mirror of
https://github.com/hrydgard/ppsspp.git
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782 lines
27 KiB
C++
782 lines
27 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 "Common/Log.h"
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#include "Common/MemoryUtil.h"
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#include "Common/TimeUtil.h"
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#include "Core/MemMap.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/Debugger/Debugger.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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blendCache_(32),
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blendCache1_(32),
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depthStencilCache_(64),
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rasterCache_(4) {
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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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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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}
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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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tessDataTransferD3D11 = new TessellationDataTransferD3D11(context_, device_);
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tessDataTransfer = tessDataTransferD3D11;
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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 tessDataTransferD3D11;
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tessDataTransferD3D11 = nullptr;
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tessDataTransfer = nullptr;
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delete pushVerts_;
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delete pushInds_;
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depthStencilCache_.Iterate([&](const uint64_t &key, ID3D11DepthStencilState *ds) {
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ds->Release();
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});
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depthStencilCache_.Clear();
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blendCache_.Iterate([&](const uint64_t &key, ID3D11BlendState *bs) {
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bs->Release();
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});
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blendCache_.Clear();
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blendCache1_.Iterate([&](const uint64_t &key, ID3D11BlendState1 *bs) {
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bs->Release();
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});
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blendCache1_.Clear();
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rasterCache_.Iterate([&](const uint32_t &key, ID3D11RasterizerState *rs) {
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rs->Release();
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});
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rasterCache_.Clear();
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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::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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vai_.Maintain();
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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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lastRenderStepId_ = -1;
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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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// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
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int curRenderStepId = draw_->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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lastRenderStepId_ = curRenderStepId;
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}
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// This is not done on every drawcall, we 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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// Always use software for flat shading to fix the provoking index.
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bool tess = gstate_c.bezier || gstate_c.spline;
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bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
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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
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VertexArrayInfoD3D11 *vai = vai_.Get(id);
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if (!vai) {
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vai = new VertexArrayInfoD3D11();
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vai_.Insert(id, vai);
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}
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switch (vai->status) {
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case VertexArrayInfoD3D11::VAI_NEW:
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{
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// Haven't seen this one before.
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uint64_t dataHash = ComputeHash();
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vai->hash = dataHash;
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vai->minihash = ComputeMiniHash();
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vai->status = VertexArrayInfoD3D11::VAI_HASHING;
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vai->drawsUntilNextFullHash = 0;
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DecodeVerts(decoded); // writes to indexGen
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
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goto rotateVBO;
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}
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// Hashing - still gaining confidence about the buffer.
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// But if we get this far it's likely to be worth creating a vertex buffer.
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case VertexArrayInfoD3D11::VAI_HASHING:
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{
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vai->numDraws++;
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if (vai->lastFrame != gpuStats.numFlips) {
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vai->numFrames++;
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}
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if (vai->drawsUntilNextFullHash == 0) {
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// Let's try to skip a full hash if mini would fail.
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const u32 newMiniHash = ComputeMiniHash();
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uint64_t newHash = vai->hash;
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if (newMiniHash == vai->minihash) {
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newHash = ComputeHash();
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}
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if (newMiniHash != vai->minihash || newHash != vai->hash) {
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MarkUnreliable(vai);
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DecodeVerts(decoded);
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goto rotateVBO;
