ppsspp/GPU/D3D11/DrawEngineD3D11.cpp
Henrik Rydgård cb79783539 Expand primitives: Check the vertex count too.
Still getting a few crashes, let's get rid of the last of them from this,
hopefully.
2024-01-28 22:48:40 +01:00

602 lines
22 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/.
#include <algorithm>
#include "Common/Log.h"
#include "Common/MemoryUtil.h"
#include "Common/TimeUtil.h"
#include "Common/Profiler/Profiler.h"
#include "Core/MemMap.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
const D3D11_PRIMITIVE_TOPOLOGY d3d11prim[8] = {
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Points are expanded to triangles.
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Lines are expanded to triangles too.
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Lines are expanded to triangles too.
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Fans not supported
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // Need expansion - though we could do it with geom shaders in most cases
};
enum {
VERTEX_PUSH_SIZE = 1024 * 1024 * 16,
INDEX_PUSH_SIZE = 1024 * 1024 * 4,
};
static const D3D11_INPUT_ELEMENT_DESC TransformedVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(TransformedVertex, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(TransformedVertex, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(TransformedVertex, color0), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(TransformedVertex, color1), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32_FLOAT, 0, offsetof(TransformedVertex, fog), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DrawEngineD3D11::DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context)
: draw_(draw),
device_(device),
context_(context),
inputLayoutMap_(32),
blendCache_(32),
blendCache1_(32),
depthStencilCache_(64),
rasterCache_(4) {
device1_ = (ID3D11Device1 *)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
context1_ = (ID3D11DeviceContext1 *)draw->GetNativeObject(Draw::NativeObject::CONTEXT_EX);
decOptions_.expandAllWeightsToFloat = true;
decOptions_.expand8BitNormalsToFloat = true;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
indexGen.Setup(decIndex_);
InitDeviceObjects();
// Vertex pushing buffers. For uniforms we use short DISCARD buffers, but we could use
// this kind of buffer there as well with D3D11.1. We might be able to use the same buffer
// for both vertices and indices, and possibly all three data types.
}
DrawEngineD3D11::~DrawEngineD3D11() {
DestroyDeviceObjects();
}
void DrawEngineD3D11::InitDeviceObjects() {
pushVerts_ = new PushBufferD3D11(device_, VERTEX_PUSH_SIZE, D3D11_BIND_VERTEX_BUFFER);
pushInds_ = new PushBufferD3D11(device_, INDEX_PUSH_SIZE, D3D11_BIND_INDEX_BUFFER);
tessDataTransferD3D11 = new TessellationDataTransferD3D11(context_, device_);
tessDataTransfer = tessDataTransferD3D11;
draw_->SetInvalidationCallback(std::bind(&DrawEngineD3D11::Invalidate, this, std::placeholders::_1));
}
void DrawEngineD3D11::ClearInputLayoutMap() {
inputLayoutMap_.Iterate([&](const InputLayoutKey &key, ID3D11InputLayout *il) {
if (il)
il->Release();
});
inputLayoutMap_.Clear();
}
void DrawEngineD3D11::NotifyConfigChanged() {
DrawEngineCommon::NotifyConfigChanged();
ClearInputLayoutMap();
}
void DrawEngineD3D11::DestroyDeviceObjects() {
if (draw_) {
draw_->SetInvalidationCallback(InvalidationCallback());
}
ClearTrackedVertexArrays();
ClearInputLayoutMap();
delete tessDataTransferD3D11;
tessDataTransferD3D11 = nullptr;
tessDataTransfer = nullptr;
delete pushVerts_;
delete pushInds_;
depthStencilCache_.Iterate([&](const uint64_t &key, ID3D11DepthStencilState *ds) {
ds->Release();
});
depthStencilCache_.Clear();
blendCache_.Iterate([&](const uint64_t &key, ID3D11BlendState *bs) {
bs->Release();
});
blendCache_.Clear();
blendCache1_.Iterate([&](const uint64_t &key, ID3D11BlendState1 *bs) {
bs->Release();
});
blendCache1_.Clear();
