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ppsspp/GPU/D3D11/FramebufferManagerD3D11.cpp
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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/.
#include <algorithm>
#include <d3d11.h>
#include <D3Dcompiler.h>
#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 <emmintrin.h>
#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<float4> 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<uint8_t> 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() {
}