatrixToVulkan(flippedMatrix);
}
CopyMatrix4x4(ub->proj, flippedMatrix.getReadPtr());
}
if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
Matrix4x4 proj_through;
if (flipViewport) {
proj_through.setOrthoD3D(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
} else {
proj_through.setOrthoVulkan(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
}
CopyMatrix4x4(ub->proj_through, proj_through.getReadPtr());
}
// Transform
if (dirtyUniforms & DIRTY_WORLDMATRIX) {
ConvertMatrix4x3To4x4(ub->world, gstate.worldMatrix);
}
if (dirtyUniforms & DIRTY_VIEWMATRIX) {
ConvertMatrix4x3To4x4(ub->view, gstate.viewMatrix);
}
if (dirtyUniforms & DIRTY_TEXMATRIX) {
ConvertMatrix4x3To4x4(ub->tex, gstate.tgenMatrix);
}
// Combined two small uniforms
if (dirtyUniforms & (DIRTY_FOGCOEF | DIRTY_STENCILREPLACEVALUE)) {
float fogcoef_stencil[3] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
(float)gstate.getStencilTestRef()/255.0f
};
if (my_isinf(fogcoef_stencil[1])) {
// not really sure what a sensible value might be.
fogcoef_stencil[1] = fogcoef_stencil[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef_stencil[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef_stencil[0] = 100000.0f;
fogcoef_stencil[1] = 1.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef_stencil[1]) || my_isnanorinf(fogcoef_stencil[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef_stencil[0], fogcoef_stencil[1]);
}
#endif
CopyFloat3(ub->fogCoef_stencil, fogcoef_stencil);
}
// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
Uint8x3ToFloat4_AlphaUint8(ub->matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
}
// Texturing
if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
ub->uvScaleOffset[0] = widthFactor;
ub->uvScaleOffset[1] = heightFactor;
ub->uvScaleOffset[2] = 0.0f;
ub->uvScaleOffset[3] = 0.0f;
}
if (dirtyUniforms & DIRTY_DEPTHRANGE) {
float viewZScale = gstate.getViewportZScale();
float viewZCenter = gstate.getViewportZCenter();
// We had to scale and translate Z to account for our clamped Z range.
// Therefore, we also need to reverse this to round properly.
//
// Example: scale = 65535.0, center = 0.0
// Resulting range = -65535 to 65535, clamped to [0, 65535]
// gstate_c.vpDepthScale = 2.0f
// gstate_c.vpZOffset = -1.0f
//
// The projection already accounts for those, so we need to reverse them.
//
// Additionally, D3D9 uses a range from [0, 1]. We double and move the center.
viewZScale *= (1.0f / gstate_c.vpDepthScale) * 2.0f;
viewZCenter -= 65535.0f * gstate_c.vpZOffset + 32768.5f;
float viewZInvScale;
if (viewZScale != 0.0) {
viewZInvScale = 1.0f / viewZScale;
} else {
viewZInvScale = 0.0;
}
ub->depthRange[0] = viewZScale;
ub->depthRange[1] = viewZCenter;
ub->depthRange[2] = viewZCenter;
ub->depthRange[3] = viewZInvScale;
}
}
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
// Lighting
if (dirtyUniforms & DIRTY_AMBIENT) {
Uint8x3ToFloat4_AlphaUint8(ub->ambientColor, gstate.ambientcolor, gstate.getAmbientA());
}
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
Uint8x3ToFloat4(ub->materialEmissive, gstate.materialemissive);
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
CopyFloat3To4(ub->lpos[i], vec);
} else {
ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]);
}
ExpandFloat24x3ToFloat4(ub->ldir[i], &gstate.ldir[i * 3]);
ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
CopyFloat1To4(ub->lightAngle[i], getFloat24(gstate.lcutoff[i]));
CopyFloat1To4(ub->lightSpotCoef[i], getFloat24(gstate.lconv[i]));
Uint8x3ToFloat4(ub->lightAmbient[i], gstate.lcolor[i * 3]);
Uint8x3ToFloat4(ub->lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
Uint8x3ToFloat4(ub->lightSpecular[i], gstate.lcolor[i * 3 + 2]);
}
}
}
void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms) {
for (int i = 0; i < 8; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(ub->bones[i], gstate.boneMatrix + 12 * i);
}
}
}
+174
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@@ -0,0 +1,174 @@
#pragma once
#include <cstdint>
#include "ShaderCommon.h"
// Used by the "modern" backends that use uniform buffers. They can share this without issue.
// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
};
// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
// 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
struct UB_VS_FS_Base {
float proj[16];
float proj_through[16];
float view[16];
float world[16];
float tex[16]; // not that common, may want to break out
float uvScaleOffset[4];
float depthRange[4];
float fogCoef_stencil[4];
float matAmbient[4];
// Fragment data
float fogColor[4];
float texEnvColor[4];
int alphaColorRef[4];
int colorTestMask[4];
float blendFixA[4];
float blendFixB[4];
float texClamp[4];
float texClampOffset[4];
};
static const char *ub_baseStr =
R"( mat4 proj_mtx;
mat4 proj_through_mtx;
mat4 view_mtx;
mat4 world_mtx;
mat4 tex_mtx;
vec4 uvscaleoffset;
vec4 depthRange;
vec3 fogcoef_stencilreplace;
vec4 matambientalpha;
vec3 fogcolor;
vec3 texenv;
ivec4 alphacolorref;
ivec4 alphacolormask;
vec3 blendFixA;
vec3 blendFixB;
vec4 texclamp;
vec2 texclampoff;
)";
// HLSL code is shared so these names are changed to match those in DX9.
static const char *cb_baseStr =
R"( float4x4 u_proj;
float4x4 u_proj_through;
float4x4 u_view;
float4x4 u_world;
float4x4 u_tex;
float4 u_uvscaleoffset;
float4 u_depthRange;
float3 u_fogcoef_stencilreplace;
float4 u_matambientalpha;
float3 u_fogcolor;
float3 u_texenv;
uint4 u_alphacolorref;
uint4 u_alphacolormask;
float3 u_blendFixA;
float3 u_blendFixB;
float4 u_texclamp;
float2 u_texclampoff;
)";
// 576 bytes. Can we get down to 512?
struct UB_VS_Lights {
float ambientColor[4];
float materialDiffuse[4];
float materialSpecular[4];
float materialEmissive[4];
float lpos[4][4];
float ldir[4][4];
float latt[4][4];
float lightAngle[4][4]; // TODO: Merge with lightSpotCoef, use .xy
float lightSpotCoef[4][4];
float lightAmbient[4][4];
float lightDiffuse[4][4];
float lightSpecular[4][4];
};
static const char *ub_vs_lightsStr =
R"( vec4 u_ambient;
vec3 matdiffuse;
vec4 matspecular;
vec3 matemissive;
vec3 pos[4];
vec3 dir[4];
vec3 att[4];
float angle[4];
float spotCoef[4];
vec3 ambient[4];
vec3 diffuse[4];
vec3 specular[4];
)";
// HLSL code is shared so these names are changed to match those in DX9.
static const char *cb_vs_lightsStr =
R"( float4 u_ambient;
float3 u_matdiffuse;
float4 u_matspecular;
float3 u_matemissive;
float3 u_lightpos0;
float3 u_lightpos1;
float3 u_lightpos2;
float3 u_lightpos3;
float3 u_lightdir0;
float3 u_lightdir1;
float3 u_lightdir2;
float3 u_lightdir3;
float3 u_lightatt0;
float3 u_lightatt1;
float3 u_lightatt2;
float3 u_lightatt3;
float4 u_lightangle0;
float4 u_lightangle1;
float4 u_lightangle2;
float4 u_lightangle3;
float4 u_lightspotCoef0;
float4 u_lightspotCoef1;
float4 u_lightspotCoef2;
float4 u_lightspotCoef3;
float3 u_lightambient0;
float3 u_lightambient1;
float3 u_lightambient2;
float3 u_lightambient3;
float3 u_lightdiffuse0;
float3 u_lightdiffuse1;
float3 u_lightdiffuse2;
float3 u_lightdiffuse3;
float3 u_lightspecular0;
float3 u_lightspecular1;
float3 u_lightspecular2;
float3 u_lightspecular3;
)";
// With some cleverness, we could get away with uploading just half this when only the four first
// bones are being used. This is 512b, 256b would be great.
// Could also move to 4x3 matrices - would let us fit 5 bones into 256b.
struct UB_VS_Bones {
float bones[8][16];
};
static const char *ub_vs_bonesStr =
R"( mat4 m[8];
)";
// HLSL code is shared so these names are changed to match those in DX9.
static const char *cb_vs_bonesStr =
R"( float4x4 m[8];
)";
void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport);
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
+2 -2
View File
@@ -406,7 +406,7 @@ void SoftwareTransform(
int scissorY2 = gstate.getScissorY2() + 1;
reallyAClear = IsReallyAClear(transformed, maxIndex, scissorX2, scissorY2);
}
if (reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) { // && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
if (reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) {
// If alpha is not allowed to be separate, it must match for both depth/stencil and color. Vulkan requires this.
bool alphaMatchesColor = gstate.isClearModeColorMask() == gstate.isClearModeAlphaMask();
bool depthMatchesStencil = gstate.isClearModeAlphaMask() == gstate.isClearModeDepthMask();
@@ -502,7 +502,7 @@ void SoftwareTransform(
const u16 *indsIn = (const u16 *)inds;
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;
maxIndex = 4 * vertexCount;
maxIndex = 4 * (vertexCount / 2);
for (int i = 0; i < vertexCount; i += 2) {
const TransformedVertex &transVtxTL = transformed[indsIn[i + 0]];
const TransformedVertex &transVtxBR = transformed[indsIn[i + 1]];
+26
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@@ -52,6 +52,29 @@ namespace Draw {
class DrawContext;
}
// Used by D3D11 and Vulkan, could be used by modern GL
struct SamplerCacheKey {
SamplerCacheKey() : fullKey(0) {}
union {
u32 fullKey;
struct {
bool mipEnable : 1;
bool minFilt : 1;
bool mipFilt : 1;
bool magFilt : 1;
bool sClamp : 1;
bool tClamp : 1;
int lodBias : 4;
int maxLevel : 4;
};
};
bool operator < (const SamplerCacheKey &other) const {
return fullKey < other.fullKey;
}
};
class FramebufferManagerCommon;
class TextureCacheCommon {
@@ -123,6 +146,9 @@ public:
void *texturePtr;
CachedTextureVulkan *vkTex;
};
#ifdef _WIN32
void *textureView; // Used by D3D11 only for the shader resource view.
#endif
int invalidHint;
u32 fullhash;
u32 cluthash;
+110
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@@ -0,0 +1,110 @@
#include <cstdint>
#include <vector>
#include <d3d11.h>
#include <D3Dcompiler.h>
#include "thin3d/d3d11_loader.h"
#include "base/logging.h"
#include "base/stringutil.h"
#include "D3D11Util.h"
static std::vector<uint8_t> CompileShaderToBytecode(const char *code, size_t codeSize, const char *target) {
ID3DBlob *compiledCode = nullptr;
ID3DBlob *errorMsgs = nullptr;
HRESULT result = ptr_D3DCompile(code, codeSize, nullptr, nullptr, nullptr, "main", target, 0, 0, &compiledCode, &errorMsgs);
std::string errors;
if (errorMsgs) {
errors = std::string((const char *)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
ELOG("%s: %s", SUCCEEDED(result) ? "warnings" : "errors", errors.c_str());
OutputDebugStringA(LineNumberString(code).c_str());
errorMsgs->Release();
}
if (compiledCode) {
const uint8_t *buf = (const uint8_t *)compiledCode->GetBufferPointer();
std::vector<uint8_t> compiled = std::vector<uint8_t>(buf, buf + compiledCode->GetBufferSize());
compiledCode->Release();
return compiled;
}
Crash();
return std::vector<uint8_t>();
}
ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "vs_5_0");
if (byteCode.empty())
return nullptr;
ID3D11VertexShader *vs;
device->CreateVertexShader(byteCode.data(), byteCode.size(), nullptr, &vs);
if (byteCodeOut)
*byteCodeOut = byteCode;
return vs;
}
ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "ps_5_0");
if (byteCode.empty())
return nullptr;
ID3D11PixelShader *ps;
device->CreatePixelShader(byteCode.data(), byteCode.size(), nullptr, &ps);
return ps;
}
void StockObjectsD3D11::Create(ID3D11Device *device) {
D3D11_BLEND_DESC blend_desc{};
blend_desc.RenderTarget[0].BlendEnable = false;
blend_desc.IndependentBlendEnable = false;
for (int i = 0; i < 16; i++) {
blend_desc.RenderTarget[0].RenderTargetWriteMask = i;
device->CreateBlendState(&blend_desc, &blendStateDisabledWithColorMask[i]);
}
D3D11_DEPTH_STENCIL_DESC depth_desc{};
depth_desc.DepthEnable = FALSE;
device->CreateDepthStencilState(&depth_desc, &depthStencilDisabled);
depth_desc.StencilEnable = TRUE;
depth_desc.StencilReadMask = 0xFF;
depth_desc.StencilWriteMask = 0xFF;
depth_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
depth_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
depth_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
depth_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depth_desc.BackFace = depth_desc.FrontFace;
device->CreateDepthStencilState(&depth_desc, &depthDisabledStencilWrite);
D3D11_RASTERIZER_DESC raster_desc{};
raster_desc.FillMode = D3D11_FILL_SOLID;
raster_desc.CullMode = D3D11_CULL_NONE;
raster_desc.ScissorEnable = FALSE;
device->CreateRasterizerState(&raster_desc, &rasterStateNoCull);
D3D11_SAMPLER_DESC sampler_desc{};
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device->CreateSamplerState(&sampler_desc, &samplerPoint2DWrap);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
device->CreateSamplerState(&sampler_desc, &samplerLinear2DWrap);
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device->CreateSamplerState(&sampler_desc, &samplerPoint2DClamp);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
device->CreateSamplerState(&sampler_desc, &samplerLinear2DClamp);
}
void StockObjectsD3D11::Destroy() {
for (int i = 0; i < 16; i++) {
blendStateDisabledWithColorMask[i]->Release();
}
depthStencilDisabled->Release();
depthDisabledStencilWrite->Release();
rasterStateNoCull->Release();
samplerPoint2DWrap->Release();
samplerLinear2DWrap->Release();
}
StockObjectsD3D11 stockD3D11;
+85
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@@ -0,0 +1,85 @@
// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <cstdint>
#include <d3d11.h>
class PushBufferD3D11 {
public:
PushBufferD3D11(ID3D11Device *device, size_t size, D3D11_BIND_FLAG bindFlags) {
D3D11_BUFFER_DESC desc{};
desc.BindFlags = bindFlags;
desc.ByteWidth = (UINT)size;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_DYNAMIC;
device->CreateBuffer(&desc, nullptr, &buffer_);
}
PushBufferD3D11(PushBufferD3D11 &) = delete;
~PushBufferD3D11() {
buffer_->Release();
}
ID3D11Buffer *Buf() const {
return buffer_;
}
// Should be done each frame
void Reset() {
pos_ = 0;
nextMapDiscard_ = true;
}
uint8_t *BeginPush(ID3D11DeviceContext *context, UINT *offset, size_t size, int align = 16) {
D3D11_MAPPED_SUBRESOURCE map;
pos_ = (pos_ + align - 1) & ~(align - 1);
context->Map(buffer_, 0, nextMapDiscard_ ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
nextMapDiscard_ = false;
*offset = (UINT)pos_;
uint8_t *retval = (uint8_t *)map.pData + pos_;
pos_ += size;
return retval;
}
void EndPush(ID3D11DeviceContext *context) {
context->Unmap(buffer_, 0);
}
private:
ID3D11Buffer *buffer_ = nullptr;
size_t pos_ = 0;
bool nextMapDiscard_ = false;
};
ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut);
ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize);
class StockObjectsD3D11 {
public:
void Create(ID3D11Device *device);
void Destroy();
ID3D11DepthStencilState *depthStencilDisabled;
ID3D11DepthStencilState *depthDisabledStencilWrite;
ID3D11BlendState *blendStateDisabledWithColorMask[16];
ID3D11RasterizerState *rasterStateNoCull;
ID3D11SamplerState *samplerPoint2DWrap;
ID3D11SamplerState *samplerLinear2DWrap;
ID3D11SamplerState *samplerPoint2DClamp;
ID3D11SamplerState *samplerLinear2DClamp;
};
extern StockObjectsD3D11 stockD3D11;
+180
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@@ -0,0 +1,180 @@
// Copyright (c) 2014- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include <d3d11.h>
#include "base/basictypes.h"
#include "base/logging.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DepalettizeShaderD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
static const int DEPAL_TEXTURE_OLD_AGE = 120;
#ifdef _WIN32
#define SHADERLOG
#endif
static const char *depalVShaderHLSL =
"struct VS_IN {\n"
" float3 a_position : POSITION;\n"
" float2 a_texcoord0 : TEXCOORD0;\n"
"};\n"
"struct VS_OUT {\n"
" float2 Texcoord : TEXCOORD0;\n"
" float4 Position : SV_Position;\n"
"};\n"
"VS_OUT main(VS_IN input) {\n"
" VS_OUT output;\n"
" output.Texcoord = input.a_texcoord0;\n"
" output.Position = float4(input.a_position, 1.0);\n"
" return output;\n"
"}\n";
static const D3D11_INPUT_ELEMENT_DESC g_DepalVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
};
DepalShaderCacheD3D11::DepalShaderCacheD3D11(ID3D11Device *device, ID3D11DeviceContext *context)
: device_(device), context_(context) {
std::string errorMessage;
std::vector<uint8_t> vsByteCode;
vertexShader_ = CreateVertexShaderD3D11(device, depalVShaderHLSL, strlen(depalVShaderHLSL), &vsByteCode);
device_->CreateInputLayout(g_DepalVertexElements, ARRAY_SIZE(g_DepalVertexElements), vsByteCode.data(), vsByteCode.size(), &inputLayout_);
D3D11_SAMPLER_DESC sampDesc{};
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device_->CreateSamplerState(&sampDesc, &clutSampler);
}
DepalShaderCacheD3D11::~DepalShaderCacheD3D11() {
Clear();
if (vertexShader_) {
vertexShader_->Release();
}
clutSampler->Release();
}
u32 DepalShaderCacheD3D11::GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
return (clutFormat & 0xFFFFFF) | (pixelFormat << 24);
}
ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutID, u32 *rawClut) {
const u32 realClutID = clutID ^ clutFormat;
auto oldtex = texCache_.find(realClutID);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->view;
}
DXGI_FORMAT dstFmt = getClutDestFormatD3D11(clutFormat);
int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
DepalTextureD3D11 *tex = new DepalTextureD3D11();
// TODO: Look into 1D textures
D3D11_TEXTURE2D_DESC desc{};
desc.Width = texturePixels;
desc.Height = 1;
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Format = dstFmt;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA data{};
data.pSysMem = rawClut;
// Regardless of format, the CLUT should always be 1024 bytes.
data.SysMemPitch = 1024;
HRESULT hr = device_->CreateTexture2D(&desc, &data, &tex->texture);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create D3D texture for depal");
delete tex;
return nullptr;
}
hr = device_->CreateShaderResourceView(tex->texture, nullptr, &tex->view);
if (FAILED(hr)) {
// ...
}
tex->lastFrame = gpuStats.numFlips;
texCache_[realClutID] = tex;
return tex->view;
}
void DepalShaderCacheD3D11::Clear() {
for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
shader->second->pixelShader->Release();
delete shader->second;
}
cache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
delete tex->second;
}
texCache_.clear();
}
void DepalShaderCacheD3D11::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end();) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
ID3D11PixelShader *DepalShaderCacheD3D11::GetDepalettizePixelShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(clutFormat, pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
return shader->second->pixelShader;
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, HLSL_D3D11);
ID3D11PixelShader *pshader = CreatePixelShaderD3D11(device_, buffer, strlen(buffer));
if (!pshader) {
ERROR_LOG(G3D, "Failed to compile depal pixel shader");
delete[] buffer;
return nullptr;
}
DepalShaderD3D11 *depal = new DepalShaderD3D11();
depal->pixelShader = pshader;
cache_[id] = depal;
delete[] buffer;
return depal->pixelShader;
}
+69
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@@ -0,0 +1,69 @@
// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include <vector>
#include <cstdint>
#include <d3d11.h>
#include "Common/CommonTypes.h"
#include "GPU/ge_constants.h"
class DepalShaderD3D11 {
public:
ID3D11PixelShader *pixelShader;
};
class DepalTextureD3D11 {
public:
~DepalTextureD3D11() {
if (texture)
texture->Release();
if (view)
view->Release();
}
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *view;
int lastFrame;
};
// Caches both shaders and palette textures.
class DepalShaderCacheD3D11 {
public:
DepalShaderCacheD3D11(ID3D11Device *device, ID3D11DeviceContext *context);
~DepalShaderCacheD3D11();
// This also uploads the palette and binds the correct texture.
