ppsspp/GPU/D3D11/FramebufferManagerD3D11.h

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// Copyright (c) 2012- PPSSPP Project.
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// 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;
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// 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;
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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
};