// 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 #include #include #include "Common/Common.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/GPU/thin3d.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Debugger/Stepping.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/DrawEngineD3D11.h" #ifdef _M_SSE #include #endif static const char *vscode = "struct VS_IN {\n" " float4 ObjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" "};\n" "struct VS_OUT {\n" " float2 Uv : TEXCOORD0;\n" " float4 ProjPos : SV_Position;\n" "};\n" "VS_OUT main(VS_IN In) {\n" " VS_OUT Out;\n" " Out.ProjPos = In.ObjPos;\n" " Out.Uv = In.Uv;\n" " return Out;\n" "}\n"; static const char *pscode = "SamplerState samp : register(s0);\n" "Texture2D tex : register(t0);\n" "struct PS_IN {\n" " float2 Uv : TEXCOORD0;\n" "};\n" "float4 main( PS_IN In ) : SV_Target {\n" " float4 c = tex.Sample(samp, In.Uv);\n" " return c;\n" "}\n"; const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_QuadVertexElements[2] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, }, }; FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw) : FramebufferManagerCommon(draw) { device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE); context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); featureLevel_ = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL); std::vector bytecode; std::string errorMsg; quadVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode, featureLevel_); quadPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode), featureLevel_); ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, ARRAY_SIZE(g_QuadVertexElements), bytecode.data(), bytecode.size(), &quadInputLayout_)); // STRIP geometry static const float fsCoord[20] = { -1.0f,-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; D3D11_BUFFER_DESC vb{}; vb.ByteWidth = 20 * 4; vb.Usage = D3D11_USAGE_IMMUTABLE; vb.CPUAccessFlags = 0; vb.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA data{ fsCoord }; ASSERT_SUCCESS(device_->CreateBuffer(&vb, &data, &fsQuadBuffer_)); vb.Usage = D3D11_USAGE_DYNAMIC; vb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &quadBuffer_)); D3D11_TEXTURE2D_DESC desc{}; desc.CPUAccessFlags = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Width = 1; desc.Height = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &nullTexture_)); ASSERT_SUCCESS(device_->CreateShaderResourceView(nullTexture_, nullptr, &nullTextureView_)); uint32_t nullData[1]{}; context_->UpdateSubresource(nullTexture_, 0, nullptr, nullData, 1, 0); presentation_->SetLanguage(HLSL_D3D11); preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM; } FramebufferManagerD3D11::~FramebufferManagerD3D11() { // Drawing cleanup if (quadVertexShader_) quadVertexShader_->Release(); if (quadPixelShader_) quadPixelShader_->Release(); quadInputLayout_->Release(); quadBuffer_->Release(); fsQuadBuffer_->Release(); // Stencil cleanup for (int i = 0; i < 256; i++) { if (stencilMaskStates_[i]) stencilMaskStates_[i]->Release(); } if (stencilUploadPS_) stencilUploadPS_->Release(); if (stencilUploadVS_) stencilUploadVS_->Release(); if (stencilUploadInputLayout_) stencilUploadInputLayout_->Release(); if (stencilValueBuffer_) stencilValueBuffer_->Release(); if (nullTextureView_) nullTextureView_->Release(); if (nullTexture_) nullTexture_->Release(); } void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) { textureCache_ = tc; } void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) { shaderManager_ = sm; } void FramebufferManagerD3D11::SetDrawEngine(DrawEngineD3D11 *td) { drawEngine_ = td; } void FramebufferManagerD3D11::Bind2DShader() { context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, 0, 0); context_->VSSetShader(quadVertexShader_, 0, 0); } static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) { size_t x = 0; #ifdef _M_SSE size_t sseSize = (c / 4) * 4; const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF); const __m128i dstMask = _mm_set1_epi32(0xFF000000); __m128i *dst = (__m128i *)dstp; const __m128i *src = (const __m128i *)srcp; for (; x < sseSize; x += 4) { const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask); const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask); _mm_store_si128(dst, _mm_or_si128(bits24, bits8)); dst++; src++; } #endif // Copy the remaining pixels that didn't fit in SSE. for (; x < c; ++x) { memcpy(dstp + x, srcp + x, 3); } } // Nobody calls this yet. void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } const u32 z_address = vfb->z_address; // TODO } void FramebufferManagerD3D11::EndFrame() { }