ID3D11PixelShader *GetDepalettizePixelShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
ID3D11VertexShader *GetDepalettizeVertexShader() { return vertexShader_; }
ID3D11InputLayout *GetInputLayout() { return inputLayout_; }
ID3D11ShaderResourceView *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
ID3D11SamplerState *GetClutSampler() { return clutSampler; }
void Clear();
void Decimate();
private:
u32 GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
ID3D11VertexShader *vertexShader_ = nullptr;
ID3D11InputLayout *inputLayout_ = nullptr;
ID3D11SamplerState *clutSampler = nullptr;
std::map<u32, DepalShaderD3D11 *> cache_;
std::map<u32, DepalTextureD3D11 *> texCache_;
};
+961
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@@ -0,0 +1,961 @@
// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/logging.h"
#include "base/timeutil.h"
#include "Common/MemoryUtil.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
const D3D11_PRIMITIVE_TOPOLOGY d3d11prim[8] = {
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Fans not supported
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Need expansion - though we could do it with geom shaders in most cases
};
enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
};
#define VERTEXCACHE_DECIMATION_INTERVAL 17
enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
enum {
VERTEX_PUSH_SIZE = 1024 * 1024 * 16,
INDEX_PUSH_SIZE = 1024 * 1024 * 4,
};
static const D3D11_INPUT_ELEMENT_DESC TransformedVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DrawEngineD3D11::DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context)
: draw_(draw),
device_(device),
context_(context),
decodedVerts_(0),
prevPrim_(GE_PRIM_INVALID),
lastVType_(-1),
shaderManager_(0),
textureCache_(0),
framebufferManager_(0),
numDrawCalls(0),
vertexCountInDrawCalls(0),
decodeCounter_(0),
dcid_(0),
fboTexNeedBind_(false),
fboTexBound_(false) {
decOptions_.expandAllWeightsToFloat = true;
decOptions_.expand8BitNormalsToFloat = true;
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
indexGen.Setup(decIndex);
InitDeviceObjects();
tessDataTransfer = new TessellationDataTransferD3D11();
// Vertex pushing buffers. For uniforms we use short DISCARD buffers, but we could use
// this kind of buffer there as well with D3D11.1. We might be able to use the same buffer
// for both vertices and indices, and possibly all three data types.
pushVerts_ = new PushBufferD3D11(device, VERTEX_PUSH_SIZE, D3D11_BIND_VERTEX_BUFFER);
pushInds_ = new PushBufferD3D11(device, INDEX_PUSH_SIZE, D3D11_BIND_INDEX_BUFFER);
}
DrawEngineD3D11::~DrawEngineD3D11() {
delete pushVerts_;
delete pushInds_;
for (auto &decl : inputLayoutMap_) {
decl.second->Release();
}
for (auto &depth : depthStencilCache_) {
depth.second->Release();
}
for (auto &blend : blendCache_) {
blend.second->Release();
}
DestroyDeviceObjects();
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
delete tessDataTransfer;
}
void DrawEngineD3D11::InitDeviceObjects() {
}
void DrawEngineD3D11::DestroyDeviceObjects() {
ClearTrackedVertexArrays();
}
struct DeclTypeInfo {
DXGI_FORMAT type;
const char * name;
};
static const DeclTypeInfo VComp[] = {
{ DXGI_FORMAT_UNKNOWN, "NULL" }, // DEC_NONE,
{ DXGI_FORMAT_R32_FLOAT, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
{ DXGI_FORMAT_R32G32_FLOAT, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
{ DXGI_FORMAT_R32G32B32_FLOAT, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
{ DXGI_FORMAT_R32G32B32A32_FLOAT, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
{ DXGI_FORMAT_R8G8B8A8_SNORM, "UNUSED" }, // DEC_S8_3,
{ DXGI_FORMAT_R16G16B16A16_SNORM, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U8A_2"}, // DEC_U8A_2,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16A_2" }, // DEC_U16A_2,
};
static void VertexAttribSetup(D3D11_INPUT_ELEMENT_DESC * VertexElement, u8 fmt, u8 offset, const char *semantic, u8 semantic_index = 0) {
memset(VertexElement, 0, sizeof(D3D11_INPUT_ELEMENT_DESC));
VertexElement->AlignedByteOffset = offset;
VertexElement->Format = VComp[fmt].type;
VertexElement->SemanticName = semantic;
VertexElement->SemanticIndex = semantic_index;
}
ID3D11InputLayout *DrawEngineD3D11::SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
// TODO: Instead of one for each vshader, we can reduce it to one for each type of shader
// that reads TEXCOORD or not, etc. Not sure if worth it.
InputLayoutKey key{ pspFmt, vshader };
auto vertexDeclCached = inputLayoutMap_.find(key);
if (vertexDeclCached == inputLayoutMap_.end()) {
D3D11_INPUT_ELEMENT_DESC VertexElements[8];
D3D11_INPUT_ELEMENT_DESC *VertexElement = &VertexElements[0];
// Vertices Elements orders
// WEIGHT
if (decFmt.w0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, "TEXCOORD", 1);
VertexElement++;
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, "TEXCOORD", 2);
VertexElement++;
}
// TC
if (decFmt.uvfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, "TEXCOORD", 0);
VertexElement++;
}
// COLOR
if (decFmt.c0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, "COLOR", 0);
VertexElement++;
}
// Never used ?
if (decFmt.c1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, "COLOR", 1);
VertexElement++;
}
// NORMAL
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, "NORMAL", 0);
VertexElement++;
}
// POSITION
// Always
VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, "POSITION", 0);
VertexElement++;
// Create declaration
ID3D11InputLayout *inputLayout = nullptr;
HRESULT hr = device_->CreateInputLayout(VertexElements, VertexElement - VertexElements, vshader->bytecode().data(), vshader->bytecode().size(), &inputLayout);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create input layout!");
inputLayout = nullptr;
}
// Add it to map
inputLayoutMap_[key] = inputLayout;
return inputLayout;
} else {
// Set it from map
return vertexDeclCached->second;
}
}
void DrawEngineD3D11::SetupVertexDecoder(u32 vertType) {
SetupVertexDecoderInternal(vertType);
}
inline void DrawEngineD3D11::SetupVertexDecoderInternal(u32 vertType) {
// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
// into the top of the verttype where there are unused bits.
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
// If vtype has changed, setup the vertex decoder.
if (vertTypeID != lastVType_) {
dec_ = GetVertexDecoder(vertTypeID);
lastVType_ = vertTypeID;
}
}
void DrawEngineD3D11::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
Flush();
// TODO: Is this the right thing to do?
if (prim == GE_PRIM_KEEP_PREVIOUS) {
prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
} else {
prevPrim_ = prim;
}
SetupVertexDecoderInternal(vertType);
*bytesRead = vertexCount * dec_->VertexSize();
if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
return;
DeferredDrawCall &dc = drawCalls[numDrawCalls];
dc.verts = verts;
dc.inds = inds;
dc.vertType = vertType;
dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
dc.prim = prim;
dc.vertexCount = vertexCount;
u32 dhash = dcid_;
dhash ^= (u32)(uintptr_t)verts;
dhash = __rotl(dhash, 13);
dhash ^= (u32)(uintptr_t)inds;
dhash = __rotl(dhash, 13);
dhash ^= (u32)vertType;
dhash = __rotl(dhash, 13);
dhash ^= (u32)vertexCount;
dhash = __rotl(dhash, 13);
dhash ^= (u32)prim;
dcid_ = dhash;
if (inds) {
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
} else {
dc.indexLowerBound = 0;
dc.indexUpperBound = vertexCount - 1;
}
uvScale[numDrawCalls] = gstate_c.uv;
numDrawCalls++;
vertexCountInDrawCalls += vertexCount;
if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
DecodeVertsStep();
decodeCounter_++;
}
if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
// Rendertarget == texture?
if (!g_Config.bDisableSlowFramebufEffects) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
Flush();
}
}
}
void DrawEngineD3D11::DecodeVerts() {
const UVScale origUV = gstate_c.uv;
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
gstate_c.uv = uvScale[decodeCounter_];
DecodeVertsStep();
}
gstate_c.uv = origUV;
// Sanity check
if (indexGen.Prim() < 0) {
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
// Force to points (0)
indexGen.AddPrim(GE_PRIM_POINTS, 0);
}
}
void DrawEngineD3D11::DecodeVertsStep() {
const int i = decodeCounter_;
const DeferredDrawCall &dc = drawCalls[i];
indexGen.SetIndex(decodedVerts_);
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
u32 indexType = dc.indexType;
void *inds = dc.inds;
if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
// Decode the verts and apply morphing. Simple.
dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts_ += indexUpperBound - indexLowerBound + 1;
indexGen.AddPrim(dc.prim, dc.vertexCount);
} else {
// It's fairly common that games issue long sequences of PRIM calls, with differing
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
// these as much as possible, so we make sure here to combine as many as possible
// into one nice big drawcall, sharing data.
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
// Expand the lower and upper bounds as we go.
int lastMatch = i;
const int total = numDrawCalls;
for (int j = i + 1; j < total; ++j) {
if (drawCalls[j].verts != dc.verts)
break;
if (memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0)
break;
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
lastMatch = j;
}
// 2. Loop through the drawcalls, translating indices as we go.
switch (indexType) {
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16_le *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_32BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u32_le *)drawCalls[j].inds, indexLowerBound);
}
break;
}
const int vertexCount = indexUpperBound - indexLowerBound + 1;
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
if (decodedVerts_ + vertexCount > VERTEX_BUFFER_MAX) {
return;
}
// 3. Decode that range of vertex data.
dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts_ += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
decodeCounter_ = lastMatch;
}
}
inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
// Switch to u32 units.
const u32 *p = (const u32 *)ptr;
sz >>= 2;
if (sz > 100) {
size_t step = sz / 4;
u32 hash = 0;
for (size_t i = 0; i < sz; i += step) {
hash += DoReliableHash32(p + i, 100, 0x3A44B9C4);
}
return hash;
} else {
return p[0] + p[sz - 1];
}
}
u32 DrawEngineD3D11::ComputeMiniHash() {
u32 fullhash = 0;
const int vertexSize = dec_->GetDecVtxFmt().stride;
const int indexSize = IndexSize(dec_->VertexType());
int step;
if (numDrawCalls < 3) {
step = 1;
} else if (numDrawCalls < 8) {
step = 4;
} else {
step = numDrawCalls / 8;
}
for (int i = 0; i < numDrawCalls; i += step) {
const DeferredDrawCall &dc = drawCalls[i];
if (!dc.inds) {
fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount);
} else {
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound));
fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount);
}
}
return fullhash;
}
void DrawEngineD3D11::MarkUnreliable(VertexArrayInfoD3D11 *vai) {
vai->status = VertexArrayInfoD3D11::VAI_UNRELIABLE;
if (vai->vbo) {
vai->vbo->Release();
vai->vbo = nullptr;
}
if (vai->ebo) {
vai->ebo->Release();
vai->ebo = nullptr;
}
}
ReliableHashType DrawEngineD3D11::ComputeHash() {
ReliableHashType fullhash = 0;
const int vertexSize = dec_->GetDecVtxFmt().stride;
const int indexSize = IndexSize(dec_->VertexType());
// TODO: Add some caps both for numDrawCalls and num verts to check?
// It is really very expensive to check all the vertex data so often.
for (int i = 0; i < numDrawCalls; i++) {
const DeferredDrawCall &dc = drawCalls[i];
if (!dc.inds) {
fullhash += DoReliableHash((const char *)dc.verts, vertexSize * dc.vertexCount, 0x1DE8CAC4);
} else {
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
int j = i + 1;
int lastMatch = i;
while (j < numDrawCalls) {
if (drawCalls[j].verts != dc.verts)
break;
indexLowerBound = std::min(indexLowerBound, (int)dc.indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)dc.indexUpperBound);
lastMatch = j;
j++;
}
// This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way
// we do when drawing.
fullhash += DoReliableHash((const char *)dc.verts + vertexSize * indexLowerBound,
vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1);
// Hm, we will miss some indices when combining above, but meh, it should be fine.
fullhash += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
i = lastMatch;
}
}
if (uvScale) {
fullhash += DoReliableHash(&uvScale[0], sizeof(uvScale[0]) * numDrawCalls, 0x0123e658);
}
return fullhash;
}
void DrawEngineD3D11::ClearTrackedVertexArrays() {
for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
delete vai->second;
}
vai_.clear();
}
void DrawEngineD3D11::BeginFrame() {
pushVerts_->Reset();
pushInds_->Reset();
if (--decimationCounter_ <= 0) {
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
} else {
return;
}
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
for (auto iter = vai_.begin(); iter != vai_.end(); ) {
bool kill;
if (iter->second->status == VertexArrayInfoD3D11::VAI_UNRELIABLE) {
// We limit killing unreliable so we don't rehash too often.
kill = iter->second->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
} else {
kill = iter->second->lastFrame < threshold;
}
if (kill) {
delete iter->second;
vai_.erase(iter++);
} else {
++iter;
}
}
// Enable if you want to see vertex decoders in the log output. Need a better way.
#if 0
char buffer[16384];
for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
char *ptr = buffer;
ptr += dec->second->ToString(ptr);
// *ptr++ = '\n';
NOTICE_LOG(G3D, buffer);
}
#endif
}
VertexArrayInfoD3D11::~VertexArrayInfoD3D11() {
if (vbo)
vbo->Release();
if (ebo)
ebo->Release();
}
static uint32_t SwapRB(uint32_t c) {
return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
}
// The inline wrapper in the header checks for numDrawCalls == 0
void DrawEngineD3D11::DoFlush() {
gpuStats.numFlushes++;
gpuStats.numTrackedVertexArrays = (int)vai_.size();
// This is not done on every drawcall, we should collect vertex data
// until critical state changes. That's when we draw (flush).
GEPrimitiveType prim = prevPrim_;
ApplyDrawState(prim);
bool useHWTransform = CanUseHardwareTransform(prim);
if (useHWTransform) {
ID3D11Buffer *vb_ = nullptr;
ID3D11Buffer *ib_ = nullptr;
int vertexCount = 0;
int maxIndex = 0;
bool useElements = true;
// Cannot cache vertex data with morph enabled.
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
// Also avoid caching when software skinning.
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
useCache = false;
if (useCache) {
u32 id = dcid_ ^ gstate.getUVGenMode(); // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263
auto iter = vai_.find(id);
VertexArrayInfoD3D11 *vai;
if (iter != vai_.end()) {
// We've seen this before. Could have been a cached draw.
vai = iter->second;
} else {
vai = new VertexArrayInfoD3D11();
vai_[id] = vai;
}
switch (vai->status) {
case VertexArrayInfoD3D11::VAI_NEW:
{
// Haven't seen this one before.
ReliableHashType dataHash = ComputeHash();
vai->hash = dataHash;
vai->minihash = ComputeMiniHash();
vai->status = VertexArrayInfoD3D11::VAI_HASHING;
vai->drawsUntilNextFullHash = 0;
DecodeVerts(); // writes to indexGen
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
goto rotateVBO;
}
// Hashing - still gaining confidence about the buffer.
// But if we get this far it's likely to be worth creating a vertex buffer.
case VertexArrayInfoD3D11::VAI_HASHING:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
if (vai->drawsUntilNextFullHash == 0) {
// Let's try to skip a full hash if mini would fail.
const u32 newMiniHash = ComputeMiniHash();
ReliableHashType newHash = vai->hash;
if (newMiniHash == vai->minihash) {
newHash = ComputeHash();
}
if (newMiniHash != vai->minihash || newHash != vai->hash) {
MarkUnreliable(vai);
DecodeVerts();
goto rotateVBO;
}
if (vai->numVerts > 64) {
// exponential backoff up to 16 draws, then every 24
vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
} else {
// Lower numbers seem much more likely to change.
vai->drawsUntilNextFullHash = 0;
}
// TODO: tweak
//if (vai->numFrames > 1000) {
// vai->status = VertexArrayInfo::VAI_RELIABLE;
//}
} else {
vai->drawsUntilNextFullHash--;
u32 newMiniHash = ComputeMiniHash();
if (newMiniHash != vai->minihash) {
MarkUnreliable(vai);
DecodeVerts();
goto rotateVBO;
}
}
if (vai->vbo == 0) {
DecodeVerts();
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
useElements = !indexGen.SeenOnlyPurePrims() || prim == GE_PRIM_TRIANGLE_FAN;
if (!useElements && indexGen.PureCount()) {
vai->numVerts = indexGen.PureCount();
}
_dbg_assert_msg_(G3D, gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
// TODO: Combine these two into one buffer?
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
D3D11_BUFFER_DESC desc{ size, D3D11_USAGE_IMMUTABLE, D3D11_BIND_VERTEX_BUFFER, 0 };
D3D11_SUBRESOURCE_DATA data{ decoded };
device_->CreateBuffer(&desc, &data, &vai->vbo);
if (useElements) {
u32 size = sizeof(short) * indexGen.VertexCount();
D3D11_BUFFER_DESC desc{ size, D3D11_USAGE_IMMUTABLE, D3D11_BIND_INDEX_BUFFER, 0 };
D3D11_SUBRESOURCE_DATA data{ decIndex };
device_->CreateBuffer(&desc, &data, &vai->ebo);
} else {
vai->ebo = 0;
}
} else {
gpuStats.numCachedDrawCalls++;
useElements = vai->ebo ? true : false;
gpuStats.numCachedVertsDrawn += vai->numVerts;
gstate_c.vertexFullAlpha = vai->flags & VAI11_FLAG_VERTEXFULLALPHA;
}
vb_ = vai->vbo;
ib_ = vai->ebo;
vertexCount = vai->numVerts;
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
break;
}
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
case VertexArrayInfoD3D11::VAI_RELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
gpuStats.numCachedDrawCalls++;
gpuStats.numCachedVertsDrawn += vai->numVerts;
vb_ = vai->vbo;
ib_ = vai->ebo;
vertexCount = vai->numVerts;
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
gstate_c.vertexFullAlpha = vai->flags & VAI11_FLAG_VERTEXFULLALPHA;
break;
}
case VertexArrayInfoD3D11::VAI_UNRELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
DecodeVerts();
goto rotateVBO;
}
}
vai->lastFrame = gpuStats.numFlips;
} else {
DecodeVerts();
rotateVBO:
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
useElements = !indexGen.SeenOnlyPurePrims() || prim == GE_PRIM_TRIANGLE_FAN;
vertexCount = indexGen.VertexCount();
maxIndex = indexGen.MaxIndex();
if (!useElements && indexGen.PureCount()) {
vertexCount = indexGen.PureCount();
}
prim = indexGen.Prim();
}
VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
ApplyDrawStateLate(true, dynState_.stencilRef);
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, useHWTransform);
ID3D11InputLayout *inputLayout = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
shaderManager_->UpdateUniforms();
shaderManager_->BindUniforms();
context_->IASetInputLayout(inputLayout);
UINT stride = dec_->GetDecVtxFmt().stride;
context_->IASetPrimitiveTopology(d3d11prim[prim]);
if (!vb_) {
// Push!