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}
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if (vai->numVerts > 64) {
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// exponential backoff up to 16 draws, then every 24
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vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
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} else {
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// Lower numbers seem much more likely to change.
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vai->drawsUntilNextFullHash = 0;
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}
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// TODO: tweak
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//if (vai->numFrames > 1000) {
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// vai->status = VertexArrayInfo::VAI_RELIABLE;
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//}
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} else {
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vai->drawsUntilNextFullHash--;
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u32 newMiniHash = ComputeMiniHash();
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if (newMiniHash != vai->minihash) {
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MarkUnreliable(vai);
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DecodeVerts(decoded);
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goto rotateVBO;
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}
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}
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if (vai->vbo == 0) {
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DecodeVerts(decoded);
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
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|
useElements = !indexGen.SeenOnlyPurePrims() || prim == GE_PRIM_TRIANGLE_FAN;
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vai->numVerts = indexGen.PureCount();
|
|
}
|
|
|
|
_dbg_assert_msg_(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(decoded);
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
vai->lastFrame = gpuStats.numFlips;
|
|
} else {
|
|
DecodeVerts(decoded);
|
|
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, useHWTessellation_);
|
|
ID3D11InputLayout *inputLayout = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
|
|
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
|
|
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
|
|
shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
|
|
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);
|
|
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);
|
|
context_->DrawIndexed(vertexCount, 0, 0);
|
|
} else {
|
|
context_->Draw(vertexCount, 0);
|
|
}
|
|
}
|
|
} else {
|
|
DecodeVerts(decoded);
|
|
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());
|
|
|
|
u16 *inds = decIndex;
|
|
SoftwareTransformResult result{};
|
|
SoftwareTransformParams params{};
|
|
params.decoded = decoded;
|
|
params.transformed = transformed;
|
|
params.transformedExpanded = transformedExpanded;
|
|
params.fbman = framebufferManager_;
|
|
params.texCache = textureCache_;
|
|
params.allowClear = true;
|
|
params.allowSeparateAlphaClear = false; // D3D11 doesn't support separate alpha clears
|
|
params.provokeFlatFirst = true;
|
|
|
|
int maxIndex = indexGen.MaxIndex();
|
|
SoftwareTransform swTransform(params);
|
|
swTransform.Decode(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), maxIndex, &result);
|
|
if (result.action == SW_NOT_READY) {
|
|
swTransform.DetectOffsetTexture(maxIndex);
|
|
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
|
|
}
|
|
|
|
if (result.setSafeSize)
|
|
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
|
|
|
|
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, false);
|
|
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
|
|
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
|
|
shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
|
|
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, result.drawBuffer, vSize);
|
|
pushVerts_->EndPush(context_);
|
|
ID3D11Buffer *buf = pushVerts_->Buf();
|
|
context_->IASetVertexBuffers(0, 1, &buf, &stride, &vOffset);
|
|
if (result.drawIndexed) {
|
|
UINT iOffset;
|
|
int iSize = sizeof(uint16_t) * result.drawNumTrans;
|
|
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(result.drawNumTrans, 0, 0);
|
|
} else {
|
|
context_->Draw(result.drawNumTrans, 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);
|
|
|
|
if ((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();
|
|
int scissorX2 = gstate.getScissorX2() + 1;
|
|
int scissorY2 = gstate.getScissorY2() + 1;
|
|
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;
|
|
|
|
GPUDebug::NotifyDraw();
|
|
}
|
|
|
|
TessellationDataTransferD3D11::TessellationDataTransferD3D11(ID3D11DeviceContext *context, ID3D11Device *device)
|
|
: context_(context), device_(device) {
|
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
|
|
}
|
|
|
|
TessellationDataTransferD3D11::~TessellationDataTransferD3D11() {
|
|
for (int i = 0; i < 3; ++i) {
|
|
if (buf[i]) buf[i]->Release();
|
|
if (view[i]) view[i]->Release();
|
|
}
|
|
}
|
|
|
|
void TessellationDataTransferD3D11::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
|
|
struct TessData {
|
|
float pos[3]; float pad1;
|
|
float uv[2]; float pad2[2];
|
|
float color[4];
|
|
};
|
|
|
|
int size = size_u * size_v;
|
|
|
|
if (prevSize < size) {
|
|
prevSize = size;
|
|
if (buf[0]) buf[0]->Release();
|
|
if (view[0]) view[0]->Release();
|
|
|
|
desc.ByteWidth = size * sizeof(TessData);
|
|
desc.StructureByteStride = sizeof(TessData);
|
|
device_->CreateBuffer(&desc, nullptr, &buf[0]);
|
|
device_->CreateShaderResourceView(buf[0], nullptr, &view[0]);
|
|
context_->VSSetShaderResources(0, 1, &view[0]);
|
|
}
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
context_->Map(buf[0], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
uint8_t *data = (uint8_t *)map.pData;
|
|
|
|
float *pos = (float *)(data);
|
|
float *tex = (float *)(data + offsetof(TessData, uv));
|
|
float *col = (float *)(data + offsetof(TessData, color));
|
|
int stride = sizeof(TessData) / sizeof(float);
|
|
|
|
CopyControlPoints(pos, tex, col, stride, stride, stride, points, size, vertType);
|
|
|
|
context_->Unmap(buf[0], 0);
|
|
|
|
using Spline::Weight;
|
|
|
|
// Weights U
|
|
if (prevSizeWU < weights.size_u) {
|
|
prevSizeWU = weights.size_u;
|
|
if (buf[1]) buf[1]->Release();
|
|
if (view[1]) view[1]->Release();
|
|
|
|
desc.ByteWidth = weights.size_u * sizeof(Weight);
|
|
desc.StructureByteStride = sizeof(Weight);
|
|
device_->CreateBuffer(&desc, nullptr, &buf[1]);
|
|
device_->CreateShaderResourceView(buf[1], nullptr, &view[1]);
|
|
context_->VSSetShaderResources(1, 1, &view[1]);
|
|
}
|
|
context_->Map(buf[1], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
memcpy(map.pData, weights.u, weights.size_u * sizeof(Weight));
|
|
context_->Unmap(buf[1], 0);
|
|
|
|
// Weights V
|
|
if (prevSizeWV < weights.size_v) {
|
|
prevSizeWV = weights.size_v;
|
|
if (buf[2]) buf[2]->Release();
|
|
if (view[2]) view[2]->Release();
|
|
|
|
desc.ByteWidth = weights.size_v * sizeof(Weight);
|
|
desc.StructureByteStride = sizeof(Weight);
|
|
device_->CreateBuffer(&desc, nullptr, &buf[2]);
|
|
device_->CreateShaderResourceView(buf[2], nullptr, &view[2]);
|
|
context_->VSSetShaderResources(2, 1, &view[2]);
|
|
}
|
|
context_->Map(buf[2], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
memcpy(map.pData, weights.v, weights.size_v * sizeof(Weight));
|
|
context_->Unmap(buf[2], 0);
|
|
}
|