rasterCache_.Iterate([&](const uint32_t &key, ID3D11RasterizerState *rs) {
rs->Release();
});
rasterCache_.Clear();
}
struct DeclTypeInfo {
DXGI_FORMAT type;
const char * name;
};
static const DeclTypeInfo VComp[] = {
{ DXGI_FORMAT_UNKNOWN, "NULL" }, // DEC_NONE,
{ DXGI_FORMAT_R32_FLOAT, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
{ DXGI_FORMAT_R32G32_FLOAT, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
{ DXGI_FORMAT_R32G32B32_FLOAT, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
{ DXGI_FORMAT_R32G32B32A32_FLOAT, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
{ DXGI_FORMAT_R8G8B8A8_SNORM, "UNUSED" }, // DEC_S8_3,
{ DXGI_FORMAT_R16G16B16A16_SNORM, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
{ DXGI_FORMAT_R8G8B8A8_UNORM, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
{ DXGI_FORMAT_UNKNOWN, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
{ DXGI_FORMAT_R16G16B16A16_UNORM ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
};
static void VertexAttribSetup(D3D11_INPUT_ELEMENT_DESC * VertexElement, u8 fmt, u8 offset, const char *semantic, u8 semantic_index = 0) {
memset(VertexElement, 0, sizeof(D3D11_INPUT_ELEMENT_DESC));
VertexElement->AlignedByteOffset = offset;
VertexElement->Format = VComp[fmt].type;
VertexElement->SemanticName = semantic;
VertexElement->SemanticIndex = semantic_index;
}
ID3D11InputLayout *DrawEngineD3D11::SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
// TODO: Instead of one for each vshader, we can reduce it to one for each type of shader
// that reads TEXCOORD or not, etc. Not sure if worth it.
const InputLayoutKey key{ vshader, decFmt.id };
ID3D11InputLayout *inputLayout;
if (inputLayoutMap_.Get(key, &inputLayout)) {
return inputLayout;
} else {
D3D11_INPUT_ELEMENT_DESC VertexElements[8];
D3D11_INPUT_ELEMENT_DESC *VertexElement = &VertexElements[0];
// Vertices Elements orders
// WEIGHT
if (decFmt.w0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, "TEXCOORD", 1);
VertexElement++;
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, "TEXCOORD", 2);
VertexElement++;
}
// TC
if (decFmt.uvfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, "TEXCOORD", 0);
VertexElement++;
}
// COLOR
if (decFmt.c0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, "COLOR", 0);
VertexElement++;
}
// Never used ?
if (decFmt.c1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, "COLOR", 1);
VertexElement++;
}
// NORMAL
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, "NORMAL", 0);
VertexElement++;
}
// POSITION
// Always
VertexAttribSetup(VertexElement, DecVtxFormat::PosFmt(), decFmt.posoff, "POSITION", 0);
VertexElement++;
// Create declaration
HRESULT hr = device_->CreateInputLayout(VertexElements, VertexElement - VertexElements, vshader->bytecode().data(), vshader->bytecode().size(), &inputLayout);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create input layout!");
inputLayout = nullptr;
}
// Add it to map
inputLayoutMap_.Insert(key, inputLayout);
return inputLayout;
}
}
void DrawEngineD3D11::BeginFrame() {
pushVerts_->Reset();
pushInds_->Reset();
lastRenderStepId_ = -1;
}
// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
void DrawEngineD3D11::Invalidate(InvalidationCallbackFlags flags) {
if (flags & InvalidationCallbackFlags::RENDER_PASS_STATE) {
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
}
}
// The inline wrapper in the header checks for numDrawCalls_ == 0
void DrawEngineD3D11::DoFlush() {
bool textureNeedsApply = false;
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureNeedsApply = true;
} else if (gstate.getTextureAddress(0) == (gstate.getFrameBufRawAddress() | 0x04000000)) {
// This catches the case of clearing a texture. (#10957)
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
// This is not done on every drawcall, we collect vertex data
// until critical state changes. That's when we draw (flush).