UINT vOffset;
int vSize = (maxIndex + 1) * dec_->GetDecVtxFmt().stride;
uint8_t *vptr = pushVerts_->BeginPush(context_, &vOffset, vSize);
memcpy(vptr, decoded, vSize);
pushVerts_->EndPush(context_);
ID3D11Buffer *buf = pushVerts_->Buf();
context_->IASetVertexBuffers(0, 1, &buf, &stride, &vOffset);
if (useElements) {
UINT iOffset;
int iSize = 2 * indexGen.VertexCount();
uint8_t *iptr = pushInds_->BeginPush(context_, &iOffset, iSize);
memcpy(iptr, decIndex, iSize);
pushInds_->EndPush(context_);
context_->IASetIndexBuffer(pushInds_->Buf(), DXGI_FORMAT_R16_UINT, iOffset);
context_->DrawIndexed(vertexCount, 0, 0);
} else {
context_->Draw(vertexCount, 0);
}
} else {
UINT offset = 0;
context_->IASetVertexBuffers(0, 1, &vb_, &stride, &offset);
if (useElements) {
context_->IASetIndexBuffer(ib_, DXGI_FORMAT_R16_UINT, 0);
context_->DrawIndexed(vertexCount, 0, 0);
} else {
context_->Draw(vertexCount, 0);
}
}
} else {
DecodeVerts();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
prim = indexGen.Prim();
// Undo the strip optimization, not supported by the SW code yet.
if (prim == GE_PRIM_TRIANGLE_STRIP)
prim = GE_PRIM_TRIANGLES;
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
int numTrans = 0;
bool drawIndexed = false;
u16 *inds = decIndex;
TransformedVertex *drawBuffer = NULL;
SoftwareTransformResult result;
memset(&result, 0, sizeof(result));
SoftwareTransformParams params;
memset(&params, 0, sizeof(params));
params.decoded = decoded;
params.transformed = transformed;
params.transformedExpanded = transformedExpanded;
params.fbman = framebufferManager_;
params.texCache = textureCache_;
params.allowSeparateAlphaClear = false; // D3D11 doesn't support separate alpha clears
int maxIndex = indexGen.MaxIndex();
SoftwareTransform(
prim, indexGen.VertexCount(),
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
maxIndex, drawBuffer, numTrans, drawIndexed, &params, &result);
if (result.action == SW_DRAW_PRIMITIVES) {
const int vertexSize = sizeof(transformed[0]);
ApplyDrawStateLate(result.setStencil, result.stencilValue);
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, false);
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
shaderManager_->UpdateUniforms();
shaderManager_->BindUniforms();
// We really do need a vertex layout for each vertex shader (or at least check its ID bits for what inputs it uses)!
// Some vertex shaders ignore one of the inputs, and then the layout created from it will lack it, which will be a problem for others.
InputLayoutKey key{ 0xFFFFFFFF, vshader }; // Let's use 0xFFFFFFFF to signify TransformedVertex
auto iter = inputLayoutMap_.find(key);
ID3D11InputLayout *layout;
if (iter == inputLayoutMap_.end()) {
device_->CreateInputLayout(TransformedVertexElements, ARRAY_SIZE(TransformedVertexElements), vshader->bytecode().data(), vshader->bytecode().size(), &layout);
inputLayoutMap_[key] = layout;
} else {
layout = iter->second;
}
context_->IASetInputLayout(layout);
context_->IASetPrimitiveTopology(d3d11prim[prim]);
UINT stride = sizeof(TransformedVertex);
UINT vOffset = 0;
int vSize = maxIndex * stride;
uint8_t *vptr = pushVerts_->BeginPush(context_, &vOffset, vSize);
memcpy(vptr, drawBuffer, vSize);
pushVerts_->EndPush(context_);
ID3D11Buffer *buf = pushVerts_->Buf();
context_->IASetVertexBuffers(0, 1, &buf, &stride, &vOffset);
if (drawIndexed) {
UINT iOffset;
int iSize = sizeof(uint16_t) * numTrans;
uint8_t *iptr = pushInds_->BeginPush(context_, &iOffset, iSize);
memcpy(iptr, inds, iSize);
pushInds_->EndPush(context_);
context_->IASetIndexBuffer(pushInds_->Buf(), DXGI_FORMAT_R16_UINT, iOffset);
context_->DrawIndexed(numTrans, 0, 0);
} else {
context_->Draw(numTrans, 0);
}
} else if (result.action == SW_CLEAR) {
u32 clearColor = result.color;
float clearDepth = result.depth;
uint32_t clearFlag = 0;
if (gstate.isClearModeColorMask()) clearFlag |= Draw::COLOR;
if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::STENCIL;
if (gstate.isClearModeDepthMask()) clearFlag |= Draw::DEPTH;
if (clearFlag & Draw::DEPTH) {
framebufferManager_->SetDepthUpdated();
}
if (clearFlag & Draw::COLOR) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}
uint8_t clearStencil = clearColor >> 24;
draw_->Clear(clearFlag, clearColor, clearDepth, clearStencil);
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);
if (g_Config.bBlockTransferGPU && (gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate.FrameBufFormat() == GE_FORMAT_565)) {
int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
}
gpuStats.numDrawCalls += numDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
indexGen.Reset();
decodedVerts_ = 0;
numDrawCalls = 0;
vertexCountInDrawCalls = 0;
decodeCounter_ = 0;
dcid_ = 0;
prevPrim_ = GE_PRIM_INVALID;
gstate_c.vertexFullAlpha = true;
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
gstate_c.vertBounds.minU = 512;
gstate_c.vertBounds.minV = 512;
gstate_c.vertBounds.maxU = 0;
gstate_c.vertBounds.maxV = 0;
host->GPUNotifyDraw();
}
void DrawEngineD3D11::Resized() {
decJitCache_->Clear();
lastVType_ = -1;
dec_ = NULL;
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
delete iter->second;
}
decoderMap_.clear();
}
bool DrawEngineD3D11::IsCodePtrVertexDecoder(const u8 *ptr) const {
return decJitCache_->IsInSpace(ptr);
}
void DrawEngineD3D11::TessellationDataTransferD3D11::SendDataToShader(const float * pos, const float * tex, const float * col, int size, bool hasColor, bool hasTexCoords)
{
// HW tessellation not yet supported
}
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// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <unordered_map>
#include <d3d11.h>
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/D3D11/StateMappingD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
struct DecVtxFormat;
struct UVScale;
class D3D11VertexShader;
class ShaderManagerD3D11;
class TextureCacheD3D11;
class FramebufferManagerD3D11;
// States transitions:
// On creation: DRAWN_NEW
// DRAWN_NEW -> DRAWN_HASHING
// DRAWN_HASHING -> DRAWN_RELIABLE
// DRAWN_HASHING -> DRAWN_UNRELIABLE
// DRAWN_ONCE -> UNRELIABLE
// DRAWN_RELIABLE -> DRAWN_SAFE
// UNRELIABLE -> death
// DRAWN_ONCE -> death
// DRAWN_RELIABLE -> death
enum {
VAI11_FLAG_VERTEXFULLALPHA = 1,
};
// Avoiding the full include of TextureDecoder.h.
#if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64)
typedef u64 ReliableHashType;
#else
typedef u32 ReliableHashType;
#endif
// Try to keep this POD.
class VertexArrayInfoD3D11 {
public:
VertexArrayInfoD3D11() {
status = VAI_NEW;
vbo = 0;
ebo = 0;
prim = GE_PRIM_INVALID;
numDraws = 0;
numFrames = 0;
lastFrame = gpuStats.numFlips;
numVerts = 0;
drawsUntilNextFullHash = 0;
flags = 0;
}
~VertexArrayInfoD3D11();
enum Status {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
ReliableHashType hash;
u32 minihash;
Status status;
ID3D11Buffer *vbo;
ID3D11Buffer *ebo;
// Precalculated parameter for drawRangeElements
u16 numVerts;
u16 maxIndex;
s8 prim;
// ID information
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
u8 flags;
};
// Handles transform, lighting and drawing.
class DrawEngineD3D11 : public DrawEngineCommon {
public:
DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context);
virtual ~DrawEngineD3D11();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
void SetShaderManager(ShaderManagerD3D11 *shaderManager) {
shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCacheD3D11 *textureCache) {
textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
framebufferManager_ = fbManager;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void GLLost() {};
void Resized(); // TODO: Call
void BeginFrame();
void ClearTrackedVertexArrays();
void SetupVertexDecoder(u32 vertType);
void SetupVertexDecoderInternal(u32 vertType);
// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
void FinishDeferred() {
if (!numDrawCalls)
return;
DecodeVerts();
}
bool IsCodePtrVertexDecoder(const u8 *ptr) const;
void DispatchFlush() override { Flush(); }
void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
}
private:
void DecodeVerts();
void DecodeVertsStep();
void DoFlush();
void ApplyDrawState(int prim);
void ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef);
ID3D11InputLayout *SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
u32 ComputeMiniHash();
ReliableHashType ComputeHash(); // Reads deferred vertex data.
void MarkUnreliable(VertexArrayInfoD3D11 *vai);
Draw::DrawContext *draw_; // Used for framebuffer related things exclusively.
ID3D11Device *device_;
ID3D11DeviceContext *context_;
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
GEPrimitiveType prevPrim_;
u32 lastVType_;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
std::unordered_map<u32, VertexArrayInfoD3D11 *> vai_;
struct InputLayoutKey {
u32 vertType;
D3D11VertexShader *vshader;
bool operator <(const InputLayoutKey &other) const {
if (vertType < other.vertType)
return true;
if (vertType > other.vertType)
return false;
return vshader < other.vshader;
}
};
std::map<InputLayoutKey, ID3D11InputLayout *> inputLayoutMap_;
// Other
ShaderManagerD3D11 *shaderManager_;
TextureCacheD3D11 *textureCache_;
FramebufferManagerD3D11 *framebufferManager_;
// Pushbuffers
PushBufferD3D11 *pushVerts_;
PushBufferD3D11 *pushInds_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls;
int decimationCounter_;
int decodeCounter_;
u32 dcid_;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
// D3D11 state object caches
std::map<uint64_t, ID3D11BlendState *> blendCache_;
std::map<uint64_t, ID3D11DepthStencilState *> depthStencilCache_;
std::map<uint32_t, ID3D11RasterizerState *> rasterCache_;
// Keep the depth state between ApplyDrawState and ApplyDrawStateLate
ID3D11DepthStencilState *depthStencilState_;
// State keys
D3D11StateKeys keys_{};
D3D11DynamicState dynState_{};
// Initial work on shader blending
bool fboTexNeedBind_;
bool fboTexBound_;
// Hardware tessellation
class TessellationDataTransferD3D11 : public TessellationDataTransfer {
private:
int data_tex[3];
public:
TessellationDataTransferD3D11() : TessellationDataTransfer(), data_tex() {
}
~TessellationDataTransferD3D11() {
}
void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) override;
};
};
@@ -0,0 +1,24 @@
// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/Common/ShaderCommon.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
void GenerateFragmentShaderD3D11(const ShaderID &id, char *buffer) {
DX9::GenerateFragmentShaderHLSL(id, buffer, HLSL_D3D11);
}
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// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "GPU/Common/ShaderId.h"
void GenerateFragmentShaderD3D11(const ShaderID &id, char *buffer);
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// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <list>
#include <set>
#include <map>
#include <d3d11.h>
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "Globals.h"
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferCommon.h"
#include "Core/Config.h"
#include "ext/native/thin3d/thin3d.h"
class TextureCacheD3D11;
class DrawEngineD3D11;
class ShaderManagerD3D11;
class FramebufferManagerD3D11 : public FramebufferManagerCommon {
public:
FramebufferManagerD3D11(Draw::DrawContext *draw);
~FramebufferManagerD3D11();
void SetTextureCache(TextureCacheD3D11 *tc);
void SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManager_ = sm;
}
void SetDrawEngine(DrawEngineD3D11 *td) {
drawEngine_ = td;
}
virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
virtual void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override;
void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter);
void DestroyAllFBOs(bool forceDelete);
void EndFrame();
void Resized() override;
void DeviceLost();
void CopyDisplayToOutput();
void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
void BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags);
void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) override;
std::vector<FramebufferInfo> GetFramebufferList();
virtual bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override;
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes);
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
virtual void RebindFramebuffer() override;
// TODO: Remove
ID3D11Buffer *GetDynamicQuadBuffer() {
return quadBuffer_;
}
protected:
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
// Used by ReadFramebufferToMemory and later framebuffer block copies
void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override;
bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
private:
void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
void CompileDraw2DProgram();
void DestroyDraw2DProgram();
void PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
// Used by DrawPixels
ID3D11Texture2D *drawPixelsTex_ = nullptr;
ID3D11ShaderResourceView *drawPixelsTexView_ = nullptr;
int drawPixelsTexW_ = 0;
int drawPixelsTexH_ = 0;
ID3D11VertexShader *quadVertexShader_;
ID3D11PixelShader *quadPixelShader_;
ID3D11InputLayout *quadInputLayout_;
// Dynamic
ID3D11Buffer *quadBuffer_;
ID3D11Buffer *fsQuadBuffer_;
const UINT quadStride_ = 20;
const UINT quadOffset_ = 0;
static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[2];
u8 *convBuf = nullptr;
int plainColorLoc_;
ID3D11PixelShader *stencilUploadPS_ = nullptr;
ID3D11VertexShader *stencilUploadVS_ = nullptr;
ID3D11InputLayout *stencilUploadInputLayout_ = nullptr;
ID3D11Buffer *stencilValueBuffer_ = nullptr;
ID3D11DepthStencilState *stencilMaskStates_[256]{};
TextureCacheD3D11 *textureCacheD3D11_;
ShaderManagerD3D11 *shaderManager_;
DrawEngineD3D11 *drawEngine_;
// Used by post-processing shader
std::vector<Draw::Framebuffer *> extraFBOs_;
bool resized_;
struct TempFBO {
Draw::Framebuffer *fbo;
int last_frame_used;
};
std::map<u64, TempFBO> tempFBOs_;
#if 0
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
#endif
};
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// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <list>
#include <deque>
#include <d3d11.h>
#include "GPU/GPUCommon.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DepalettizeShaderD3D11.h"
#include "GPU/Common/VertexDecoderCommon.h"
class ShaderManagerD3D11;
class LinkedShaderD3D11;
class GPU_D3D11 : public GPUCommon {
public:
GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_D3D11();
void CheckGPUFeatures();
void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxStateInternal() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void BeginFrame() override;
void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore() override;
void DumpNextFrame() override;
void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
return false;
}
bool FramebufferDirty() override;
bool FramebufferReallyDirty() override;
void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
std::vector<FramebufferInfo> GetFramebufferList() override;
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes = -1) override;
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
bool GetCurrentClut(GPUDebugBuffer &buffer) override;
bool GetOutputFramebuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
typedef void (GPU_D3D11::*CmdFunc)(u32 op, u32 diff);
struct CommandInfo {
uint64_t flags;
GPU_D3D11::CmdFunc func;
};
void Execute_Prim(u32 op, u32 diff);
void Execute_Bezier(u32 op, u32 diff);
void Execute_Spline(u32 op, u32 diff);
void Execute_VertexType(u32 op, u32 diff);
void Execute_VertexTypeSkinning(u32 op, u32 diff);
void Execute_TexSize0(u32 op, u32 diff);
void Execute_LoadClut(u32 op, u32 diff);
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
void EndHostFrame() override;
protected:
void FastRunLoop(DisplayList &list) override;
void FinishDeferred() override;
private:
void UpdateCmdInfo();
void Flush() {
drawEngine_.Flush();
}
// void ApplyDrawState(int prim);
void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
void InitClearInternal() override;
void BeginFrameInternal() override;
void CopyDisplayToOutputInternal() override;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
FramebufferManagerD3D11 *framebufferManagerD3D11_;
TextureCacheD3D11 *textureCacheD3D11_;
DepalShaderCacheD3D11 *depalShaderCache_;
DrawEngineD3D11 drawEngine_;
ShaderManagerD3D11 *shaderManagerD3D11_;
static CommandInfo cmdInfo_[256];
int lastVsync_;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
};
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// Copyright (c) 2015- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <d3d11.h>
#include <d3dcompiler.h>
#include <map>
#include "base/logging.h"
#include "math/lin/matrix4x4.h"
#include "math/math_util.h"
#include "math/dataconv.h"
#include "util/text/utf8.h"
#include "thin3d/d3d11_loader.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/D3D11/VertexShaderGeneratorD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, ShaderID id, const char *code, bool useHWTransform)
: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(0) {
source_ = code;
module_ = CreatePixelShaderD3D11(device, code, strlen(code));
if (!module_)
failed_ = true;
}
D3D11FragmentShader::~D3D11FragmentShader() {
if (module_)
module_->Release();
}
std::string D3D11FragmentShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return FragmentShaderDesc(id_);
default:
return "N/A";
}
}
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting)
: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(nullptr), usesLighting_(usesLighting) {
source_ = code;
module_ = CreateVertexShaderD3D11(device, code, strlen(code), &bytecode_);
if (!module_)
failed_ = true;
}
D3D11VertexShader::~D3D11VertexShader() {
if (module_)
module_->Release();
}
std::string D3D11VertexShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return VertexShaderDesc(id_);
default:
return "N/A";
}
}
ShaderManagerD3D11::ShaderManagerD3D11(ID3D11Device *device, ID3D11DeviceContext *context)
: device_(device), context_(context), lastVShader_(nullptr), lastFShader_(nullptr) {
codeBuffer_ = new char[16384];
memset(&ub_base, 0, sizeof(ub_base));
memset(&ub_lights, 0, sizeof(ub_lights));
memset(&ub_bones, 0, sizeof(ub_bones));
ILOG("sizeof(ub_base): %d", (int)sizeof(ub_base));
ILOG("sizeof(ub_lights): %d", (int)sizeof(ub_lights));
ILOG("sizeof(ub_bones): %d", (int)sizeof(ub_bones));
D3D11_BUFFER_DESC desc{sizeof(ub_base), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
device_->CreateBuffer(&desc, nullptr, &push_base);
desc.ByteWidth = sizeof(ub_lights);
device_->CreateBuffer(&desc, nullptr, &push_lights);
desc.ByteWidth = sizeof(ub_bones);
device_->CreateBuffer(&desc, nullptr, &push_bones);
}
ShaderManagerD3D11::~ShaderManagerD3D11() {
ClearShaders();
delete[] codeBuffer_;
}
void ShaderManagerD3D11::Clear() {
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
delete iter->second;
}
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
delete iter->second;
}
fsCache_.clear();
vsCache_.clear();
lastFSID_.clear();
lastVSID_.clear();
}
void ShaderManagerD3D11::ClearShaders() {
Clear();
DirtyShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
}
void ShaderManagerD3D11::DirtyShader() {
// Forget the last shader ID
lastFSID_.clear();
lastVSID_.clear();
lastVShader_ = nullptr;
lastFShader_ = nullptr;
}
void ShaderManagerD3D11::DirtyLastShader() { // disables vertex arrays
lastVShader_ = nullptr;
lastFShader_ = nullptr;
}
uint64_t ShaderManagerD3D11::UpdateUniforms() {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
D3D11_MAPPED_SUBRESOURCE map;
if (dirty & DIRTY_BASE_UNIFORMS) {
BaseUpdateUniforms(&ub_base, dirty, true);
context_->Map(push_base, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_base, sizeof(ub_base));
context_->Unmap(push_base, 0);
}
if (dirty & DIRTY_LIGHT_UNIFORMS) {
LightUpdateUniforms(&ub_lights, dirty);
context_->Map(push_lights, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_lights, sizeof(ub_lights));
context_->Unmap(push_lights, 0);
}
if (dirty & DIRTY_BONE_UNIFORMS) {
BoneUpdateUniforms(&ub_bones, dirty);
context_->Map(push_bones, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_bones, sizeof(ub_bones));
context_->Unmap(push_bones, 0);
}
}
gstate_c.CleanUniforms();
return dirty;
}
void ShaderManagerD3D11::BindUniforms() {
ID3D11Buffer *vs_cbs[3] = { push_base, push_lights, push_bones };
ID3D11Buffer *ps_cbs[1] = { push_base };
context_->VSSetConstantBuffers(0, 3, vs_cbs);
context_->PSSetConstantBuffers(0, 1, ps_cbs);
}
void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform) {
ShaderID VSID;
ShaderID FSID;
ComputeVertexShaderID(&VSID, vertType, useHWTransform);
ComputeFragmentShaderID(&FSID);
// Just update uniforms if this is the same shader as last time.
