mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 08:50:33 +00:00
855 lines
29 KiB
C++
855 lines
29 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "Common/MemoryUtil.h"
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/GPU_D3D11.h"
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const D3D11_PRIMITIVE_TOPOLOGY d3d11prim[8] = {
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D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
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D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
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D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Fans not supported
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Need expansion - though we could do it with geom shaders in most cases
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};
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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enum {
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VERTEX_PUSH_SIZE = 1024 * 1024 * 16,
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INDEX_PUSH_SIZE = 1024 * 1024 * 4,
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};
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static const D3D11_INPUT_ELEMENT_DESC TransformedVertexElements[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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DrawEngineD3D11::DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context)
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: draw_(draw),
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device_(device),
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context_(context),
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vai_(256),
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inputLayoutMap_(32) {
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device1_ = (ID3D11Device1 *)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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context1_ = (ID3D11DeviceContext1 *)draw->GetNativeObject(Draw::NativeObject::CONTEXT_EX);
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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// Vertex pushing buffers. For uniforms we use short DISCARD buffers, but we could use
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// this kind of buffer there as well with D3D11.1. We might be able to use the same buffer
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// for both vertices and indices, and possibly all three data types.
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}
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DrawEngineD3D11::~DrawEngineD3D11() {
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DestroyDeviceObjects();
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
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}
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void DrawEngineD3D11::InitDeviceObjects() {
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pushVerts_ = new PushBufferD3D11(device_, VERTEX_PUSH_SIZE, D3D11_BIND_VERTEX_BUFFER);
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pushInds_ = new PushBufferD3D11(device_, INDEX_PUSH_SIZE, D3D11_BIND_INDEX_BUFFER);
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tessDataTransfer = new TessellationDataTransferD3D11(context_, device_);
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}
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void DrawEngineD3D11::ClearTrackedVertexArrays() {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoD3D11 *vai){
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delete vai;
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});
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vai_.Clear();
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}
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void DrawEngineD3D11::ClearInputLayoutMap() {
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inputLayoutMap_.Iterate([&](const InputLayoutKey &key, ID3D11InputLayout *il) {
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if (il)
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il->Release();
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});
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inputLayoutMap_.Clear();
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}
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void DrawEngineD3D11::Resized() {
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DrawEngineCommon::Resized();
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ClearInputLayoutMap();
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}
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void DrawEngineD3D11::DestroyDeviceObjects() {
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ClearTrackedVertexArrays();
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ClearInputLayoutMap();
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delete tessDataTransfer;
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delete pushVerts_;
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delete pushInds_;
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for (auto &depth : depthStencilCache_) {
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depth.second->Release();
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}
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for (auto &blend : blendCache_) {
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blend.second->Release();
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}
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for (auto &blend1 : blendCache1_) {
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blend1.second->Release();
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}
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for (auto &raster : rasterCache_) {
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raster.second->Release();
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}
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}
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struct DeclTypeInfo {
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DXGI_FORMAT type;
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const char * name;
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};
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static const DeclTypeInfo VComp[] = {
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{ DXGI_FORMAT_UNKNOWN, "NULL" }, // DEC_NONE,
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{ DXGI_FORMAT_R32_FLOAT, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
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{ DXGI_FORMAT_R32G32_FLOAT, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
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{ DXGI_FORMAT_R32G32B32_FLOAT, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
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{ DXGI_FORMAT_R32G32B32A32_FLOAT, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
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{ DXGI_FORMAT_R8G8B8A8_SNORM, "UNUSED" }, // DEC_S8_3,
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{ DXGI_FORMAT_R16G16B16A16_SNORM, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
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{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
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{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
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{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
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{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
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{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
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{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
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{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
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{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
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};
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static void VertexAttribSetup(D3D11_INPUT_ELEMENT_DESC * VertexElement, u8 fmt, u8 offset, const char *semantic, u8 semantic_index = 0) {
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memset(VertexElement, 0, sizeof(D3D11_INPUT_ELEMENT_DESC));
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VertexElement->AlignedByteOffset = offset;
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VertexElement->Format = VComp[fmt].type;
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VertexElement->SemanticName = semantic;
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VertexElement->SemanticIndex = semantic_index;
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}
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ID3D11InputLayout *DrawEngineD3D11::SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
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// TODO: Instead of one for each vshader, we can reduce it to one for each type of shader
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// that reads TEXCOORD or not, etc. Not sure if worth it.
