ppsspp/GPU/D3D11/DrawEngineD3D11.h
Henrik Rydgård 3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00

221 lines
5.8 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <map>
#include <d3d11.h>
#include <d3d11_1.h>
#include "Common/Data/Collections/Hashmaps.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/D3D11/StateMappingD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
struct DecVtxFormat;
struct UVScale;
class D3D11VertexShader;
class ShaderManagerD3D11;
class TextureCacheD3D11;
class FramebufferManagerD3D11;
// States transitions:
// On creation: DRAWN_NEW
// DRAWN_NEW -> DRAWN_HASHING
// DRAWN_HASHING -> DRAWN_RELIABLE
// DRAWN_HASHING -> DRAWN_UNRELIABLE
// DRAWN_ONCE -> UNRELIABLE
// DRAWN_RELIABLE -> DRAWN_SAFE
// UNRELIABLE -> death
// DRAWN_ONCE -> death
// DRAWN_RELIABLE -> death
enum {
VAI11_FLAG_VERTEXFULLALPHA = 1,
};
// Try to keep this POD.
class VertexArrayInfoD3D11 {
public:
VertexArrayInfoD3D11() {
status = VAI_NEW;
vbo = 0;
ebo = 0;
prim = GE_PRIM_INVALID;
numDraws = 0;
numFrames = 0;
lastFrame = gpuStats.numFlips;
numVerts = 0;
drawsUntilNextFullHash = 0;
flags = 0;
}
~VertexArrayInfoD3D11();
enum Status : uint8_t {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
uint64_t hash;
u32 minihash;
ID3D11Buffer *vbo;
ID3D11Buffer *ebo;
// Precalculated parameter for drawRangeElements
u16 numVerts;
u16 maxIndex;
s8 prim;
Status status;
// ID information
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
u8 flags;
};
class TessellationDataTransferD3D11 : public TessellationDataTransfer {
private:
ID3D11DeviceContext *context_;
ID3D11Device *device_;
ID3D11Buffer *buf[3]{};
ID3D11ShaderResourceView *view[3]{};
D3D11_BUFFER_DESC desc{};
int prevSize = 0;
int prevSizeWU = 0, prevSizeWV = 0;
public:
TessellationDataTransferD3D11(ID3D11DeviceContext *context, ID3D11Device *device);
~TessellationDataTransferD3D11();
// Send spline/bezier's control points and weights to vertex shader through structured shader buffer.
void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) override;
};
// Handles transform, lighting and drawing.
class DrawEngineD3D11 : public DrawEngineCommon {
public:
DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context);
virtual ~DrawEngineD3D11();
void SetShaderManager(ShaderManagerD3D11 *shaderManager) {
shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCacheD3D11 *textureCache) {
textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
framebufferManager_ = fbManager;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void BeginFrame();
// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
void FinishDeferred() {
if (!numDrawCalls)
return;
DecodeVerts(decoded);
}
void DispatchFlush() override { Flush(); }
void ClearTrackedVertexArrays() override;
void Resized() override;
void ClearInputLayoutMap();
private:
void DoFlush();
void ApplyDrawState(int prim);
void ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef);
void ResetFramebufferRead();
ID3D11InputLayout *SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
void MarkUnreliable(VertexArrayInfoD3D11 *vai);
Draw::DrawContext *draw_; // Used for framebuffer related things exclusively.
ID3D11Device *device_;
ID3D11Device1 *device1_;
ID3D11DeviceContext *context_;
ID3D11DeviceContext1 *context1_;
PrehashMap<VertexArrayInfoD3D11 *, nullptr> vai_;
struct InputLayoutKey {
D3D11VertexShader *vshader;
u32 decFmtId;
bool operator <(const InputLayoutKey &other) const {
if (decFmtId < other.decFmtId)
return true;
if (decFmtId > other.decFmtId)
return false;
return vshader < other.vshader;
}
};
DenseHashMap<InputLayoutKey, ID3D11InputLayout *, nullptr> inputLayoutMap_;
// Other
ShaderManagerD3D11 *shaderManager_ = nullptr;
TextureCacheD3D11 *textureCache_ = nullptr;
FramebufferManagerD3D11 *framebufferManager_ = nullptr;
// Pushbuffers
PushBufferD3D11 *pushVerts_;
PushBufferD3D11 *pushInds_;
// D3D11 state object caches.
DenseHashMap<uint64_t, ID3D11BlendState *, nullptr> blendCache_;
DenseHashMap<uint64_t, ID3D11BlendState1 *, nullptr> blendCache1_;
DenseHashMap<uint64_t, ID3D11DepthStencilState *, nullptr> depthStencilCache_;
DenseHashMap<uint32_t, ID3D11RasterizerState *, nullptr> rasterCache_;
// Keep the depth state between ApplyDrawState and ApplyDrawStateLate
ID3D11RasterizerState *rasterState_ = nullptr;
ID3D11BlendState *blendState_ = nullptr;
ID3D11BlendState1 *blendState1_ = nullptr;
ID3D11DepthStencilState *depthStencilState_ = nullptr;
// State keys
D3D11StateKeys keys_{};
D3D11DynamicState dynState_{};
// Hardware tessellation
TessellationDataTransferD3D11 *tessDataTransferD3D11;
int lastRenderStepId_ = -1;
};