if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
*vshader = lastVShader_;
*fshader = lastFShader_;
// Already all set, no need to look up in shader maps.
return;
}
VSCache::iterator vsIter = vsCache_.find(VSID);
D3D11VertexShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
bool usesLighting;
GenerateVertexShaderD3D11(VSID, codeBuffer_, &usesLighting);
vs = new D3D11VertexShader(device_, VSID, codeBuffer_, vertType, useHWTransform, usesLighting);
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
lastVSID_ = VSID;
FSCache::iterator fsIter = fsCache_.find(FSID);
D3D11FragmentShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShaderD3D11(FSID, codeBuffer_);
fs = new D3D11FragmentShader(device_, FSID, codeBuffer_, useHWTransform);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
lastFSID_ = FSID;
lastVShader_ = vs;
lastFShader_ = fs;
*vshader = vs;
*fshader = fs;
}
std::vector<std::string> ShaderManagerD3D11::DebugGetShaderIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
{
for (auto iter : vsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
break;
}
case SHADER_TYPE_FRAGMENT:
{
for (auto iter : fsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
break;
}
default:
break;
}
return ids;
}
std::string ShaderManagerD3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
ShaderID shaderId;
shaderId.FromString(id);
switch (type) {
case SHADER_TYPE_VERTEX:
{
auto iter = vsCache_.find(shaderId);
if (iter == vsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
case SHADER_TYPE_FRAGMENT:
{
auto iter = fsCache_.find(shaderId);
if (iter == fsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
default:
return "N/A";
}
}
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// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <map>
#include <d3d11.h>
#include "base/basictypes.h"
#include "Globals.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
// #include "GPU/DX9/VertexShaderGeneratorD3D11.h"
// #include "GPU/DX9/FragmentShaderGeneratorD3D11.h"
#include "math/lin/matrix4x4.h"
#include "GPU/Common/ShaderUniforms.h"
class D3D11Context;
class D3D11PushBuffer;
class D3D11FragmentShader {
public:
D3D11FragmentShader(ID3D11Device *device, ShaderID id, const char *code, bool useHWTransform);
~D3D11FragmentShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
std::string GetShaderString(DebugShaderStringType type) const;
ID3D11PixelShader *GetShader() const { return module_; }
protected:
ID3D11PixelShader *module_;
ID3D11Device *device_;
std::string source_;
bool failed_;
bool useHWTransform_;
ShaderID id_;
};
class D3D11VertexShader {
public:
D3D11VertexShader(ID3D11Device *device, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting);
~D3D11VertexShader();
const std::string &source() const { return source_; }
const std::vector<uint8_t> &bytecode() const { return bytecode_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
bool HasBones() const {
return id_.Bit(VS_BIT_ENABLE_BONES);
}
bool HasLights() const {
return usesLighting_;
}
std::string GetShaderString(DebugShaderStringType type) const;
ID3D11VertexShader *GetShader() const { return module_; }
protected:
ID3D11VertexShader *module_;
ID3D11Device *device_;
std::string source_;
std::vector<uint8_t> bytecode_;
bool failed_;
bool useHWTransform_;
bool usesLighting_;
ShaderID id_;
};
class D3D11PushBuffer;
class ShaderManagerD3D11 : public ShaderManagerCommon {
public:
ShaderManagerD3D11(ID3D11Device *device, ID3D11DeviceContext *context);
~ShaderManagerD3D11();
void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform);
void ClearShaders();
void DirtyShader();
void DirtyLastShader();
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
uint64_t UpdateUniforms();
void BindUniforms();
// TODO: Avoid copying these buffers if same as last draw, can still point to it assuming we're still in the same pushbuffer.
// Applies dirty changes and copies the buffer.
bool IsBaseDirty() { return true; }
bool IsLightDirty() { return true; }
bool IsBoneDirty() { return true; }
/*
uint32_t PushBaseBuffer(D3D11PushBuffer *dest, VkBuffer *buf);
uint32_t PushLightBuffer(D3D11PushBuffer *dest, VkBuffer *buf);
uint32_t PushBoneBuffer(D3D11PushBuffer *dest, VkBuffer *buf);
*/
private:
void Clear();
ID3D11Device *device_;
ID3D11DeviceContext *context_;
typedef std::map<ShaderID, D3D11FragmentShader *> FSCache;
FSCache fsCache_;
typedef std::map<ShaderID, D3D11VertexShader *> VSCache;
VSCache vsCache_;
char *codeBuffer_;
// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
UB_VS_FS_Base ub_base;
UB_VS_Lights ub_lights;
UB_VS_Bones ub_bones;
// Not actual pushbuffers, requires D3D11.1, let's try to live without that first.
ID3D11Buffer *push_base;
ID3D11Buffer *push_lights;
ID3D11Buffer *push_bones;
D3D11FragmentShader *lastFShader_;
D3D11VertexShader *lastVShader_;
ShaderID lastFSID_;
ShaderID lastVSID_;
};
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// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <d3d11.h>
#include "math/dataconv.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/GPUStateUtils.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/StateMappingD3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
// These tables all fit into u8s.
static const D3D11_BLEND d3d11BlendFactorLookup[(size_t)BlendFactor::COUNT] = {
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA,
D3D11_BLEND_BLEND_FACTOR,
D3D11_BLEND_INV_BLEND_FACTOR,
D3D11_BLEND_BLEND_FACTOR,
D3D11_BLEND_INV_BLEND_FACTOR,
D3D11_BLEND_SRC1_COLOR,
D3D11_BLEND_INV_SRC1_COLOR,
D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC1_ALPHA,
};
static const D3D11_BLEND_OP d3d11BlendEqLookup[(size_t)BlendEq::COUNT] = {
D3D11_BLEND_OP_ADD,
D3D11_BLEND_OP_SUBTRACT,
D3D11_BLEND_OP_REV_SUBTRACT,
D3D11_BLEND_OP_MIN,
D3D11_BLEND_OP_MAX,
};
static const D3D11_CULL_MODE cullingMode[] = {
D3D11_CULL_BACK,
D3D11_CULL_FRONT,
};
static const D3D11_COMPARISON_FUNC compareOps[] = {
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_ALWAYS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_GREATER_EQUAL,
};
static const D3D11_STENCIL_OP stencilOps[] = {
D3D11_STENCIL_OP_KEEP,
D3D11_STENCIL_OP_ZERO,
D3D11_STENCIL_OP_REPLACE,
D3D11_STENCIL_OP_INVERT,
D3D11_STENCIL_OP_INCR_SAT,
D3D11_STENCIL_OP_DECR_SAT,
D3D11_STENCIL_OP_KEEP, // reserved
D3D11_STENCIL_OP_KEEP, // reserved
};
static const D3D11_PRIMITIVE_TOPOLOGY primToD3D11[8] = {
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, // D3D11 doesn't do triangle fans.
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
};
/*
static const D3D11_LOGIC_OP logicOps[] = {
D3D11_LOGIC_OP_CLEAR,
D3D11_LOGIC_OP_AND,
D3D11_LOGIC_OP_AND_REVERSE,
D3D11_LOGIC_OP_COPY,
D3D11_LOGIC_OP_AND_INVERTED,
D3D11_LOGIC_OP_NO_OP,
D3D11_LOGIC_OP_XOR,
D3D11_LOGIC_OP_OR,
D3D11_LOGIC_OP_NOR,
D3D11_LOGIC_OP_EQUIVALENT,
D3D11_LOGIC_OP_INVERT,
D3D11_LOGIC_OP_OR_REVERSE,
D3D11_LOGIC_OP_COPY_INVERTED,
D3D11_LOGIC_OP_OR_INVERTED,
D3D11_LOGIC_OP_NAND,
D3D11_LOGIC_OP_SET,
};
*/
static bool ApplyShaderBlending() {
return false;
}
static void ResetShaderBlending() {
//
}
class FramebufferManagerD3D11;
class ShaderManagerD3D11;
void DrawEngineD3D11::ApplyDrawState(int prim) {
memset(&keys_, 0, sizeof(keys_));
memset(&dynState_, 0, sizeof(dynState_));
// Unfortunately, this isn't implemented yet.
gstate_c.allowShaderBlend = false;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
}
else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
}
else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
keys_.blend.blendEnable = true;
keys_.blend.blendOpColor = d3d11BlendEqLookup[(size_t)blendState.eqColor];
keys_.blend.blendOpAlpha = d3d11BlendEqLookup[(size_t)blendState.eqAlpha];
keys_.blend.srcColor = d3d11BlendFactorLookup[(size_t)blendState.srcColor];
keys_.blend.srcAlpha = d3d11BlendFactorLookup[(size_t)blendState.srcAlpha];
keys_.blend.destColor = d3d11BlendFactorLookup[(size_t)blendState.dstColor];
keys_.blend.destAlpha = d3d11BlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState_.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState_.blendColor = blendState.blendColor;
}
}
else {
keys_.blend.blendEnable = false;
dynState_.useBlendColor = false;
}
dynState_.useStencil = false;
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
keys_.blend.logicOpEnable = false;
keys_.raster.cullMode = D3D11_CULL_NONE;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
keys_.blend.colorWriteMask = (colorMask ? (1 | 2 | 4) : 0) | (alphaMask ? 8 : 0);
// Stencil Test
if (alphaMask) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.stencilPassOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilFailOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
dynState_.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState_.stencilRef = 0xFF;
keys_.depthStencil.stencilWriteMask = 0xFF;
}
else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
}
}
else {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
keys_.blend.logicOpEnable = true;
// key.blendKey.logicOp = logicOps[gstate.getLogicOp()];
}
else {
keys_.blend.logicOpEnable = false;
}
}
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
keys_.raster.cullMode = wantCull ? (gstate.getCullMode() ? D3D11_CULL_FRONT : D3D11_CULL_BACK) : D3D11_CULL_NONE;
// Depth Test
if (gstate.isDepthTestEnabled()) {
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
keys_.depthStencil.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
}
else {
keys_.depthStencil.depthTestEnable = false;
keys_.depthStencil.depthWriteEnable = false;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
}
else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
keys_.blend.colorWriteMask = (rmask ? 1 : 0) | (gmask ? 2 : 0) | (bmask ? 4 : 0) | (amask ? 8 : 0);
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = compareOps[stencilState.testFunc];
keys_.depthStencil.stencilPassOp = stencilOps[stencilState.zPass];
keys_.depthStencil.stencilFailOp = stencilOps[stencilState.sFail];
keys_.depthStencil.stencilDepthFailOp = stencilOps[stencilState.zFail];
keys_.depthStencil.stencilCompareMask = stencilState.testMask;
keys_.depthStencil.stencilWriteMask = stencilState.writeMask;
dynState_.useStencil = true;
dynState_.stencilRef = stencilState.testRef;
} else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
}
}
dynState_.topology = primToD3D11[prim];
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
D3D11_VIEWPORT &vp = dynState_.viewport;
vp.TopLeftX = vpAndScissor.viewportX;
vp.TopLeftY = vpAndScissor.viewportY;
vp.Width = vpAndScissor.viewportW;
vp.Height = vpAndScissor.viewportH;
vp.MinDepth = depthMin;
vp.MaxDepth = depthMax;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
context_->RSSetViewports(1, &vp);
D3D11_RECT &scissor = dynState_.scissor;
if (vpAndScissor.scissorEnable) {
scissor.left = vpAndScissor.scissorX;
scissor.top = vpAndScissor.scissorY;
scissor.right = vpAndScissor.scissorX + vpAndScissor.scissorW;
scissor.bottom = vpAndScissor.scissorY + vpAndScissor.scissorH;
}
else {
scissor.left = 0;
scissor.top = 0;
scissor.right = framebufferManager_->GetRenderWidth();
scissor.bottom = framebufferManager_->GetRenderHeight();
}
context_->RSSetScissorRects(1, &scissor);
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
if (gstate_c.needShaderTexClamp) {
// We will rarely need to set this, so let's do it every time on use rather than in runloop.
// Most of the time non-framebuffer textures will be used which can be clamped themselves.
gstate_c.Dirty(DIRTY_TEXCLAMP);
}
}
ID3D11BlendState *bs = nullptr;
ID3D11DepthStencilState *ds = nullptr;
ID3D11RasterizerState *rs = nullptr;
auto blendIter = blendCache_.find(keys_.blend.value);
if (blendIter == blendCache_.end()) {
D3D11_BLEND_DESC desc{};
D3D11_RENDER_TARGET_BLEND_DESC &rt = desc.RenderTarget[0];
rt.BlendEnable = keys_.blend.blendEnable;
rt.BlendOp = (D3D11_BLEND_OP)keys_.blend.blendOpColor;
rt.BlendOpAlpha = (D3D11_BLEND_OP)keys_.blend.blendOpAlpha;
rt.SrcBlend = (D3D11_BLEND)keys_.blend.srcColor;
rt.DestBlend = (D3D11_BLEND)keys_.blend.destColor;
rt.SrcBlendAlpha = (D3D11_BLEND)keys_.blend.srcAlpha;
rt.DestBlendAlpha = (D3D11_BLEND)keys_.blend.destAlpha;
rt.RenderTargetWriteMask = keys_.blend.colorWriteMask;
device_->CreateBlendState(&desc, &bs);
blendCache_.insert(std::pair<uint64_t, ID3D11BlendState *>(keys_.blend.value, bs));
} else {
bs = blendIter->second;
}
float blendColor[4];
Uint8x4ToFloat4(blendColor, dynState_.blendColor);
context_->OMSetBlendState(bs, blendColor, 0xFFFFFFFF);
auto depthIter = depthStencilCache_.find(keys_.depthStencil.value);
if (depthIter == depthStencilCache_.end()) {
D3D11_DEPTH_STENCIL_DESC desc{};
desc.DepthEnable = keys_.depthStencil.depthTestEnable;
desc.DepthWriteMask = keys_.depthStencil.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.depthCompareOp;
desc.StencilEnable = keys_.depthStencil.stencilTestEnable;
desc.StencilReadMask = keys_.depthStencil.stencilCompareMask;
desc.StencilWriteMask = keys_.depthStencil.stencilWriteMask;
desc.FrontFace.StencilFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilFailOp;
desc.FrontFace.StencilPassOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilPassOp;
desc.FrontFace.StencilDepthFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilDepthFailOp;
desc.FrontFace.StencilFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.stencilCompareFunc;
desc.BackFace = desc.FrontFace;
device_->CreateDepthStencilState(&desc, &ds);
depthStencilCache_.insert(std::pair<uint64_t, ID3D11DepthStencilState *>(keys_.depthStencil.value, ds));
} else {
ds = depthIter->second;
}
depthStencilState_ = ds;
auto rasterIter = rasterCache_.find(keys_.raster.value);
if (rasterIter == rasterCache_.end()) {
D3D11_RASTERIZER_DESC desc{};
desc.CullMode = (D3D11_CULL_MODE)(keys_.raster.cullMode);
desc.FillMode = D3D11_FILL_SOLID;
desc.ScissorEnable = TRUE;
desc.FrontCounterClockwise = TRUE;
device_->CreateRasterizerState(&desc, &rs);
rasterCache_.insert(std::pair<uint32_t, ID3D11RasterizerState *>(keys_.raster.value, rs));
} else {
rs = rasterIter->second;
}
context_->RSSetState(rs);
}
void DrawEngineD3D11::ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef) {
textureCache_->ApplyTexture();
context_->OMSetDepthStencilState(depthStencilState_, applyStencilRef ? stencilRef : dynState_.stencilRef);
}
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#pragma once
#include <cstdint>
#include <d3d11.h>
// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
// (the caller is responsible for setting the little dynamic state that is supported, dynState).
struct D3D11BlendKey {
union {
uint64_t value;
struct {
// Blend
unsigned int blendEnable : 1;
unsigned int srcColor : 5; // D3D11_BLEND
unsigned int destColor : 5; // D3D11_BLEND
unsigned int srcAlpha : 5; // D3D11_BLEND
unsigned int destAlpha : 5; // D3D11_BLEND
unsigned int blendOpColor : 3; // D3D11_BLEND_OP
unsigned int blendOpAlpha : 3; // D3D11_BLEND_OP
unsigned int logicOpEnable : 1;
unsigned int logicOp : 4; // D3D11_LOGIC_OP
unsigned int colorWriteMask : 4;
};
};
};
struct D3D11DepthStencilKey {
union {
uint64_t value;
struct {
// Depth/Stencil
unsigned int depthTestEnable : 1;
unsigned int depthWriteEnable : 1;
unsigned int depthCompareOp : 4; // D3D11_COMPARISON (-1 and we could fit it in 3 bits)
unsigned int stencilTestEnable : 1;
unsigned int stencilCompareFunc : 4; // D3D11_COMPARISON
unsigned int stencilPassOp : 4; // D3D11_STENCIL_OP
unsigned int stencilFailOp : 4; // D3D11_STENCIL_OP
unsigned int stencilDepthFailOp : 4; // D3D11_STENCIL_OP
unsigned int stencilWriteMask : 8; // Unfortunately these are baked into the state on D3D11
unsigned int stencilCompareMask : 8;
};
};
};
struct D3D11RasterKey {
union {
uint32_t value;
struct {
unsigned int cullMode : 2; // D3D11_CULL_MODE
};
};
};
// In D3D11 we cache blend state objects etc, and we simply emit keys, which are then also used to create these objects.
struct D3D11StateKeys {
D3D11BlendKey blend;
D3D11DepthStencilKey depthStencil;
D3D11RasterKey raster;
};
struct D3D11DynamicState {
int topology;
bool useBlendColor;
uint32_t blendColor;
bool useStencil;
uint8_t stencilRef;
D3D11_VIEWPORT viewport;
D3D11_RECT scissor;
};
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// Copyright (c) 2014- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <d3d11.h>
#include "base/logging.h"
#include "gfx/d3d9_state.h"
#include "ext/native/thin3d/thin3d.h"
#include "Core/Reporting.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#define STR_HELPER(x) #x
#define STR(x) STR_HELPER(x)
struct StencilValueUB {
uint32_t u_stencilValue[4];
};
static const char *stencil_ps = R"(
SamplerState samp : register(s0);
Texture2D<float4> tex : register(t0);
cbuffer base : register(b0) {
uint4 u_stencilValue;
};
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float4 main(PS_IN In) : SV_Target {
float4 index = tex.Sample(samp, In.v_texcoord0);
uint indexBits = uint(index.a * 256.0);
if ((indexBits & u_stencilValue.x) == 0)
discard;
return index.aaaa;
}
)";
// static const char *stencil_ps_fast;
static const char *stencil_vs = R"(
struct VS_IN {
float4 a_position : POSITION;
float2 a_texcoord0 : TEXCOORD0;
};
struct VS_OUT {
float2 v_texcoord0 : TEXCOORD0;
float4 position : SV_Position;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.position = In.a_position;
Out.v_texcoord0 = In.a_texcoord0;
return Out;
}
)";
static u8 StencilBits5551(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
for (u32 i = 0; i < numPixels / 2; ++i) {
if (ptr[i] & 0x80008000) {
return 1;
}
}
return 0;
}
static u8 StencilBits4444(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels / 2; ++i) {
bits |= ptr[i];
}
return ((bits >> 12) & 0xF) | (bits >> 28);
}
static u8 StencilBits8888(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels; ++i) {
bits |= ptr[i];
}
return bits >> 24;
}
// TODO : If SV_StencilRef is available (D3D11.3) then this can be done in a single pass.
bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(vfb->fb_address, addr)) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
const u8 *src = Memory::GetPointer(addr);
if (!src) {
return false;
}
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
if (usedBits == 0) {
if (skipZero) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
// Clear stencil+alpha but not color. Only way is to draw a quad.