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InputLayoutKey key{ vshader, decFmt.id };
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ID3D11InputLayout *inputLayout = inputLayoutMap_.Get(key);
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if (inputLayout) {
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return inputLayout;
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} else {
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D3D11_INPUT_ELEMENT_DESC VertexElements[8];
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D3D11_INPUT_ELEMENT_DESC *VertexElement = &VertexElements[0];
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// Vertices Elements orders
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// WEIGHT
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if (decFmt.w0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, "TEXCOORD", 1);
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VertexElement++;
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}
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if (decFmt.w1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, "TEXCOORD", 2);
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VertexElement++;
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}
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// TC
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if (decFmt.uvfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, "TEXCOORD", 0);
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VertexElement++;
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}
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// COLOR
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if (decFmt.c0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, "COLOR", 0);
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VertexElement++;
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}
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// Never used ?
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if (decFmt.c1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, "COLOR", 1);
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VertexElement++;
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}
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// NORMAL
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if (decFmt.nrmfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, "NORMAL", 0);
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VertexElement++;
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}
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// POSITION
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// Always
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VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, "POSITION", 0);
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VertexElement++;
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// Create declaration
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HRESULT hr = device_->CreateInputLayout(VertexElements, VertexElement - VertexElements, vshader->bytecode().data(), vshader->bytecode().size(), &inputLayout);
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if (FAILED(hr)) {
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ERROR_LOG(G3D, "Failed to create input layout!");
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inputLayout = nullptr;
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}
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// Add it to map
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inputLayoutMap_.Insert(key, inputLayout);
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return inputLayout;
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}
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}
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void DrawEngineD3D11::SetupVertexDecoder(u32 vertType) {
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SetupVertexDecoderInternal(vertType);
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}
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inline void DrawEngineD3D11::SetupVertexDecoderInternal(u32 vertType) {
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// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
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// into the top of the verttype where there are unused bits.
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const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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// If vtype has changed, setup the vertex decoder.
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if (vertTypeID != lastVType_) {
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dec_ = GetVertexDecoder(vertTypeID);
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lastVType_ = vertTypeID;
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}
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}
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void DrawEngineD3D11::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX)
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Flush();
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// TODO: Is this the right thing to do?
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if (prim == GE_PRIM_KEEP_PREVIOUS) {
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prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
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} else {
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prevPrim_ = prim;
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}
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SetupVertexDecoderInternal(vertType);
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*bytesRead = vertexCount * dec_->VertexSize();
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if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
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return;
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DeferredDrawCall &dc = drawCalls[numDrawCalls];
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dc.verts = verts;
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dc.inds = inds;
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dc.vertType = vertType;
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dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
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dc.prim = prim;
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dc.vertexCount = vertexCount;
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if (g_Config.bVertexCache) {
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u32 dhash = dcid_;
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dhash ^= (u32)(uintptr_t)verts;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)(uintptr_t)inds;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertType;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertexCount;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)prim;
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dcid_ = dhash;
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}
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if (inds) {
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GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
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} else {
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dc.indexLowerBound = 0;
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dc.indexUpperBound = vertexCount - 1;
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}
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uvScale[numDrawCalls] = gstate_c.uv;
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numDrawCalls++;
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vertexCountInDrawCalls_ += vertexCount;
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if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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decodeCounter_++;
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}
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if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
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// Rendertarget == texture?