GEPrimitiveType prim = prevPrim_;
// Always use software for flat shading to fix the provoking index.
bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE;
bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
if (useHWTransform) {
ID3D11Buffer *vb_ = nullptr;
ID3D11Buffer *ib_ = nullptr;
int vertexCount;
int maxIndex;
bool useElements;
DecodeVerts(decoded_);
DecodeIndsAndGetData(&prim, &vertexCount, &maxIndex, &useElements, false);
gpuStats.numUncachedVertsDrawn += 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);
}
if (textureNeedsApply) {
textureCache_->ApplyTexture();
}
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);
ApplyDrawStateLate(true, dynState_.stencilRef);
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
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 = numDecodedVerts_ * 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 * 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 {
PROFILE_THIS_SCOPE("soft");
if (!decOptions_.applySkinInDecode) {
decOptions_.applySkinInDecode = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
}
DecodeVerts(decoded_);
int vertexCount = DecodeInds();
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 += vertexCount;
prim = IndexGenerator::GeneralPrim((GEPrimitiveType)drawInds_[0].prim);
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, 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;
params.flippedY = false;
params.usesHalfZ = true;
// We need correct viewport values in gstate_c already.
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(framebufferManager_->UseBufferedRendering(),
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
UpdateCachedViewportState(vpAndScissor);
}
SoftwareTransform swTransform(params);
const Lin::Vec3 trans(gstate_c.vpXOffset, -gstate_c.vpYOffset, gstate_c.vpZOffset * 0.5f + 0.5f);
const Lin::Vec3 scale(gstate_c.vpWidthScale, -gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight < 0, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
result.action = SW_NOT_READY;
if (textureNeedsApply) {
gstate_c.pixelMapped = result.pixelMapped;
textureCache_->ApplyTexture();
gstate_c.pixelMapped = false;
}
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
ApplyDrawStateLate(result.setStencil, result.stencilValue);
if (result.action == SW_DRAW_PRIMITIVES) {
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
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;
if (!inputLayoutMap_.Get(key, &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 = numDecodedVerts_ * 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_COLOR_BIT) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}
uint8_t clearStencil = clearColor >> 24;
draw_->Clear(clearFlag, clearColor, clearDepth, clearStencil);
if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate_c.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);
}
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
ResetAfterDrawInline();
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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();
}
}
template <typename T>
static void DoRelease(T *&ptr) {
if (ptr) {
ptr->Release();
ptr = nullptr;
}
}
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 || !buf[0]) {
prevSize = size;
DoRelease(buf[0]);
DoRelease(view[0]);
desc.ByteWidth = size * sizeof(TessData);
desc.StructureByteStride = sizeof(TessData);
device_->CreateBuffer(&desc, nullptr, &buf[0]);
if (buf[0])
device_->CreateShaderResourceView(buf[0], nullptr, &view[0]);
if (!buf[0] || !view[0])
return;
context_->VSSetShaderResources(0, 1, &view[0]);
}
D3D11_MAPPED_SUBRESOURCE map{};
HRESULT hr = context_->Map(buf[0], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr))
return;
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 || !buf[1]) {
prevSizeWU = weights.size_u;
DoRelease(buf[1]);
DoRelease(view[1]);
desc.ByteWidth = weights.size_u * sizeof(Weight);
desc.StructureByteStride = sizeof(Weight);
device_->CreateBuffer(&desc, nullptr, &buf[1]);
if (buf[1])
device_->CreateShaderResourceView(buf[1], nullptr, &view[1]);
if (!buf[1] || !view[1])
return;
context_->VSSetShaderResources(1, 1, &view[1]);
}
hr = context_->Map(buf[1], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
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;
DoRelease(buf[2]);
DoRelease(view[2]);
desc.ByteWidth = weights.size_v * sizeof(Weight);
desc.StructureByteStride = sizeof(Weight);
device_->CreateBuffer(&desc, nullptr, &buf[2]);
if (buf[2])
device_->CreateShaderResourceView(buf[2], nullptr, &view[2]);
if (!buf[2] || !view[2])
return;
context_->VSSetShaderResources(2, 1, &view[2]);
}
hr = context_->Map(buf[2], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
memcpy(map.pData, weights.v, weights.size_v * sizeof(Weight));
context_->Unmap(buf[2], 0);
}