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0x8], nullptr, 0xFFFFFFFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0);
context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->Draw(4, 0);
return true;
}
// TODO: Helper with logging?
if (!stencilUploadPS_) {
std::string errorMessage;
stencilUploadPS_ = CreatePixelShaderD3D11(device_, stencil_ps, strlen(stencil_ps));
}
if (!stencilUploadVS_) {
std::string errorMessage;
std::vector<uint8_t> byteCode;
stencilUploadVS_ = CreateVertexShaderD3D11(device_, stencil_vs, strlen(stencil_vs), &byteCode);
device_->CreateInputLayout(g_QuadVertexElements, 2, byteCode.data(), byteCode.size(), &stencilUploadInputLayout_);
}
if (!stencilValueBuffer_) {
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = sizeof(StencilValueUB);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
device_->CreateBuffer(&desc, nullptr, &stencilValueBuffer_);
}
shaderManager_->DirtyLastShader();
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
if (dstBuffer->fbo) {
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo);
} else {
// something is wrong...
}
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f };
context_->RSSetViewports(1, &vp);
// Zero stencil
draw_->Clear(Draw::ClearFlag::STENCIL, 0, 0, 0);
float fw = dstBuffer->width;
float fh = dstBuffer->height;
float coord[20] = {
0.0f,0.0f,0.0f, 0.0f,0.0f,
fw,0.0f,0.0f, 1.0f,0.0f,
0.0f,fh,0.0f, 0.0f,1.0f,
fw,fh,0.0f, 1.0f,1.0f,
};
// I think all these calculations pretty much cancel out?
float invDestW = 1.0f / (fw * 0.5f);
float invDestH = 1.0f / (fh * 0.5f);
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f);
}
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, coord, sizeof(float) * 4 * 5);
context_->Unmap(quadBuffer_, 0);
shaderManager_->DirtyLastShader();
textureCacheD3D11_->ForgetLastTexture();
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
context_->IASetInputLayout(stencilUploadInputLayout_);
context_->PSSetShader(stencilUploadPS_, nullptr, 0);
context_->VSSetShader(stencilUploadVS_, nullptr, 0);
context_->PSSetShaderResources(0, 1, &drawPixelsTexView_);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->IASetVertexBuffers(0, 1, &quadBuffer_, &quadStride_, &quadOffset_);
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF);
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
uint8_t mask = 0;
uint8_t value = 0;
if (dstBuffer->format == GE_FORMAT_4444) {
mask = i | (i << 4);
value = i * 16;
} else if (dstBuffer->format == GE_FORMAT_5551) {
mask = 0xFF;
value = i * 128;
} else {
mask = i;
value = i;
}
if (!stencilMaskStates_[mask]) {
D3D11_DEPTH_STENCIL_DESC desc{};
desc.DepthEnable = false;
desc.StencilEnable = true;
desc.StencilReadMask = 0xFF;
desc.StencilWriteMask = mask;
desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
device_->CreateDepthStencilState(&desc, &stencilMaskStates_[mask]);
}
context_->OMSetDepthStencilState(stencilMaskStates_[mask], 0xFF);
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(stencilValueBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
StencilValueUB ub{ (uint32_t)value };
memcpy(map.pData, &ub, sizeof(ub));
context_->Unmap(stencilValueBuffer_, 0);
context_->PSSetConstantBuffers(0, 1, &stencilValueBuffer_);
context_->Draw(4, 0);
}
RebindFramebuffer();
return true;
}
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// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <d3d11.h>
#include "../Globals.h"
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "GPU/D3D11/TextureScalerD3D11.h"
#include "GPU/Common/TextureCacheCommon.h"
struct VirtualFramebuffer;
class FramebufferManagerD3D11;
class DepalShaderCacheD3D11;
class ShaderManagerD3D11;
class SamplerCacheD3D11 {
public:
SamplerCacheD3D11() {}
~SamplerCacheD3D11();
ID3D11SamplerState *GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key);
private:
std::map<SamplerCacheKey, ID3D11SamplerState *> cache_;
};
class TextureCacheD3D11 : public TextureCacheCommon {
public:
TextureCacheD3D11(Draw::DrawContext *draw);
~TextureCacheD3D11();
void SetTexture(bool force = false);
void Clear(bool delete_them);
void StartFrame();
void SetFramebufferManager(FramebufferManagerD3D11 *fbManager);
void SetDepalShaderCache(DepalShaderCacheD3D11 *dpCache) {
depalShaderCache_ = dpCache;
}
void SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManager_ = sm;
}
// Only used by Qt UI?
bool DecodeTexture(u8 *output, const GPUgstate &state);
void ForgetLastTexture() override;
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, SamplerCacheKey &key);
void ApplyTexture();
protected:
void Unbind() override;
private:
void Decimate(); // Run this once per frame to get rid of old textures.
void DeleteTexture(TexCache::iterator it);
void UpdateSamplingParams(TexCacheEntry &entry, SamplerCacheKey &key);
void LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt);
DXGI_FORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
TexCacheEntry::Status CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h);
u32 GetCurrentClutHash();
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple);
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
bool CheckFullHash(TexCacheEntry *const entry, bool &doDelete);
bool HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete);
void BuildTexture(TexCacheEntry *const entry, bool replaceImages);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
ID3D11Texture2D *DxTex(TexCacheEntry *entry) {
return (ID3D11Texture2D *)entry->texturePtr;
}
ID3D11ShaderResourceView *DxView(TexCacheEntry *entry) {
return (ID3D11ShaderResourceView *)entry->textureView;
}
void ReleaseTexture(TexCacheEntry *entry) {
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
ID3D11ShaderResourceView *view = (ID3D11ShaderResourceView *)entry->textureView;
if (texture) {
texture->Release();
entry->texturePtr = nullptr;
}
if (view) {
view->Release();
entry->textureView = nullptr;
}
}
TextureScalerD3D11 scaler;
SamplerCacheD3D11 samplerCache_;
u32 clutHash_;
ID3D11ShaderResourceView *lastBoundTexture;
float maxAnisotropyLevel;
int decimationCounter_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
FramebufferManagerD3D11 *framebufferManagerD3D11_;
DepalShaderCacheD3D11 *depalShaderCache_;
ShaderManagerD3D11 *shaderManager_;
};
DXGI_FORMAT getClutDestFormatD3D11(GEPaletteFormat format);
+57
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@@ -0,0 +1,57 @@
// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <d3d11.h>
#include "Common/ColorConv.h"
#include "Common/ThreadPools.h"
#include "GPU/Common/TextureScalerCommon.h"
#include "GPU/D3D11/TextureScalerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
int TextureScalerD3D11::BytesPerPixel(u32 format) {
return format == GE_FORMAT_8888 ? 4 : 2;
}
u32 TextureScalerD3D11::Get8888Format() {
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
void TextureScalerD3D11::ConvertTo8888(u32 format, u32* source, u32* &dest, int width, int height) {
switch (format) {
case GE_FORMAT_8888:
dest = source; // already fine
break;
case GE_FORMAT_4444:
GlobalThreadPool::Loop(std::bind(&convert4444_dx9, (u16*)source, dest, width, std::placeholders::_1, std::placeholders::_2), 0, height);
break;
case GE_FORMAT_565:
GlobalThreadPool::Loop(std::bind(&convert565_dx9, (u16*)source, dest, width, std::placeholders::_1, std::placeholders::_2), 0, height);
break;
case GE_FORMAT_5551:
GlobalThreadPool::Loop(std::bind(&convert5551_dx9, (u16*)source, dest, width, std::placeholders::_1, std::placeholders::_2), 0, height);
break;
default:
dest = source;
ERROR_LOG(G3D, "iXBRZTexScaling: unsupported texture format");
}
}
+29
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@@ -0,0 +1,29 @@
// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/CommonTypes.h"
#include "GPU/Common/TextureScalerCommon.h"
class TextureScalerD3D11 : public TextureScalerCommon {
private:
// NOTE: We use GE formats, D3D11 doesn't support 4444
void ConvertTo8888(u32 format, u32* source, u32* &dest, int width, int height) override;
int BytesPerPixel(u32 format) override;
u32 Get8888Format() override;
};
+25
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@@ -0,0 +1,25 @@
// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/Common/ShaderCommon.h"
#include "GPU/D3D11/VertexShaderGeneratorD3D11.h"
#include "GPU/Directx9/VertexShaderGeneratorDX9.h"
void GenerateVertexShaderD3D11(const ShaderID &id, char *buffer, bool *usesLighting) {
*usesLighting = true;
DX9::GenerateVertexShaderHLSL(id, buffer, HLSL_D3D11);
}
+22
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@@ -0,0 +1,22 @@
// Copyright (c) 2017- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "GPU/Common/ShaderId.h"
void GenerateVertexShaderD3D11(const ShaderID &id, char *buffer, bool *usesLighting);
-1
View File
@@ -16,7 +16,6 @@
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include <d3d9.h>
#include <d3d9.h>
#include "Common/CommonTypes.h"
+3 -5
View File
@@ -869,16 +869,14 @@ rotateVBO:
}
dxstate.colorMask.set((mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_STENCIL) != 0);
device_->Clear(0, NULL, mask, SwapRB(clearColor), clearDepth, clearColor >> 24);
int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);
if (g_Config.bBlockTransferGPU && (gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate.FrameBufFormat() == GE_FORMAT_565)) {
int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
@@ -920,7 +918,7 @@ bool DrawEngineDX9::IsCodePtrVertexDecoder(const u8 *ptr) const {
return decJitCache_->IsInSpace(ptr);
}
void DX9::DrawEngineDX9::TessellationDataTransferDX9::SendDataToShader(const float * pos, const float * tex, const float * col, int size, bool hasColor, bool hasTexCoords)
void DrawEngineDX9::TessellationDataTransferDX9::SendDataToShader(const float * pos, const float * tex, const float * col, int size, bool hasColor, bool hasTexCoords)
{
}
+1 -1
View File
@@ -982,7 +982,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float
// TODO: Optimize.
for (int yp = 0; yp < h; ++yp) {
for (int xp = 0; xp < w; ++xp) {
const int offset = (yp + y) & vfb->z_stride + x + xp;
const int offset = (yp + y) * vfb->z_stride + x + xp;
float scaled = FromScaledDepth((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
if (scaled <= 0.0f) {
+4 -2
View File
@@ -513,6 +513,8 @@ void GPU_DX9::CheckGPUFeatures() {
GPU_DX9::~GPU_DX9() {
framebufferManagerDX9_->DestroyAllFBOs(true);
delete framebufferManagerDX9_;
delete textureCache_;
shaderManagerDX9_->ClearCache(true);
delete shaderManagerDX9_;
}
@@ -942,8 +944,8 @@ void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
(int)textureCacheDX9_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerDX9_->NumVertexShaders(),
shaderManagerDX9_->NumFragmentShaders()
shaderManagerDX9_->GetNumVertexShaders(),
shaderManagerDX9_->GetNumFragmentShaders()
);
}
+109 -52
View File
@@ -24,6 +24,7 @@
#include "GPU/ge_constants.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/GPUState.h"
#include "GPU/Common/ShaderUniforms.h"
#define WRITE p+=sprintf
@@ -33,7 +34,7 @@ namespace DX9 {
// Missing: Z depth range
// Also, logic ops etc, of course, as they are not supported in DX9.
bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
bool GenerateFragmentShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage lang) {
char *p = buffer;
bool lmode = id.Bit(FS_BIT_LMODE);
@@ -68,46 +69,60 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
if (doTexture)
WRITE(p, "sampler tex : register(s0);\n");
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, "float2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE);
WRITE(p, "sampler fbotex : register(s1);\n");
if (lang == HLSL_DX9) {
if (doTexture)
WRITE(p, "sampler tex : register(s0);\n");
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, "float2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE);
WRITE(p, "sampler fbotex : register(s1);\n");
}
if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) {
WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA);
}
if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) {
WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB);
}
}
if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) {
WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA);
if (gstate_c.needShaderTexClamp && doTexture) {
WRITE(p, "float4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP);
if (textureAtOffset) {
WRITE(p, "float2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF);
}
}
if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) {
WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB);
}
}
if (gstate_c.needShaderTexClamp && doTexture) {
WRITE(p, "float4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP);
if (textureAtOffset) {
WRITE(p, "float2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF);
}
}
if (enableAlphaTest || enableColorTest) {
WRITE(p, "float4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF);
WRITE(p, "float4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK);
}
if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE);
}
if (doTexture && texFunc == GE_TEXFUNC_BLEND) {
WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
}
if (enableFog) {
WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
if (enableAlphaTest || enableColorTest) {
WRITE(p, "float4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF);
WRITE(p, "float4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK);
}
if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE);
}
if (doTexture && texFunc == GE_TEXFUNC_BLEND) {
WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
}
if (enableFog) {
WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
}
} else {
WRITE(p, "SamplerState samp : register(s0);\n");
WRITE(p, "Texture2D<float4> tex : register(t0);\n");
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr);
}
if (enableAlphaTest) {
WRITE(p, "float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }\n");
if (lang == HLSL_D3D11) {
WRITE(p, "uint roundAndScaleTo255i(float x) { return uint(floor(x * 255.0f + 0.5f)); }\n");
} else {
WRITE(p, "float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }\n");
}
}
if (enableColorTest) {
WRITE(p, "float3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n");
if (lang == HLSL_D3D11) {
WRITE(p, "uint3 roundAndScaleTo255iv(float3 x) { return uint3(floor(x * 255.0f + 0.5f)); }\n");
} else {
WRITE(p, "float3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n");
}
}
WRITE(p, "struct PS_IN {\n");
@@ -119,11 +134,25 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
WRITE(p, " float3 v_color1: COLOR1;\n");
}
if (enableFog) {
WRITE(p, " float2 v_fogdepth: TEXCOORD1;\n");
WRITE(p, " float v_fogdepth: TEXCOORD1;\n");
}
WRITE(p, "};\n");
WRITE(p, "float4 main( PS_IN In ) : COLOR\n");
WRITE(p, "{\n");
if (lang == HLSL_DX9) {
WRITE(p, "float4 main( PS_IN In ) : COLOR {\n");
} else {
WRITE(p, "struct PS_OUT {\n");
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
WRITE(p, " float4 target : SV_Target0;\n");
WRITE(p, " float4 target1 : SV_Target1;\n");
}
else {
WRITE(p, " float4 target : SV_Target;\n");
}
WRITE(p, "};\n");
WRITE(p, "PS_OUT main( PS_IN In ) {\n");
WRITE(p, " PS_OUT outfragment;\n");
}
if (isModeClear) {
// Clear mode does not allow any fancy shading.
@@ -173,10 +202,18 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
doTextureProjection = false;
}
if (doTextureProjection) {
WRITE(p, " float4 t = tex2Dproj(tex, float4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : "");
if (lang == HLSL_D3D11) {
if (doTextureProjection) {
WRITE(p, " float4 t = tex.Sample(samp, In.v_texcoord.xy / In.v_texcoord.z)%s;\n", bgraTexture ? ".bgra" : "");
} else {
WRITE(p, " float4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : "");
}
} else {
WRITE(p, " float4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : "");
if (doTextureProjection) {
WRITE(p, " float4 t = tex2Dproj(tex, float4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : "");
} else {
WRITE(p, " float4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : "");
}
}
WRITE(p, " float4 p = In.v_color0;\n");
@@ -241,10 +278,17 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " }; // never/always don't make sense
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
// TODO: Rewrite this to use clip() appropriately (like, clip(v.a - u_alphacolorref.a))
WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) clip(-1);\n", alphaTestFuncs[alphaTestFunc]);
if (lang == HLSL_D3D11) {
WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s u_alphacolorref.a) discard;\n", alphaTestFuncs[alphaTestFunc]);
} else {
WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) clip(-1);\n", alphaTestFuncs[alphaTestFunc]);
}
} else {
// This means NEVER. See above.
WRITE(p, " clip(-1);\n");
if (lang == HLSL_D3D11)
WRITE(p, " discard;\n");
else
WRITE(p, " clip(-1);\n");
}
}
}
@@ -266,9 +310,15 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; // never/always don't make sense
if (colorTestFuncs[colorTestFunc][0] != '#') {
const char * test = colorTestFuncs[colorTestFunc];
WRITE(p, " float3 colortest = roundAndScaleTo255v(v.rgb);\n");
WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b )) clip(-1);\n", test, test, test);
} else {
if (lang == HLSL_D3D11) {
WRITE(p, " uint3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
WRITE(p, " if ((v_scaled & u_alphacolormask.rgb) %s (u_alphacolorref.rgb & u_alphacolormask.rgb)) discard;\n", colorTestFuncs[colorTestFunc]);
} else {
WRITE(p, " float3 colortest = roundAndScaleTo255v(v.rgb);\n");
WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b )) clip(-1);\n", test, test, test);
}
}
else {
WRITE(p, " clip(-1);\n");
}
}
@@ -282,7 +332,7 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(In.v_fogdepth.x, 0.0, 1.0);\n");
WRITE(p, " float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
}
@@ -321,7 +371,7 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
if (stencilToAlpha != REPLACE_ALPHA_NO) {
switch (replaceAlphaWithStencilType) {
case STENCIL_VALUE_UNIFORM:
replacedAlpha = "u_stencilReplaceValue";
replacedAlpha = lang == HLSL_D3D11 ? "u_fogcoef_stencilreplace.z" : "u_stencilReplaceValue";
break;
case STENCIL_VALUE_ZERO:
@@ -355,11 +405,6 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
}
switch (stencilToAlpha) {
case REPLACE_ALPHA_DUALSOURCE:
WRITE(p, " v.a = %s;\n", replacedAlpha.c_str());
// TODO: Output the second color as well using original v.a.
break;
case REPLACE_ALPHA_YES:
WRITE(p, " v.a = %s;\n", replacedAlpha.c_str());
break;
@@ -381,7 +426,19 @@ bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer) {
break;
}
WRITE(p, " return v;\n");
if (lang == HLSL_D3D11) {
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
WRITE(p, " outfragment.target = float4(v.rgb, %s);\n", replacedAlpha.c_str());
WRITE(p, " outfragment.target1 = float4(0.0, 0.0, 0.0, v.a);\n");
WRITE(p, " return outfragment;\n");
}
else {
WRITE(p, " outfragment.target = v;\n");
WRITE(p, " return outfragment;\n");
}
} else {
WRITE(p, " return v;\n");
}
WRITE(p, "}\n");
return true;
}
+2 -3
View File
@@ -17,13 +17,12 @@
#pragma once
#include "Globals.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/ShaderCommon.h"
namespace DX9 {
bool GenerateFragmentShaderDX9(const ShaderID &id, char *buffer);
bool GenerateFragmentShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage lang = HLSL_DX9);
#define CONST_PS_TEXENV 0
#define CONST_PS_ALPHACOLORREF 1
+3 -3
View File
@@ -576,7 +576,7 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
VSShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
GenerateVertexShaderDX9(VSID, codeBuffer_);
GenerateVertexShaderHLSL(VSID, codeBuffer_);
vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform);
if (vs->Failed()) {
@@ -592,7 +592,7 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
// next time and we'll do this over and over...
// Can still work with software transform.
GenerateVertexShaderDX9(VSID, codeBuffer_);
GenerateVertexShaderHLSL(VSID, codeBuffer_);
vs = new VSShader(device_, VSID, codeBuffer_, false);
}
@@ -606,7 +606,7 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
PSShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShaderDX9(FSID, codeBuffer_);
GenerateFragmentShaderHLSL(FSID, codeBuffer_);
fs = new PSShader(device_, FSID, codeBuffer_);
fsCache_[FSID] = fs;
} else {
+2 -2
View File
@@ -86,8 +86,8 @@ public:
void DirtyShader();
void DirtyLastShader();
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
-2
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@@ -1027,8 +1027,6 @@ void TextureCacheDX9::BuildTexture(TexCacheEntry *const entry, bool replaceImage
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::Status(replaced.AlphaStatus()));
}
UpdateSamplingParams(*entry, true);
}
D3DFORMAT TextureCacheDX9::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
+1
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@@ -18,6 +18,7 @@
#pragma once
#include <map>
#include <d3d9.h>
#include "../Globals.h"
+134 -84
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@@ -29,6 +29,7 @@
#include "GPU/Directx9/VertexShaderGeneratorDX9.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/ShaderUniforms.h"
#undef WRITE
@@ -54,7 +55,7 @@ enum DoLightComputation {
LIGHT_FULL,
};
void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
void GenerateVertexShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage lang) {
char *p = buffer;
const u32 vertType = gstate.vertType;
@@ -103,76 +104,81 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
}
WRITE(p, "#pragma warning( disable : 3571 )\n");
if (lang == HLSL_DX9) {
WRITE(p, "#pragma warning( disable : 3571 )\n");
if (isModeThrough) {
WRITE(p, "float4x4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH);
} else {
WRITE(p, "float4x4 u_proj : register(c%i);\n", CONST_VS_PROJ);
// Add all the uniforms we'll need to transform properly.