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if (!g_Config.bDisableSlowFramebufEffects) {
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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Flush();
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}
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}
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}
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void DrawEngineD3D11::DecodeVerts() {
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const UVScale origUV = gstate_c.uv;
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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gstate_c.uv = uvScale[decodeCounter_];
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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}
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gstate_c.uv = origUV;
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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}
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}
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void DrawEngineD3D11::MarkUnreliable(VertexArrayInfoD3D11 *vai) {
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vai->status = VertexArrayInfoD3D11::VAI_UNRELIABLE;
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if (vai->vbo) {
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vai->vbo->Release();
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vai->vbo = nullptr;
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}
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if (vai->ebo) {
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vai->ebo->Release();
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vai->ebo = nullptr;
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}
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}
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void DrawEngineD3D11::BeginFrame() {
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pushVerts_->Reset();
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pushInds_->Reset();
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if (--decimationCounter_ <= 0) {
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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} else {
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return;
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}
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoD3D11 *vai){
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bool kill;
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if (vai->status == VertexArrayInfoD3D11::VAI_UNRELIABLE) {
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// We limit killing unreliable so we don't rehash too often.
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kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
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} else {
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kill = vai->lastFrame < threshold;
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}
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if (kill) {
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delete vai;
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vai_.Remove(hash);
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}
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});
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// Enable if you want to see vertex decoders in the log output. Need a better way.
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#if 0
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char buffer[16384];
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for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
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char *ptr = buffer;
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ptr += dec->second->ToString(ptr);
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// *ptr++ = '\n';
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NOTICE_LOG(G3D, buffer);
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}
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#endif
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}
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VertexArrayInfoD3D11::~VertexArrayInfoD3D11() {
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if (vbo)
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vbo->Release();
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if (ebo)
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ebo->Release();
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}
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static uint32_t SwapRB(uint32_t c) {
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return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
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}
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// The inline wrapper in the header checks for numDrawCalls == 0
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void DrawEngineD3D11::DoFlush() {
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gpuStats.numFlushes++;
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
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// This is not done on every drawcall, we should collect vertex data
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// until critical state changes. That's when we draw (flush).
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GEPrimitiveType prim = prevPrim_;
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ApplyDrawState(prim);
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bool useHWTransform = CanUseHardwareTransform(prim);
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if (useHWTransform) {
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ID3D11Buffer *vb_ = nullptr;
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ID3D11Buffer *ib_ = nullptr;
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int vertexCount = 0;
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int maxIndex = 0;
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bool useElements = true;
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// Cannot cache vertex data with morph enabled.
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bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
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// Also avoid caching when software skinning.
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if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
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useCache = false;
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if (useCache) {
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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
|
|
|
|
VertexArrayInfoD3D11 *vai = vai_.Get(id);
|
|
if (!vai) {
|
|
vai = new VertexArrayInfoD3D11();
|
|
vai_.Insert(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 };
|
|
ASSERT_SUCCESS(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 };
|
|
ASSERT_SUCCESS(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);
|
|
if (gstate_c.bezier || gstate_c.spline)
|
|
context_->DrawIndexedInstanced(vertexCount, numPatches, 0, 0, 0);
|
|
else
|
|
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);
|
|
if (gstate_c.bezier || gstate_c.spline)
|
|
context_->DrawIndexedInstanced(vertexCount, numPatches, 0, 0, 0);
|
|
else
|
|
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(¶ms, 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, ¶ms, &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{ vshader, 0xFFFFFFFF }; // Let's use 0xFFFFFFFF to signify TransformedVertex
|
|
ID3D11InputLayout *layout = inputLayoutMap_.Get(key);
|
|
if (!layout) {
|
|
ASSERT_SUCCESS(device_->CreateInputLayout(TransformedVertexElements, ARRAY_SIZE(TransformedVertexElements), vshader->bytecode().data(), vshader->bytecode().size(), &layout));
|
|
inputLayoutMap_.Insert(key, layout);
|
|
}
|
|
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::FBChannel::FB_COLOR_BIT;
|
|
if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::FBChannel::FB_STENCIL_BIT;
|
|
if (gstate.isClearModeDepthMask()) clearFlag |= Draw::FBChannel::FB_DEPTH_BIT;
|
|
|
|
if (clearFlag & Draw::FBChannel::FB_DEPTH_BIT) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
if (clearFlag & Draw::FBChannel::FB_COLOR_BIT) {
|
|
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();
|
|
framebufferManager_->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;
|
|
|
|
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
|
|
// We only support GPU debugging on Windows, and that's the only use case for this.
