ppsspp/GPU/D3D11/FramebufferManagerD3D11.h
2017-06-02 17:04:08 +02:00

157 lines
5.4 KiB
C++

// 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);
void SetDrawEngine(DrawEngineD3D11 *td) {
drawEngine_ = td;
}
void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) override;
void DestroyAllFBOs();
void EndFrame();
void Resized() override;
void DeviceLost();
void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
void BindFramebufferAsColorTexture(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 GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) override;
bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) override;
bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) override;
bool GetOutputFramebuffer(GPUDebugBuffer &buffer) override;
virtual void RebindFramebuffer() override;
// TODO: Remove
ID3D11Buffer *GetDynamicQuadBuffer() {
return quadBuffer_;
}
protected:
void DisableState() 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 CompilePostShader();
void BindPostShader(const PostShaderUniforms &uniforms) override;
void Bind2DShader() override;
void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) override;
void PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void SimpleBlit(
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
bool linearFilter);
bool GetDepthStencilBuffer(VirtualFramebuffer *vfb, GPUDebugBuffer &buffer, bool stencil);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D_FEATURE_LEVEL featureLevel_;
// 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 *shaderManagerD3D11_;
DrawEngineD3D11 *drawEngine_;
// Permanent 1:1 readback texture, 512x512 fixed
// For larger debug readbacks, we create/destroy textures on the fly.
ID3D11Texture2D *packTexture_;
// Used by post-processing shader
// Postprocessing
ID3D11VertexShader *postVertexShader_ = nullptr;
ID3D11PixelShader *postPixelShader_ = nullptr;
ID3D11InputLayout *postInputLayout_ = nullptr;
ID3D11Buffer *postConstants_ = nullptr;
static const D3D11_INPUT_ELEMENT_DESC g_PostVertexElements[2];
#if 0
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
#endif
};