}
if (isModeThrough) {
WRITE(p, "float4x4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH);
} else {
WRITE(p, "float4x4 u_proj : register(c%i);\n", CONST_VS_PROJ);
// Add all the uniforms we'll need to transform properly.
}
if (enableFog) {
WRITE(p, "float2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
}
if (useHWTransform || !hasColor)
WRITE(p, "float4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha
if (enableFog) {
WRITE(p, "float2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
}
if (useHWTransform || !hasColor)
WRITE(p, "float4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha
if (useHWTransform) {
// When transforming by hardware, we need a great deal more uniforms...
WRITE(p, "float4x3 u_world : register(c%i);\n", CONST_VS_WORLD);
WRITE(p, "float4x3 u_view : register(c%i);\n", CONST_VS_VIEW);
if (doTextureTransform)
WRITE(p, "float4x3 u_texmtx : register(c%i);\n", CONST_VS_TEXMTX);
if (enableBones) {
if (useHWTransform) {
// When transforming by hardware, we need a great deal more uniforms...
WRITE(p, "float4x3 u_world : register(c%i);\n", CONST_VS_WORLD);
WRITE(p, "float4x3 u_view : register(c%i);\n", CONST_VS_VIEW);
if (doTextureTransform)
WRITE(p, "float4x3 u_tex : register(c%i);\n", CONST_VS_TEXMTX);
if (enableBones) {
#ifdef USE_BONE_ARRAY
WRITE(p, "float4x3 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0);
WRITE(p, "float4x3 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0);
#else
for (int i = 0; i < numBoneWeights; i++) {
WRITE(p, "float4x3 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3);
}
for (int i = 0; i < numBoneWeights; i++) {
WRITE(p, "float4x3 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3);
}
#endif
}
if (doTexture) {
WRITE(p, "float4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET);
}
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_OFF) {
// This is needed for shade mapping
WRITE(p, "float3 u_lightpos%i : register(c%i);\n", i, CONST_VS_LIGHTPOS + i);
}
if (doLight[i] == LIGHT_FULL) {
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
if (type != GE_LIGHTTYPE_DIRECTIONAL)
WRITE(p, "float3 u_lightatt%i : register(c%i);\n", i, CONST_VS_LIGHTATT + i);
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) {
WRITE(p, "float3 u_lightdir%i : register(c%i);\n", i, CONST_VS_LIGHTDIR + i);
WRITE(p, "float u_lightangle%i : register(c%i);\n", i, CONST_VS_LIGHTANGLE + i);
WRITE(p, "float u_lightspotCoef%i : register(c%i);\n", i, CONST_VS_LIGHTSPOTCOEF + i);
if (doTexture) {
WRITE(p, "float4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET);
}
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_OFF) {
// This is needed for shade mapping
WRITE(p, "float3 u_lightpos%i : register(c%i);\n", i, CONST_VS_LIGHTPOS + i);
}
WRITE(p, "float3 u_lightambient%i : register(c%i);\n", i, CONST_VS_LIGHTAMBIENT + i);
WRITE(p, "float3 u_lightdiffuse%i : register(c%i);\n", i, CONST_VS_LIGHTDIFFUSE + i);
if (doLight[i] == LIGHT_FULL) {
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
if (comp != GE_LIGHTCOMP_ONLYDIFFUSE) {
WRITE(p, "float3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i);
if (type != GE_LIGHTTYPE_DIRECTIONAL)
WRITE(p, "float3 u_lightatt%i : register(c%i);\n", i, CONST_VS_LIGHTATT + i);
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) {
WRITE(p, "float3 u_lightdir%i : register(c%i);\n", i, CONST_VS_LIGHTDIR + i);
WRITE(p, "float4 u_lightangle%i : register(c%i);\n", i, CONST_VS_LIGHTANGLE + i);
WRITE(p, "float4 u_lightspotCoef%i : register(c%i);\n", i, CONST_VS_LIGHTSPOTCOEF + i);
}
WRITE(p, "float3 u_lightambient%i : register(c%i);\n", i, CONST_VS_LIGHTAMBIENT + i);
WRITE(p, "float3 u_lightdiffuse%i : register(c%i);\n", i, CONST_VS_LIGHTDIFFUSE + i);
if (comp != GE_LIGHTCOMP_ONLYDIFFUSE) {
WRITE(p, "float3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i);
}
}
}
if (enableLighting) {
WRITE(p, "float4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT);
if ((gstate.materialupdate & 2) == 0 || !hasColor)
WRITE(p, "float3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE);
// if ((gstate.materialupdate & 4) == 0)
WRITE(p, "float4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha
WRITE(p, "float3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE);
}
}
if (enableLighting) {
WRITE(p, "float4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT);
if ((gstate.materialupdate & 2) == 0 || !hasColor)
WRITE(p, "float3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE);
// if ((gstate.materialupdate & 4) == 0)
WRITE(p, "float4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha
WRITE(p, "float3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE);
}
}
if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, "float4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE);
if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, "float4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE);
}
} else {
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr);
WRITE(p, "cbuffer lights: register(b1) {\n%s};\n", cb_vs_lightsStr);
WRITE(p, "cbuffer bones : register(b2) {\n%s};\n", cb_vs_bonesStr);
}
// And the "varyings".
@@ -216,7 +222,6 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
}
WRITE(p, "struct VS_OUT {\n");
WRITE(p, " float4 gl_Position : POSITION;\n");
if (doTexture) {
WRITE(p, " float3 v_texcoord : TEXCOORD0;\n");
}
@@ -225,7 +230,12 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
WRITE(p, " float3 v_color1 : COLOR1;\n");
if (enableFog) {
WRITE(p, " float2 v_fogdepth: TEXCOORD1;\n");
WRITE(p, " float v_fogdepth: TEXCOORD1;\n");
}
if (lang == HLSL_DX9) {
WRITE(p, " float4 gl_Position : POSITION;\n");
} else {
WRITE(p, " float4 gl_Position : SV_Position;\n");
}
WRITE(p, "};\n");
@@ -244,7 +254,7 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
}
WRITE(p, "VS_OUT main(VS_IN In) {\n");
WRITE(p, " VS_OUT Out = (VS_OUT)0; \n");
WRITE(p, " VS_OUT Out;\n");
if (!useHWTransform) {
// Simple pass-through of vertex data to fragment shader
if (doTexture) {
@@ -264,26 +274,46 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
WRITE(p, " Out.v_color1 = float3(0.0);\n");
}
if (enableFog) {
WRITE(p, " Out.v_fogdepth.x = In.position.w;\n");
WRITE(p, " Out.v_fogdepth = In.position.w;\n");
}
if (gstate.isModeThrough()) {
WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);\n");
} else {
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n");
if (lang == HLSL_D3D11) {
if (gstate.isModeThrough()) {
WRITE(p, " Out.gl_Position = mul(u_proj_through, float4(In.position.xyz, 1.0));\n");
} else {
WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj);\n");
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(u_proj, float4(In.position.xyz, 1.0)));\n");
} else {
WRITE(p, " Out.gl_Position = mul(u_proj, float4(In.position.xyz, 1.0));\n");
}
}
} else {
if (gstate.isModeThrough()) {
WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);\n");
} else {
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n");
} else {
WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj);\n");
}
}
}
} else {
// Step 1: World Transform / Skinning
if (!enableBones) {
// No skinning, just standard T&L.
WRITE(p, " float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);\n");
if (hasNormal)
WRITE(p, " float3 worldnormal = normalize( mul(float4(%sIn.normal, 0.0), u_world));\n", flipNormal ? "-" : "");
else
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
if (lang == HLSL_D3D11) {
WRITE(p, " float3 worldpos = mul(u_world, float4(In.position.xyz, 1.0)).xyz;\n");
if (hasNormal)
WRITE(p, " float3 worldnormal = normalize(mul(u_world, float4(%sIn.normal, 0.0))).xyz;\n", flipNormal ? "-" : "");
else
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
} else {
WRITE(p, " float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);\n");
if (hasNormal)
WRITE(p, " float3 worldnormal = normalize(mul(float4(%sIn.normal, 0.0), u_world));\n", flipNormal ? "-" : "");
else
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
}
} else {
static const char * const boneWeightAttr[8] = {
"a_w1.x", "a_w1.y", "a_w1.z", "a_w1.w",
@@ -357,13 +387,24 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
WRITE(p, " float3 worldnormal = normalize(mul(float4(skinnednormal, 0.0), u_world));\n");
}
WRITE(p, " float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);\n");
if (lang == HLSL_D3D11) {
WRITE(p, " float4 viewPos = mul(u_view, float4(worldpos, 1.0));\n");
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(viewPos, u_proj));\n");
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(u_proj, viewPos));\n");
} else {
WRITE(p, " Out.gl_Position = mul(u_proj, viewPos);\n");
}
} else {
WRITE(p, " Out.gl_Position = mul(viewPos, u_proj);\n");
WRITE(p, " float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);\n");
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " Out.gl_Position = depthRoundZVP(mul(viewPos, u_proj));\n");
} else {
WRITE(p, " Out.gl_Position = mul(viewPos, u_proj);\n");
}
}
// TODO: Declare variables for dots for shade mapping if needed.
@@ -446,8 +487,8 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
case GE_LIGHTTYPE_SPOT:
case GE_LIGHTTYPE_UNKNOWN:
WRITE(p, " float angle%i = dot(normalize(u_lightdir%i), toLight);\n", i, i);
WRITE(p, " if (angle%i >= u_lightangle%i) {\n", i, i);
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightspotCoef%i);\n", i, i, i);
WRITE(p, " if (angle%i >= u_lightangle%i.x) {\n", i, i);
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightspotCoef%i.x);\n", i, i, i);
WRITE(p, " } else {\n");
WRITE(p, " lightScale = 0.0;\n");
WRITE(p, " }\n");
@@ -544,7 +585,11 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
break;
}
// Transform by texture matrix. XYZ as we are doing projection mapping.
WRITE(p, " Out.v_texcoord.xyz = mul(%s,u_texmtx) * float3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
if (lang == HLSL_D3D11) {
WRITE(p, " Out.v_texcoord.xyz = (mul(u_tex, %s) * float4(u_uvscaleoffset.xy, 1.0, 0.0)).xyz;\n", temp_tc.c_str());
} else {
WRITE(p, " Out.v_texcoord.xyz = mul(%s, u_tex) * float3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
}
}
break;
@@ -559,8 +604,13 @@ void GenerateVertexShaderDX9(const ShaderID &id, char *buffer) {
}
// Compute fogdepth
if (enableFog)
WRITE(p, " Out.v_fogdepth.x = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
if (enableFog) {
if (lang == HLSL_D3D11) {
WRITE(p, " Out.v_fogdepth = (viewPos.z + u_fogcoef_stencilreplace.x) * u_fogcoef_stencilreplace.y;\n");
} else {
WRITE(p, " Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
}
}
}
WRITE(p, " return Out;\n");
+1 -1
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@@ -25,7 +25,7 @@ namespace DX9 {
// #define USE_BONE_ARRAY
void GenerateVertexShaderDX9(const ShaderID &id, char *buffer);
void GenerateVertexShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage lang = HLSL_DX9);
#define CONST_VS_PROJ 0
#define CONST_VS_PROJ_THROUGH 4
+1 -1
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@@ -1021,7 +1021,7 @@ void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX,
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1);
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT);
return;
}
}
+5 -4
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@@ -495,7 +495,8 @@ GPU_GLES::~GPU_GLES() {
}
delete shaderManagerGL_;
shaderManagerGL_ = nullptr;
delete framebufferManagerGL_;
delete textureCacheGL_;
#ifdef _WIN32
gfxCtx_->SwapInterval(0);
#endif
@@ -1188,9 +1189,9 @@ void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
(int)textureCacheGL_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerGL_->NumVertexShaders(),
shaderManagerGL_->NumFragmentShaders(),
shaderManagerGL_->NumPrograms());
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms());
}
void GPU_GLES::ClearCacheNextFrame() {
+3 -3
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@@ -1084,9 +1084,9 @@ void ShaderManagerGLES::Save(const std::string &filename) {
header.version = CACHE_VERSION;
header.reserved = 0;
header.featureFlags = gstate_c.featureFlags;
header.numVertexShaders = NumVertexShaders();
header.numFragmentShaders = NumFragmentShaders();
header.numLinkedPrograms = NumPrograms();
header.numVertexShaders = GetNumVertexShaders();
header.numFragmentShaders = GetNumFragmentShaders();
header.numLinkedPrograms = GetNumPrograms();
fwrite(&header, 1, sizeof(header), f);
for (auto iter : vsCache_) {
ShaderID id = iter.first;
+3 -3
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@@ -155,9 +155,9 @@ public:
void DirtyShader();
void DirtyLastShader(); // disables vertex arrays
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }
int NumPrograms() const { return (int)linkedShaderCache_.size(); }
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
int GetNumPrograms() const { return (int)linkedShaderCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
+10 -2
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@@ -29,6 +29,7 @@
#if defined(_WIN32)
#include "GPU/Directx9/GPU_DX9.h"
#include "GPU/D3D11/GPU_D3D11.h"
#endif
GPUStatistics gpuStats;
@@ -59,10 +60,17 @@ bool GPU_Init(GraphicsContext *ctx, Draw::DrawContext *draw) {
case GPUCORE_DIRECTX9:
#if defined(_WIN32)
SetGPU(new DIRECTX9_GPU(ctx, draw));
#endif
break;
case GPUCORE_DIRECTX11:
#else
return false;
#endif
case GPUCORE_DIRECTX11:
#if defined(_WIN32)
SetGPU(new GPU_D3D11(ctx, draw));
break;
#else
return false;
#endif
case GPUCORE_VULKAN:
#ifndef NO_VULKAN
if (!ctx) {
+30 -5
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@@ -83,7 +83,7 @@
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<AdditionalIncludeDirectories>../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\dx9sdk\Include\DX11;../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRTDBG_MAP_ALLOC;USING_WIN_UI;_CRT_SECURE_NO_WARNINGS;WIN32;_ARCH_32=1;_M_IX86=1;_DEBUG;_LIB;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
@@ -105,7 +105,7 @@
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<AdditionalIncludeDirectories>../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\dx9sdk\Include\DX11;../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
<OmitFramePointers>false</OmitFramePointers>
@@ -131,7 +131,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\dx9sdk\Include\DX11;../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
@@ -157,7 +157,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\dx9sdk\Include\DX11;../common;..;../ext;../ext/native;../ext/glew;../ext/snappy;</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
@@ -190,6 +190,7 @@
<ClInclude Include="Common\PostShader.h" />
<ClInclude Include="Common\ShaderCommon.h" />
<ClInclude Include="Common\ShaderId.h" />
<ClInclude Include="Common\ShaderUniforms.h" />
<ClInclude Include="Common\SoftwareTransformCommon.h" />
<ClInclude Include="Common\SplineCommon.h" />
<ClInclude Include="Common\TextureDecoderNEON.h">
@@ -202,6 +203,17 @@
<ClInclude Include="Common\TextureScalerCommon.h" />
<ClInclude Include="Common\TransformCommon.h" />
<ClInclude Include="Common\VertexDecoderCommon.h" />
<ClInclude Include="D3D11\D3D11Util.h" />
<ClInclude Include="D3D11\DepalettizeShaderD3D11.h" />
<ClInclude Include="D3D11\DrawEngineD3D11.h" />
<ClInclude Include="D3D11\FragmentShaderGeneratorD3D11.h" />
<ClInclude Include="D3D11\FramebufferManagerD3D11.h" />
<ClInclude Include="D3D11\GPU_D3D11.h" />
<ClInclude Include="D3D11\ShaderManagerD3D11.h" />
<ClInclude Include="D3D11\StateMappingD3D11.h" />
<ClInclude Include="D3D11\TextureCacheD3D11.h" />
<ClInclude Include="D3D11\TextureScalerD3D11.h" />
<ClInclude Include="D3D11\VertexShaderGeneratorD3D11.h" />
<ClInclude Include="Debugger\Breakpoints.h" />
<ClInclude Include="Debugger\Stepping.h" />
<ClInclude Include="Directx9\DepalettizeShaderDX9.h" />
@@ -261,6 +273,7 @@
<ClCompile Include="Common\IndexGenerator.cpp" />
<ClCompile Include="Common\PostShader.cpp" />
<ClCompile Include="Common\ShaderId.cpp" />
<ClCompile Include="Common\ShaderUniforms.cpp" />
<ClCompile Include="Common\SplineCommon.cpp" />
<ClCompile Include="Common\TextureDecoderNEON.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
@@ -286,6 +299,18 @@
</ClCompile>
<ClCompile Include="Common\VertexDecoderCommon.cpp" />
<ClCompile Include="Common\VertexDecoderX86.cpp" />
<ClCompile Include="D3D11\D3D11Util.cpp" />
<ClCompile Include="D3D11\DepalettizeShaderD3D11.cpp" />
<ClCompile Include="D3D11\DrawEngineD3D11.cpp" />
<ClCompile Include="D3D11\FragmentShaderGeneratorD3D11.cpp" />
<ClCompile Include="D3D11\FramebufferManagerD3D11.cpp" />
<ClCompile Include="D3D11\GPU_D3D11.cpp" />
<ClCompile Include="D3D11\ShaderManagerD3D11.cpp" />
<ClCompile Include="D3D11\StateMappingD3D11.cpp" />
<ClCompile Include="D3D11\StencilBufferD3D11.cpp" />
<ClCompile Include="D3D11\TextureCacheD3D11.cpp" />
<ClCompile Include="D3D11\TextureScalerD3D11.cpp" />
<ClCompile Include="D3D11\VertexShaderGeneratorD3D11.cpp" />
<ClCompile Include="Debugger\Breakpoints.cpp" />
<ClCompile Include="Debugger\Stepping.cpp" />
<ClCompile Include="Directx9\DepalettizeShaderDX9.cpp" />
@@ -344,4 +369,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
+77 -4
View File
@@ -16,15 +16,15 @@
<Filter Include="DirectX9">
<UniqueIdentifier>{88629970-4774-4122-b031-2128244b795c}</UniqueIdentifier>
</Filter>
<Filter Include="DirectX9\helper">
<UniqueIdentifier>{ba434472-5d5e-4b08-ab16-bfb7ec8e7068}</UniqueIdentifier>
</Filter>
<Filter Include="Debugger">
<UniqueIdentifier>{0cbddc00-4aa3-41d0-bed2-a454d37f838e}</UniqueIdentifier>
</Filter>
<Filter Include="Vulkan">
<UniqueIdentifier>{3c621896-140c-4c8b-8e4d-a478bfdeca8a}</UniqueIdentifier>
</Filter>
<Filter Include="D3D11">
<UniqueIdentifier>{88eb5cea-ec25-4881-89da-02f9f2fa8f3f}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="ge_constants.h">
@@ -222,6 +222,40 @@
<ClInclude Include="GLES\FragmentTestCacheGLES.h">
<Filter>GLES</Filter>
</ClInclude>
<ClInclude Include="Common\ShaderUniforms.h">
<Filter>Common</Filter>
</ClInclude>
<ClInclude Include="D3D11\ShaderManagerD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\VertexShaderGeneratorD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\FragmentShaderGeneratorD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\TextureCacheD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\FramebufferManagerD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\GPU_D3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\DrawEngineD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\DepalettizeShaderD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\TextureScalerD3D11.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\D3D11Util.h">
<Filter>D3D11</Filter>
</ClInclude>
<ClInclude Include="D3D11\StateMappingD3D11.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Math3D.cpp">
@@ -428,5 +462,44 @@
<ClCompile Include="GLES\FragmentTestCacheGLES.cpp">
<Filter>GLES</Filter>
</ClCompile>
<ClCompile Include="D3D11\StateMappingD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="Common\ShaderUniforms.cpp">
<Filter>Common</Filter>
</ClCompile>
<ClCompile Include="D3D11\ShaderManagerD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\VertexShaderGeneratorD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\FragmentShaderGeneratorD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\TextureCacheD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\FramebufferManagerD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\GPU_D3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\DrawEngineD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\DepalettizeShaderD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\TextureScalerD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\D3D11Util.cpp">
<Filter>D3D11</Filter>
</ClCompile>
<ClCompile Include="D3D11\StencilBufferD3D11.cpp">
<Filter>D3D11</Filter>
</ClCompile>
</ItemGroup>
</Project>
</Project>
-1
View File
@@ -54,7 +54,6 @@ GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) :
}
GPUCommon::~GPUCommon() {
delete framebufferManager_;
}
void GPUCommon::BeginHostFrame() {
+2 -4
View File
@@ -22,6 +22,7 @@
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
#include "math/dataconv.h"
#include "ext/native/thin3d/thin3d.h"
#include "Common/Vulkan/VulkanContext.h"
@@ -256,10 +257,7 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
VkClearValue colorValue, depthValue;
colorValue.color.float32[0] = (color & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[1] = ((color >> 8) & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[2] = ((color >> 16) & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[3] = ((color >> 24) & 0xFF) * (1.0f / 255.0f);
Uint8x4ToFloat4(colorValue.color.float32, color);
depthValue.depthStencil.depth = depth;
depthValue.depthStencil.stencil = (color >> 24) & 0xFF;
+3 -210
View File
@@ -150,12 +150,6 @@ std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) cons
}
}
static void ConvertProjMatrixToVulkan(Matrix4x4 &in, bool invertedX, bool invertedY) {
const Vec3 trans(0, 0, gstate_c.vpZOffset * 0.5f + 0.5f);
const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
in.translateAndScale(trans, scale);
}
ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr) {
codeBuffer_ = new char[16384];
@@ -187,207 +181,6 @@ uint32_t ShaderManagerVulkan::PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *b
return dest->PushAligned(&ub_bones, sizeof(ub_bones), uboAlignment_, buf);
}
void ShaderManagerVulkan::BaseUpdateUniforms(uint64_t dirtyUniforms) {
if (dirtyUniforms & DIRTY_TEXENV) {
Uint8x3ToFloat4(ub_base.texEnvColor, gstate.texenvcolor);
}
if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
Uint8x3ToInt4_Alpha(ub_base.alphaColorRef, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
Uint8x3ToInt4_Alpha(ub_base.colorTestMask, gstate.getColorTestMask(), gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_FOGCOLOR) {
Uint8x3ToFloat4(ub_base.fogColor, gstate.fogcolor);
}
if (dirtyUniforms & DIRTY_SHADERBLEND) {
Uint8x3ToFloat4(ub_base.blendFixA, gstate.getFixA());
Uint8x3ToFloat4(ub_base.blendFixB, gstate.getFixB());
}
if (dirtyUniforms & DIRTY_TEXCLAMP) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
// First wrap xy, then half texel xy (for clamp.)