|
|
host->GPUNotifyDraw();
|
|
#endif
|
|
}
|
|
|
|
void DrawEngineD3D11::TessellationDataTransferD3D11::SendDataToShader(const float * pos, const float * tex, const float * col, int size, bool hasColor, bool hasTexCoords) {
|
|
// Position
|
|
if (prevSize < size) {
|
|
prevSize = size;
|
|
if (data_tex[0]) {
|
|
data_tex[0]->Release();
|
|
view[0]->Release();
|
|
}
|
|
desc.Width = size;
|
|
desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
HRESULT hr = device_->CreateTexture1D(&desc, nullptr, &data_tex[0]);
|
|
if (FAILED(hr)) {
|
|
INFO_LOG(G3D, "Failed to create D3D texture for HW tessellation");
|
|
data_tex[0]->Release();
|
|
return; // TODO: Turn off HW tessellation if texture creation error occured.
|
|
}
|
|
hr = device_->CreateShaderResourceView(data_tex[0], nullptr, &view[0]);
|
|
ASSERT_SUCCESS(hr);
|
|
context_->VSSetShaderResources(0, 1, &view[0]);
|
|
}
|
|
dstBox.right = size;
|
|
context_->UpdateSubresource(data_tex[0], 0, &dstBox, pos, 0, 0);
|
|
|
|
// Texcoords
|
|
if (hasTexCoords) {
|
|
if (prevSizeTex < size) {
|
|
prevSizeTex = size;
|
|
if (data_tex[1]) {
|
|
data_tex[1]->Release();
|
|
view[1]->Release();
|
|
}
|
|
desc.Width = size;
|
|
desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
HRESULT hr = device_->CreateTexture1D(&desc, nullptr, &data_tex[1]);
|
|
if (FAILED(hr)) {
|
|
INFO_LOG(G3D, "Failed to create D3D texture for HW tessellation");
|
|
data_tex[1]->Release();
|
|
return;
|
|
}
|
|
hr = device_->CreateShaderResourceView(data_tex[1], nullptr, &view[1]);
|
|
context_->VSSetShaderResources(1, 1, &view[1]);
|
|
}
|
|
dstBox.right = size;
|
|
context_->UpdateSubresource(data_tex[1], 0, &dstBox, tex, 0, 0);
|
|
}
|
|
|
|
// Color
|
|
int sizeColor = hasColor ? size : 1;
|
|
if (prevSizeCol < sizeColor) {
|
|
prevSizeCol = sizeColor;
|
|
if (data_tex[2]) {
|
|
data_tex[2]->Release();
|
|
view[2]->Release();
|
|
}
|
|
desc.Width = sizeColor;
|
|
desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
HRESULT hr = device_->CreateTexture1D(&desc, nullptr, &data_tex[2]);
|
|
if (FAILED(hr)) {
|
|
INFO_LOG(G3D, "Failed to create D3D texture for HW tessellation");
|
|
data_tex[2]->Release();
|
|
return;
|
|
}
|
|
hr = device_->CreateShaderResourceView(data_tex[2], nullptr, &view[2]);
|
|
context_->VSSetShaderResources(2, 1, &view[2]);
|
|
}
|
|
dstBox.right = sizeColor;
|
|
context_->UpdateSubresource(data_tex[2], 0, &dstBox, col, 0, 0);
|
|
}
|