ub_base.texClamp[0] = widthFactor;
ub_base.texClamp[1] = heightFactor;
ub_base.texClamp[2] = invW * 0.5f;
ub_base.texClamp[3] = invH * 0.5f;
ub_base.texClampOffset[0] = gstate_c.curTextureXOffset * invW;
ub_base.texClampOffset[1] = gstate_c.curTextureYOffset * invH;
}
if (dirtyUniforms & DIRTY_PROJMATRIX) {
Matrix4x4 flippedMatrix;
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
const bool invertedY = gstate_c.vpHeight < 0;
if (invertedY) {
flippedMatrix[1] = -flippedMatrix[1];
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[9] = -flippedMatrix[9];
flippedMatrix[13] = -flippedMatrix[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[4] = -flippedMatrix[4];
flippedMatrix[8] = -flippedMatrix[8];
flippedMatrix[12] = -flippedMatrix[12];
}
ConvertProjMatrixToVulkan(flippedMatrix, invertedX, invertedY);
CopyMatrix4x4(ub_base.proj, flippedMatrix.getReadPtr());
}
if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
Matrix4x4 proj_through;
proj_through.setOrthoVulkan(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
CopyMatrix4x4(ub_base.proj_through, proj_through.getReadPtr());
}
// Transform
if (dirtyUniforms & DIRTY_WORLDMATRIX) {
ConvertMatrix4x3To4x4(ub_base.world, gstate.worldMatrix);
}
if (dirtyUniforms & DIRTY_VIEWMATRIX) {
ConvertMatrix4x3To4x4(ub_base.view, gstate.viewMatrix);
}
if (dirtyUniforms & DIRTY_TEXMATRIX) {
ConvertMatrix4x3To4x4(ub_base.tex, gstate.tgenMatrix);
}
// Combined two small uniforms
if (dirtyUniforms & (DIRTY_FOGCOEF | DIRTY_STENCILREPLACEVALUE)) {
float fogcoef_stencil[3] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
(float)gstate.getStencilTestRef()
};
if (my_isinf(fogcoef_stencil[1])) {
// not really sure what a sensible value might be.
fogcoef_stencil[1] = fogcoef_stencil[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef_stencil[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef_stencil[0] = 100000.0f;
fogcoef_stencil[1] = 1.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef_stencil[1]) || my_isnanorinf(fogcoef_stencil[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef_stencil[0], fogcoef_stencil[1]);
}
#endif
CopyFloat3(ub_base.fogCoef_stencil, fogcoef_stencil);
}
// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
Uint8x3ToFloat4_AlphaUint8(ub_base.matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
}
// Texturing
if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
ub_base.uvScaleOffset[0] = widthFactor;
ub_base.uvScaleOffset[1] = heightFactor;
ub_base.uvScaleOffset[2] = 0.0f;
ub_base.uvScaleOffset[3] = 0.0f;
}
if (dirtyUniforms & DIRTY_DEPTHRANGE) {
float viewZScale = gstate.getViewportZScale();
float viewZCenter = gstate.getViewportZCenter();
float viewZInvScale;
// We had to scale and translate Z to account for our clamped Z range.
// Therefore, we also need to reverse this to round properly.
//
// Example: scale = 65535.0, center = 0.0
// Resulting range = -65535 to 65535, clamped to [0, 65535]
// gstate_c.vpDepthScale = 2.0f
// gstate_c.vpZOffset = -1.0f
//
// The projection already accounts for those, so we need to reverse them.
//
// Additionally, D3D9 uses a range from [0, 1]. We double and move the center.
viewZScale *= (1.0f / gstate_c.vpDepthScale) * 2.0f;
viewZCenter -= 65535.0f * gstate_c.vpZOffset + 32768.5f;
if (viewZScale != 0.0) {
viewZInvScale = 1.0f / viewZScale;
} else {
viewZInvScale = 0.0;
}
ub_base.depthRange[0] = viewZScale;
ub_base.depthRange[1] = viewZCenter;
ub_base.depthRange[2] = viewZCenter;
ub_base.depthRange[3] = viewZInvScale;
}
}
void ShaderManagerVulkan::LightUpdateUniforms(uint64_t dirtyUniforms) {
// Lighting
if (dirtyUniforms & DIRTY_AMBIENT) {
Uint8x3ToFloat4_AlphaUint8(ub_lights.ambientColor, gstate.ambientcolor, gstate.getAmbientA());
}
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
Uint8x3ToFloat4(ub_lights.materialDiffuse, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
Uint8x3ToFloat4(ub_lights.materialEmissive, gstate.materialemissive);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
Uint8x3ToFloat4_Alpha(ub_lights.materialSpecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
CopyFloat3To4(ub_lights.lpos[i], vec);
} else {
ExpandFloat24x3ToFloat4(ub_lights.lpos[i], &gstate.lpos[i * 3]);
}
ExpandFloat24x3ToFloat4(ub_lights.ldir[i], &gstate.ldir[i * 3]);
ExpandFloat24x3ToFloat4(ub_lights.latt[i], &gstate.latt[i * 3]);
CopyFloat1To4(ub_lights.lightAngle[i], getFloat24(gstate.lcutoff[i]));
CopyFloat1To4(ub_lights.lightSpotCoef[i], getFloat24(gstate.lconv[i]));
Uint8x3ToFloat4(ub_lights.lightAmbient[i], gstate.lcolor[i * 3]);
Uint8x3ToFloat4(ub_lights.lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
Uint8x3ToFloat4(ub_lights.lightSpecular[i], gstate.lcolor[i * 3 + 2]);
}
}
}
void ShaderManagerVulkan::BoneUpdateUniforms(uint64_t dirtyUniforms) {
for (int i = 0; i < 8; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(ub_bones.bones[i], gstate.boneMatrix + 12 * i);
}
}
}
void ShaderManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
@@ -429,11 +222,11 @@ uint64_t ShaderManagerVulkan::UpdateUniforms() {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
if (dirty & DIRTY_BASE_UNIFORMS)
BaseUpdateUniforms(dirty);
BaseUpdateUniforms(&ub_base, dirty, false);
if (dirty & DIRTY_LIGHT_UNIFORMS)
LightUpdateUniforms(dirty);
LightUpdateUniforms(&ub_lights, dirty);
if (dirty & DIRTY_BONE_UNIFORMS)
BoneUpdateUniforms(dirty);
BoneUpdateUniforms(&ub_bones, dirty);
}
gstate_c.CleanUniforms();
return dirty;
+1 -102
View File
@@ -27,104 +27,7 @@
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "math/lin/matrix4x4.h"
void ConvertProjMatrixToVulkan(Matrix4x4 & in);
// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
};
// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
// 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
struct UB_VS_FS_Base {
float proj[16];
float proj_through[16];
float view[16];
float world[16];
float tex[16]; // not that common, may want to break out
float uvScaleOffset[4];
float depthRange[4];
float fogCoef_stencil[4];
float matAmbient[4];
// Fragment data
float fogColor[4];
float texEnvColor[4];
int alphaColorRef[4];
int colorTestMask[4];
float blendFixA[4];
float blendFixB[4];
float texClamp[4];
float texClampOffset[4];
};
static const char *ub_baseStr =
R"( mat4 proj_mtx;
mat4 proj_through_mtx;
mat4 view_mtx;
mat4 world_mtx;
mat4 tex_mtx;
vec4 uvscaleoffset;
vec4 depthRange;
vec3 fogcoef_stencilreplace;
vec4 matambientalpha;
vec3 fogcolor;
vec3 texenv;
ivec4 alphacolorref;
ivec4 alphacolormask;
vec3 blendFixA;
vec3 blendFixB;
vec4 texclamp;
vec2 texclampoff;
)";
// 576 bytes. Can we get down to 512?
struct UB_VS_Lights {
float ambientColor[4];
float materialDiffuse[4];
float materialSpecular[4];
float materialEmissive[4];
float lpos[4][4];
float ldir[4][4];
float latt[4][4];
float lightAngle[4][4]; // TODO: Merge with lightSpotCoef, use .xy
float lightSpotCoef[4][4];
float lightAmbient[4][4];
float lightDiffuse[4][4];
float lightSpecular[4][4];
};
static const char *ub_vs_lightsStr =
R"( vec4 globalAmbient;
vec3 matdiffuse;
vec4 matspecular;
vec3 matemissive;
vec3 pos[4];
vec3 dir[4];
vec3 att[4];
float angle[4];
float spotCoef[4];
vec3 ambient[4];
vec3 diffuse[4];
vec3 specular[4];
)";
// With some cleverness, we could get away with uploading just half this when only the four first
// bones are being used. This is 512b, 256b would be great.
// Could also move to 4x3 matrices - would let us fit 5 bones into 256b.
struct UB_VS_Bones {
float bones[8][16];
};
static const char *ub_vs_bonesStr =
R"( mat4 m[8];
)";
#include "GPU/Common/ShaderUniforms.h"
class VulkanContext;
class VulkanPushBuffer;
@@ -215,10 +118,6 @@ public:
uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
private:
void BaseUpdateUniforms(uint64_t dirtyUniforms);
void LightUpdateUniforms(uint64_t dirtyUniforms);
void BoneUpdateUniforms(uint64_t dirtyUniforms);
void Clear();
VulkanContext *vulkan_;
+5 -4
View File
@@ -78,16 +78,17 @@ static const VkComponentMapping VULKAN_1555_SWIZZLE = { VK_COMPONENT_SWIZZLE_B,
static const VkComponentMapping VULKAN_565_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
static const VkComponentMapping VULKAN_8888_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
CachedTextureVulkan::~CachedTextureVulkan() {
delete texture_;
}
SamplerCache::~SamplerCache() {
for (auto iter : cache_) {
vulkan_->Delete().QueueDeleteSampler(iter.second);
}
}
CachedTextureVulkan::~CachedTextureVulkan() {
delete texture_;
}
VkSampler SamplerCache::GetOrCreateSampler(const SamplerCacheKey &key) {
auto iter = cache_.find(key);
if (iter != cache_.end()) {
-22
View File
@@ -37,28 +37,6 @@ class VulkanTexture;
class VulkanPushBuffer;
class VulkanDeviceAllocator;
struct SamplerCacheKey {
SamplerCacheKey() : fullKey(0) {}
union {
u32 fullKey;
struct {
bool mipEnable : 1;
bool minFilt : 1;
bool mipFilt : 1;
bool magFilt : 1;
bool sClamp : 1;
bool tClamp : 1;
int lodBias : 4;
int maxLevel : 4;
};
};
bool operator < (const SamplerCacheKey &other) const {
return fullKey < other.fullKey;
}
};
class CachedTextureVulkan {
public:
CachedTextureVulkan() : texture_(nullptr) {
+1 -1
View File
@@ -304,7 +304,7 @@ bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer, bool *uses
bool distanceNeeded = false;
if (enableLighting) {
WRITE(p, " vec4 lightSum0 = light.globalAmbient * %s + vec4(light.matemissive, 0.0);\n", ambientStr);
WRITE(p, " vec4 lightSum0 = light.u_ambient * %s + vec4(light.matemissive, 0.0);\n", ambientStr);
for (int i = 0; i < 4; i++) {
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
+8 -2
View File
@@ -44,6 +44,7 @@
#include "Common/KeyMap.h"
#include "Common/FileUtil.h"
#include "Common/OSVersion.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/System.h"
@@ -153,14 +154,19 @@ void GameSettingsScreen::CreateViews() {
tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan (experimental)" };
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11 (experimental)", "Vulkan (experimental)" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
#if !defined(_WIN32)
renderingBackendChoice->HideChoice(1); // D3D9
renderingBackendChoice->HideChoice(2); // D3D11
#else
renderingBackendChoice->HideChoice(2); // D3D11
if (!DoesVersionMatchWindows(6, 2)) {
// Hide the D3D11 choice if Windows version is older than Windows 8.
// We will later be able to support Windows 7 and Vista (unofficially) as well,
// but we currently depend on a texture format that's only available in Win8+.
renderingBackendChoice->HideChoice(2); // D3D11
}
#endif
#if !defined(_WIN32)
// TODO: Add dynamic runtime check for Vulkan support on Android
+11 -7
View File
@@ -1,3 +1,4 @@
#include "base/display.h"
#include "Windows/GEDebugger/CtrlDisplayListView.h"
#include "Windows/GEDebugger/GEDebugger.h"
#include "Windows/InputBox.h"
@@ -43,12 +44,15 @@ CtrlDisplayListView::CtrlDisplayListView(HWND _wnd)
SetScrollRange(wnd, SB_VERT, -1,1,TRUE);
instructionSize = 4;
rowHeight = g_Config.iFontHeight+2;
charWidth = g_Config.iFontWidth;
font = CreateFont(rowHeight-2,charWidth,0,0,FW_DONTCARE,FALSE,FALSE,FALSE,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,DEFAULT_PITCH,
int fontHeight = g_Config.iFontHeight / g_dpi_scale;
int charWidth = g_Config.iFontWidth / g_dpi_scale;
rowHeight = fontHeight +2;
font = CreateFont(fontHeight,charWidth,0,0,FW_DONTCARE,FALSE,FALSE,FALSE,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,DEFAULT_PITCH,
L"Lucida Console");
boldfont = CreateFont(rowHeight-2,charWidth,0,0,FW_DEMIBOLD,FALSE,FALSE,FALSE,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,DEFAULT_PITCH,
boldfont = CreateFont(fontHeight,charWidth,0,0,FW_DEMIBOLD,FALSE,FALSE,FALSE,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,DEFAULT_PITCH,
L"Lucida Console");
pixelPositions.addressStart = 16;
@@ -58,9 +62,9 @@ CtrlDisplayListView::CtrlDisplayListView(HWND _wnd)
validDisplayList = false;
}
CtrlDisplayListView::~CtrlDisplayListView()
{
CtrlDisplayListView::~CtrlDisplayListView() {
DeleteObject(font);
DeleteObject(boldfont);
}
CtrlDisplayListView *CtrlDisplayListView::getFrom(HWND hwnd)
-1
View File
@@ -20,7 +20,6 @@ class CtrlDisplayListView
u32 selectRangeEnd;
int visibleRows;
int charWidth;
int rowHeight;
int instructionSize;
bool hasFocus;
+27 -30
View File
@@ -22,6 +22,9 @@ D3D11Context::~D3D11Context() {
void D3D11Context::SwapBuffers() {
draw_->HandleEvent(Draw::Event::PRESENT_REQUESTED);
// Might be a good idea.
// context_->ClearState();
//
}
void D3D11Context::SwapInterval(int interval) {
@@ -70,52 +73,46 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
if (FAILED(hr))
return false;
#ifdef _DEBUG
if (SUCCEEDED(device_->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3dDebug_))) {
if (SUCCEEDED(d3dDebug_->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3dInfoQueue_))) {
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
//d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
}
}
#endif
draw_ = Draw::T3DCreateD3D11Context(device_, context_, hWnd_);
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER);
return true;
}
void D3D11Context::Resize() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER);
// This should only be called from the emu thread.
/*
int xres, yres;
GetRes(hWnd, xres, yres);
bool w_changed = pp.BackBufferWidth != xres;
bool h_changed = pp.BackBufferHeight != yres;
if (device && (w_changed || h_changed)) {
pp.BackBufferWidth = xres;
pp.BackBufferHeight = yres;
HRESULT hr = device_->Reset(&pp);
if (FAILED(hr)) {
// Had to remove DXGetErrorStringA calls here because dxerr.lib is deprecated and will not link with VS 2015.
ERROR_LOG_REPORT(G3D, "Unable to reset D3D device");
PanicAlert("Unable to reset D3D11 device");
}
}
*/
draw_->HandleEvent(Draw::Event::RESIZED);
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER);
}
void D3D11Context::Shutdown() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER);
delete draw_;
draw_ = nullptr;
context_->ClearState();
context_->Flush();
#ifdef _DEBUG
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
d3dDebug_->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
d3dDebug_->Release();
d3dInfoQueue_->Release();
#endif
context_->Release();
context_ = nullptr;
device_->Release();
device_ = nullptr;
/*
DX9::DestroyShaders();
device->EndScene();
device->Release();
d3d->Release();
UnloadD3DXDynamic();
DX9::pD3Ddevice = nullptr;
DX9::pD3DdeviceEx = nullptr;
DX9::pD3D = nullptr;
*/
hWnd_ = nullptr;
// FreeLibrary(hD3D11);
// hD3D11 = nullptr;
}
+8 -3
View File
@@ -39,9 +39,14 @@ public:
Draw::DrawContext *GetDrawContext() override { return draw_; }
private:
Draw::DrawContext *draw_;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
Draw::DrawContext *draw_ = nullptr;
ID3D11Device *device_ = nullptr;
ID3D11DeviceContext *context_ = nullptr;
#ifdef _DEBUG
ID3D11Debug *d3dDebug_ = nullptr;
ID3D11InfoQueue *d3dInfoQueue_ = nullptr;
#endif
D3D_DRIVER_TYPE driverType_;
D3D_FEATURE_LEVEL featureLevel_ = D3D_FEATURE_LEVEL_11_0;
+2 -80
View File
@@ -19,6 +19,8 @@
#include <cmath>
#include "Common/CommonWindows.h"
#include "Common/OSVersion.h"
#include <Wbemidl.h>
#include <shellapi.h>
#include <mmsystem.h>
@@ -85,86 +87,6 @@ void Vibrate(int length_ms) {
// Ignore on PC
}
bool DoesVersionMatchWindows(const u32 major, const u32 minor, const u32 spMajor = 0, const u32 spMinor = 0) {
u64 conditionMask = 0;
OSVERSIONINFOEX osvi;
ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
osvi.dwOSVersionInfoSize = sizeof(osvi);
osvi.dwMajorVersion = major;
osvi.dwMinorVersion = minor;
osvi.wServicePackMajor = spMajor;
osvi.wServicePackMinor = spMinor;
u32 op = VER_EQUAL;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, op);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, op);
VER_SET_CONDITION(conditionMask, VER_SERVICEPACKMAJOR, op);
VER_SET_CONDITION(conditionMask, VER_SERVICEPACKMINOR, op);
const u32 typeMask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR | VER_SERVICEPACKMINOR;
return VerifyVersionInfo(&osvi, typeMask, conditionMask) != FALSE;
}
std::string GetWindowsVersion() {
const bool IsWindowsXPSP2 = DoesVersionMatchWindows(5, 1, 2, 0);
const bool IsWindowsXPSP3 = DoesVersionMatchWindows(5, 1, 3, 0);
const bool IsWindowsVista = DoesVersionMatchWindows(6, 0);
const bool IsWindowsVistaSP1 = DoesVersionMatchWindows(6, 0, 1, 0);
const bool IsWindowsVistaSP2 = DoesVersionMatchWindows(6, 0, 2, 0);
const bool IsWindows7 = DoesVersionMatchWindows(6, 1);
const bool IsWindows7SP1 = DoesVersionMatchWindows(6, 1, 1, 0);
const bool IsWindows8 = DoesVersionMatchWindows(6, 2);
const bool IsWindows8_1 = DoesVersionMatchWindows(6, 3);
if (IsWindowsXPSP2)
return "Microsoft Windows XP, Service Pack 2";
if (IsWindowsXPSP3)
return "Microsoft Windows XP, Service Pack 3";
if (IsWindowsVista)
return "Microsoft Windows Vista";
if (IsWindowsVistaSP1)
return "Microsoft Windows Vista, Service Pack 1";
if (IsWindowsVistaSP2)
return "Microsoft Windows Vista, Service Pack 2";
if (IsWindows7)
return "Microsoft Windows 7";
if (IsWindows7SP1)
return "Microsoft Windows 7, Service Pack 1";
if (IsWindows8)
return "Microsoft Windows 8 or greater"; // "Applications not manifested for Windows 10 will return the Windows 8 OS version value (6.2)."
if (IsWindows8_1)
return "Microsoft Windows 8.1";
return "Unsupported version of Microsoft Windows.";
}
std::string GetWindowsSystemArchitecture() {
SYSTEM_INFO sysinfo;
ZeroMemory(&sysinfo, sizeof(SYSTEM_INFO));
GetNativeSystemInfo(&sysinfo);
if (sysinfo.wProcessorArchitecture & PROCESSOR_ARCHITECTURE_AMD64)
return "(x64)";
// Need to check for equality here, since ANDing with 0 is always 0.
else if (sysinfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_INTEL)
return "(x86)";
else if (sysinfo.wProcessorArchitecture & PROCESSOR_ARCHITECTURE_ARM)
return "(ARM)";
else
return "(Unknown)";
}
// Adapted mostly as-is from http://www.gamedev.net/topic/495075-how-to-retrieve-info-about-videocard/?view=findpost&p=4229170
// so credit goes to that post's author, and in turn, the author of the site mentioned in that post (which seems to be down?).
std::string GetVideoCardDriverVersion() {
+1
View File
@@ -224,6 +224,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/GPU/Common/TransformCommon.cpp.arm \
$(SRC)/GPU/Common/TextureDecoder.cpp \
$(SRC)/GPU/Common/PostShader.cpp \
$(SRC)/GPU/Common/ShaderUniforms.cpp \
$(SRC)/GPU/Debugger/Breakpoints.cpp \
$(SRC)/GPU/Debugger/Stepping.cpp \
$(SRC)/GPU/GLES/FramebufferManagerGLES.cpp \
+1 -1
Submodule dx9sdk updated: a2e5de9de3...7324553f8f.
+13
View File
@@ -39,6 +39,19 @@ void OutputDebugStringUTF8(const char *p) {
#endif
std::string LineNumberString(const std::string &str) {
std::stringstream input(str);
std::stringstream output;
std::string line;
int lineNumber = 1;
while (std::getline(input, line)) {
output << std::setw(4) << lineNumber++ << ": " << line << std::endl;
}
return output.str();
}
void StringTrimEndNonAlphaNum(char *str) {
ssize_t n = strlen(str);
while (!isalnum(str[n]) && n >= 0) {
+3
View File
@@ -25,6 +25,9 @@ public:
}
};
// Useful for shaders with error messages..
std::string LineNumberString(const std::string &str);
// Other simple string utilities.
inline bool startsWith(const std::string &str, const std::string &what) {
+4 -1
View File
@@ -3,8 +3,11 @@
#include <inttypes.h>
#include <cstring>
// Utilities useful for filling in std140-layout uniform buffers.
#ifdef _M_SSE
#include <emmintrin.h>>
#endif
// Utilities useful for filling in std140-layout uniform buffers, and similar.
// LSBs in f[0], etc.
// Could be SSE optimized.
+8 -1
View File
@@ -316,6 +316,8 @@ enum class NativeObject {
CONTEXT,
DEVICE,
DEVICE_EX,
BACKBUFFER_COLOR_VIEW,
BACKBUFFER_DEPTH_VIEW,
};
enum FBColorDepth {
@@ -345,6 +347,7 @@ enum class Event {
// These happen on D3D resize
LOST_BACKBUFFER,
GOT_BACKBUFFER,
RESIZED,
PRESENT_REQUESTED,
};
@@ -456,6 +459,7 @@ public:
class Pipeline : public RefCountedObject {
public:
virtual ~Pipeline() {}
virtual bool RequiresBuffer() = 0;
};
@@ -532,6 +536,8 @@ struct DeviceCaps {
bool tesselationShaderSupported;
bool multiViewport;
bool dualSourceBlend;
bool framebufferCopySupported;
bool framebufferBlitSupported;
};
struct TextureDesc {
@@ -578,7 +584,7 @@ public:
// Copies data from the CPU over into the buffer, at a specific offset. This does not change the size of the buffer and cannot write outside it.
virtual void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) = 0;
virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) = 0;
virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) = 0;
virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) = 0;
// These functions should be self explanatory.
@@ -610,6 +616,7 @@ public:
BindTextures(stage, 1, &texture);
} // from sampler 0 and upwards
// Call this with 0 to signal that you have been drawing on your own, and need the state reset on the next pipeline bind.
virtual void BindPipeline(Pipeline *pipeline) = 0;
// TODO: Add more sophisticated draws with buffer offsets, and multidraws.
+134 -55
View File
@@ -45,7 +45,7 @@ public:
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
// These functions should be self explanatory.
@@ -100,18 +100,16 @@ public:
return (uintptr_t)device_;
case NativeObject::CONTEXT:
return (uintptr_t)context_;
case NativeObject::BACKBUFFER_COLOR_VIEW:
return (uintptr_t)bbRenderTargetView_;
case NativeObject::BACKBUFFER_DEPTH_VIEW:
return (uintptr_t)bbDepthStencilView_;
default:
return 0;
}
}
void HandleEvent(Event ev) override {
switch (ev) {
case Event::PRESENT_REQUESTED:
swapChain_->Present(0, 0);
break;
}
}
void HandleEvent(Event ev) override;
private:
void ApplyCurrentState();
@@ -126,6 +124,9 @@ private:
ID3D11Texture2D *bbDepthStencilTex_ = nullptr;
ID3D11DepthStencilView *bbDepthStencilView_ = nullptr;
ID3D11RenderTargetView *curRenderTargetView_ = nullptr;
ID3D11DepthStencilView *curDepthStencilView_ = nullptr;
D3D11Pipeline *curPipeline_;
DeviceCaps caps_;
@@ -179,6 +180,10 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *co
dxgiDevice->Release();
}
caps_.dualSourceBlend = true;
caps_.depthRangeMinusOneToOne = false;
caps_.framebufferBlitSupported = false;
int width;
int height;
GetRes(hWnd_, width, height);
@@ -202,44 +207,6 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *co
dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return;
hr = device_->CreateRenderTargetView(pBackBuffer, nullptr, &bbRenderTargetView_);
pBackBuffer->Release();
if (FAILED(hr))
return;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth{};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &bbDepthStencilTex_);
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV{};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(bbDepthStencilTex_, &descDSV, &bbDepthStencilView_);
context_->OMSetRenderTargets(1, &bbRenderTargetView_, bbDepthStencilView_);
CreatePresets();
}
@@ -247,6 +214,79 @@ D3D11DrawContext::~D3D11DrawContext() {
}
void D3D11DrawContext::HandleEvent(Event ev) {
switch (ev) {
case Event::PRESENT_REQUESTED:
swapChain_->Present(0, 0);
break;
case Event::RESIZED: {
int width;
int height;
GetRes(hWnd_, width, height);
swapChain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
break;
}
case Event::LOST_BACKBUFFER: {
if (curRenderTargetView_ == bbRenderTargetView_ || curDepthStencilView_ == bbDepthStencilView_) {
ID3D11RenderTargetView *view = nullptr;
context_->OMSetRenderTargets(1, &view, nullptr);
curRenderTargetView_ = nullptr;
curDepthStencilView_ = nullptr;
}
bbRenderTargetView_->Release();
bbRenderTargetView_ = nullptr;
bbDepthStencilView_->Release();
bbDepthStencilView_ = nullptr;
bbDepthStencilTex_->Release();
bbDepthStencilTex_ = nullptr;
break;
}
case Event::GOT_BACKBUFFER: {
int width;
int height;
GetRes(hWnd_, width, height);
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
HRESULT hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return;
hr = device_->CreateRenderTargetView(pBackBuffer, nullptr, &bbRenderTargetView_);
pBackBuffer->Release();
if (FAILED(hr))
return;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth{};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &bbDepthStencilTex_);
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV{};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(bbDepthStencilTex_, &descDSV, &bbDepthStencilView_);
context_->OMSetRenderTargets(1, &bbRenderTargetView_, bbDepthStencilView_);
curRenderTargetView_ = bbRenderTargetView_;
curDepthStencilView_ = bbDepthStencilView_;
break;
}
}
}
void D3D11DrawContext::SetViewports(int count, Viewport *viewports) {
D3D11_VIEWPORT vp[4];
for (int i = 0; i < count; i++) {
@@ -792,6 +832,18 @@ void D3D11DrawContext::UpdateDynamicUniformBuffer(const void *ub, size_t size) {
}
void D3D11DrawContext::BindPipeline(Pipeline *pipeline) {
if (pipeline == nullptr) {
// This is a signal to forget all our caching.
curBlend_ = nullptr;
curDepth_ = nullptr;
curRaster_ = nullptr;
curPS_ = nullptr;
curVS_ = nullptr;
curGS_ = nullptr;
curInputLayout_ = nullptr;
curTopology_ = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
}
D3D11Pipeline *dPipeline = (D3D11Pipeline *)pipeline;
if (curPipeline_ == dPipeline)
return;
@@ -840,7 +892,6 @@ void D3D11DrawContext::ApplyCurrentState() {
if (nextIndexBuffer_) {
context_->IASetIndexBuffer(nextIndexBuffer_, DXGI_FORMAT_R32_UINT, nextIndexBufferOffset_);
}
if (curPipeline_->dynamicUniforms) {
context_->VSSetConstantBuffers(0, 1, &curPipeline_->dynamicUniforms);
}
@@ -1081,33 +1132,57 @@ void D3D11DrawContext::BindSamplerStates(int start, int count, SamplerState **st
}
void D3D11DrawContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
if (mask & ClearFlag::COLOR) {
if ((mask & ClearFlag::COLOR) && curRenderTargetView_) {
float colorRGBA[4];
Uint8x1ToFloat4(colorRGBA, colorval);
context_->ClearRenderTargetView(bbRenderTargetView_, colorRGBA);
Uint8x4ToFloat4(colorRGBA, colorval);
context_->ClearRenderTargetView(curRenderTargetView_, colorRGBA);
}
if (mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) {
if ((mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) && curDepthStencilView_) {
UINT clearFlag = 0;
if (mask & ClearFlag::DEPTH)
clearFlag |= D3D11_CLEAR_DEPTH;
if (mask & ClearFlag::STENCIL)
clearFlag |= D3D11_CLEAR_STENCIL;
context_->ClearDepthStencilView(bbDepthStencilView_, clearFlag, depthVal, stencilVal);
context_->ClearDepthStencilView(curDepthStencilView_, clearFlag, depthVal, stencilVal);
}
}
void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {
void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) {
D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
// CopySubResource ?
ID3D11Texture2D *srcTex = nullptr;
ID3D11Texture2D *dstTex = nullptr;
switch (channelBits) {
case FB_COLOR_BIT:
srcTex = src->colorTex;
dstTex = dst->colorTex;
break;
case FB_DEPTH_BIT:
srcTex = src->depthStencilTex;
dstTex = dst->depthStencilTex;
break;
}
// TODO: Check for level too!
if (width == src->width && width == dst->width && height == src->height && height == dst->height && x == 0 && y == 0 && z == 0 && dstX == 0 && dstY == 0 && dstZ == 0) {
// Don't need to specify region. This might be faster, too.
context_->CopyResource(dstTex, srcTex);
return;
}
if (channelBits != FB_DEPTH_BIT) {
// Non-full copies are not supported for the depth channel.
D3D11_BOX srcBox{ (UINT)x, (UINT)y, (UINT)z, (UINT)(x + width), (UINT)(y + height), (UINT)(z + depth) };
context_->CopySubresourceRegion(dstTex, dstLevel, dstX, dstY, dstZ, srcTex, level, &srcBox);
}
}
bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) {
D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
// Unfortunately D3D11 has no equivalent to this, gotta render a quad.
// Unfortunately D3D11 has no equivalent to this, gotta render a quad. Well, in some cases we can issue a copy instead.
return true;
}
@@ -1115,6 +1190,8 @@ bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1,
void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {
D3D11Framebuffer *fb = (D3D11Framebuffer *)fbo;
context_->OMSetRenderTargets(1, &fb->colorRTView, fb->depthStencilRTView);
curRenderTargetView_ = fb->colorRTView;
curDepthStencilView_ = fb->depthStencilRTView;
}
// color must be 0, for now.
@@ -1129,6 +1206,8 @@ void D3D11DrawContext::BindFramebufferForRead(Framebuffer *fbo) {
void D3D11DrawContext::BindBackbufferAsRenderTarget() {
context_->OMSetRenderTargets(1, &bbRenderTargetView_, bbDepthStencilView_);
curRenderTargetView_ = bbRenderTargetView_;
curDepthStencilView_ = bbDepthStencilView_;
}
uintptr_t D3D11DrawContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) {
+3 -1
View File
@@ -478,7 +478,7 @@ public:
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override {}
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override {}
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
// These functions should be self explanatory.
@@ -595,6 +595,8 @@ D3D9Context::D3D9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, ID
caps_.preferredDepthBufferFormat = DataFormat::D24_S8;
caps_.dualSourceBlend = false;
caps_.tesselationShaderSupported = false;
caps_.framebufferBlitSupported = true;
caps_.framebufferCopySupported = false;
if (d3d) {
D3DDISPLAYMODE displayMode;
d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode);
+21 -8
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@@ -469,7 +469,7 @@ public:
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
// These functions should be self explanatory.
@@ -615,6 +615,7 @@ OpenGLContext::OpenGLContext() {
} else {
caps_.preferredDepthBufferFormat = DataFormat::D24_S8;
}
caps_.framebufferBlitSupported = gl_extensions.NV_framebuffer_blit || gl_extensions.ARB_framebuffer_object;
}
OpenGLContext::~OpenGLContext() {
@@ -1506,29 +1507,41 @@ void OpenGLContext::BindFramebufferForRead(Framebuffer *fbo) {
fbo_bind_fb_target(true, fb->handle);
}
void OpenGLContext::CopyFramebufferImage(Framebuffer *fbsrc, int srcLevel, int srcX, int srcY, int srcZ, Framebuffer *fbdst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {
void OpenGLContext::CopyFramebufferImage(Framebuffer *fbsrc, int srcLevel, int srcX, int srcY, int srcZ, Framebuffer *fbdst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) {
OpenGLFramebuffer *src = (OpenGLFramebuffer *)fbsrc;
OpenGLFramebuffer *dst = (OpenGLFramebuffer *)fbdst;
GLuint srcTex = 0;
GLuint dstTex = 0;
switch (channelBits) {
case FB_COLOR_BIT:
srcTex = src->color_texture;
dstTex = dst->color_texture;
break;
case FB_DEPTH_BIT:
srcTex = src->z_buffer ? src->z_buffer : src->z_stencil_buffer;
dstTex = dst->z_buffer ? dst->z_buffer : dst->z_stencil_buffer;
break;
}
#if defined(USING_GLES2)
#ifndef IOS
glCopyImageSubDataOES(
src->color_texture, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dst->color_texture, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
srcTex, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dstTex, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
width, height, depth);
return;
#endif
#else
if (gl_extensions.ARB_copy_image) {
glCopyImageSubData(
src->color_texture, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dst->color_texture, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
srcTex, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dstTex, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
width, height, depth);
return;
} else if (gl_extensions.NV_copy_image) {
// Older, pre GL 4.x NVIDIA cards.
glCopyImageSubDataNV(
src->color_texture, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dst->color_texture, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
srcTex, GL_TEXTURE_2D, srcLevel, srcX, srcY, srcZ,
dstTex, GL_TEXTURE_2D, dstLevel, dstX, dstY, dstZ,
width, height, depth);
return;
}
+29 -10
View File
@@ -340,7 +340,7 @@ public:
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
// These functions should be self explanatory.
@@ -639,7 +639,9 @@ VKContext::VKContext(VulkanContext *vulkan)
caps_.tesselationShaderSupported = vulkan->GetFeaturesAvailable().tessellationShader != 0;
caps_.multiViewport = vulkan->GetFeaturesAvailable().multiViewport != 0;
caps_.dualSourceBlend = vulkan->GetFeaturesAvailable().dualSrcBlend != 0;
caps_.framebufferBlitSupported = true;
caps_.framebufferCopySupported = true;
caps_.preferredDepthBufferFormat = DataFormat::D24_S8;
device_ = vulkan->GetDevice();
queue_ = vulkan->GetGraphicsQueue();
@@ -903,7 +905,7 @@ Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
return nullptr;
}
if (desc.uniformDesc) {
pipeline->dynamicUniformSize = desc.uniformDesc->uniformBufferSize;
pipeline->dynamicUniformSize = (int)desc.uniformDesc->uniformBufferSize;
}
return pipeline;
@@ -1280,17 +1282,34 @@ Framebuffer *VKContext::CreateFramebuffer(const FramebufferDesc &desc) {
return fb;
}
void VKContext::CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {}
bool VKContext::BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; }
void VKContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) {
VKFramebuffer *src = (VKFramebuffer *)srcfb;
VKFramebuffer *dst = (VKFramebuffer *)dstfb;
}
bool VKContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) {
VKFramebuffer *src = (VKFramebuffer *)srcfb;
VKFramebuffer *dst = (VKFramebuffer *)dstfb;
return true;
}
// These functions should be self explanatory.
void VKContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {}
void VKContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {
VKFramebuffer *fb = (VKFramebuffer *)fbo;
}
// color must be 0, for now.
void VKContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {}
void VKContext::BindFramebufferForRead(Framebuffer *fbo) {}
void VKContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {
VKFramebuffer *fb = (VKFramebuffer *)fbo;
void VKContext::BindBackbufferAsRenderTarget() {}
uintptr_t VKContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) { return 0; }
}
void VKContext::BindFramebufferForRead(Framebuffer *fbo) { /* noop */ }
void VKContext::BindBackbufferAsRenderTarget() {
}
uintptr_t VKContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) {
return 0;
}
void VKContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) {
VKFramebuffer *fb = (VKFramebuffer *)fbo;