mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
94f16e3b7c
Also wipe the input layout cache on D3D11 on resize. Fixes #9438.
286 lines
7.4 KiB
C++
286 lines
7.4 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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#pragma once
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#include <unordered_map>
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#include <d3d11.h>
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#include <d3d11_1.h>
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/IndexGenerator.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
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#include "GPU/D3D11/StateMappingD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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struct DecVtxFormat;
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struct UVScale;
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class D3D11VertexShader;
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class ShaderManagerD3D11;
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class TextureCacheD3D11;
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class FramebufferManagerD3D11;
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// States transitions:
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// On creation: DRAWN_NEW
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// DRAWN_NEW -> DRAWN_HASHING
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// DRAWN_HASHING -> DRAWN_RELIABLE
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// DRAWN_HASHING -> DRAWN_UNRELIABLE
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// DRAWN_ONCE -> UNRELIABLE
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// DRAWN_RELIABLE -> DRAWN_SAFE
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// UNRELIABLE -> death
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// DRAWN_ONCE -> death
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// DRAWN_RELIABLE -> death
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enum {
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VAI11_FLAG_VERTEXFULLALPHA = 1,
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};
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// Avoiding the full include of TextureDecoder.h.
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#if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64)
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typedef u64 ReliableHashType;
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#else
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typedef u32 ReliableHashType;
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#endif
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// Try to keep this POD.
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class VertexArrayInfoD3D11 {
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public:
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VertexArrayInfoD3D11() {
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status = VAI_NEW;
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vbo = 0;
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ebo = 0;
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prim = GE_PRIM_INVALID;
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numDraws = 0;
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numFrames = 0;
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lastFrame = gpuStats.numFlips;
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numVerts = 0;
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drawsUntilNextFullHash = 0;
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flags = 0;
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}
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~VertexArrayInfoD3D11();
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enum Status {
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VAI_NEW,
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VAI_HASHING,
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VAI_RELIABLE, // cache, don't hash
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VAI_UNRELIABLE, // never cache
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};
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ReliableHashType hash;
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u32 minihash;
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Status status;
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ID3D11Buffer *vbo;
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ID3D11Buffer *ebo;
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// Precalculated parameter for drawRangeElements
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u16 numVerts;
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u16 maxIndex;
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s8 prim;
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// ID information
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int numDraws;
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int numFrames;
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int lastFrame; // So that we can forget.
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u16 drawsUntilNextFullHash;
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u8 flags;
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};
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// Handles transform, lighting and drawing.
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class DrawEngineD3D11 : public DrawEngineCommon {
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public:
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DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context);
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virtual ~DrawEngineD3D11();
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void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
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void SetShaderManager(ShaderManagerD3D11 *shaderManager) {
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shaderManager_ = shaderManager;
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}
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void SetTextureCache(TextureCacheD3D11 *textureCache) {
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textureCache_ = textureCache;
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}
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void SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
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framebufferManager_ = fbManager;
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}
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void GLLost() {};
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void BeginFrame();
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void SetupVertexDecoder(u32 vertType);
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void SetupVertexDecoderInternal(u32 vertType);
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// So that this can be inlined
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void Flush() {
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if (!numDrawCalls)
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return;
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DoFlush();
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}
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void FinishDeferred() {
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if (!numDrawCalls)
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return;
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DecodeVerts();
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}
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bool IsCodePtrVertexDecoder(const u8 *ptr) const;
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void DispatchFlush() override { Flush(); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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void ClearTrackedVertexArrays() override;
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void Resized() override;
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private:
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void DecodeVerts();
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void DecodeVertsStep();
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void DoFlush();
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void ApplyDrawState(int prim);
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void ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef);
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void ResetShaderBlending();
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void ClearInputLayoutMap();
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ID3D11InputLayout *SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
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u32 ComputeMiniHash();
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ReliableHashType ComputeHash(); // Reads deferred vertex data.
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void MarkUnreliable(VertexArrayInfoD3D11 *vai);
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Draw::DrawContext *draw_; // Used for framebuffer related things exclusively.
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ID3D11Device *device_;
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ID3D11Device1 *device1_;
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ID3D11DeviceContext *context_;
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ID3D11DeviceContext1 *context1_;
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// Defer all vertex decoding to a Flush, so that we can hash and cache the
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// generated buffers without having to redecode them every time.
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struct DeferredDrawCall {
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void *verts;
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void *inds;
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u32 vertType;
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u8 indexType;
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s8 prim;
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u32 vertexCount;
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u16 indexLowerBound;
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u16 indexUpperBound;
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};
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// Vertex collector state
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IndexGenerator indexGen;
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int decodedVerts_;
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GEPrimitiveType prevPrim_;
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TransformedVertex *transformed;
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TransformedVertex *transformedExpanded;
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std::unordered_map<u32, VertexArrayInfoD3D11 *> vai_;
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struct InputLayoutKey {
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u32 vertType;
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D3D11VertexShader *vshader;
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bool operator <(const InputLayoutKey &other) const {
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if (vertType < other.vertType)
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return true;
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if (vertType > other.vertType)
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return false;
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return vshader < other.vshader;
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}
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};
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std::map<InputLayoutKey, ID3D11InputLayout *> inputLayoutMap_;
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// Other
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ShaderManagerD3D11 *shaderManager_;
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TextureCacheD3D11 *textureCache_;
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FramebufferManagerD3D11 *framebufferManager_;
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// Pushbuffers
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PushBufferD3D11 *pushVerts_;
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PushBufferD3D11 *pushInds_;
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enum { MAX_DEFERRED_DRAW_CALLS = 128 };
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DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
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int numDrawCalls;
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int vertexCountInDrawCalls;
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int decimationCounter_;
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int decodeCounter_;
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u32 dcid_;
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UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
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// D3D11 state object caches
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std::map<uint64_t, ID3D11BlendState *> blendCache_;
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std::map<uint64_t, ID3D11BlendState1 *> blendCache1_;
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std::map<uint64_t, ID3D11DepthStencilState *> depthStencilCache_;
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std::map<uint32_t, ID3D11RasterizerState *> rasterCache_;
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// Keep the depth state between ApplyDrawState and ApplyDrawStateLate
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ID3D11RasterizerState *rasterState_ = nullptr;
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ID3D11BlendState *blendState_ = nullptr;
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ID3D11BlendState1 *blendState1_ = nullptr;
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ID3D11DepthStencilState *depthStencilState_ = nullptr;
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// State keys
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D3D11StateKeys keys_{};
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D3D11DynamicState dynState_{};
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// Hardware tessellation
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class TessellationDataTransferD3D11 : public TessellationDataTransfer {
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private:
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ID3D11DeviceContext *context_;
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ID3D11Device *device_;
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ID3D11Texture1D *data_tex[3];
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ID3D11ShaderResourceView *view[3];
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D3D11_TEXTURE1D_DESC desc;
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D3D11_BOX dstBox;
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public:
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TessellationDataTransferD3D11(ID3D11DeviceContext *context_, ID3D11Device *device_)
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: TessellationDataTransfer(), context_(context_), device_(device_), data_tex(), view(), desc(), dstBox{0, 0, 0, 1, 1, 1} {
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desc.CPUAccessFlags = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.ArraySize = 1;
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desc.MipLevels = 1;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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}
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~TessellationDataTransferD3D11() {
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for (int i = 0; i < 3; i++) {
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if (data_tex[i]) {
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data_tex[i]->Release();
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view[i]->Release();
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}
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}
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}
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void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) override;
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};
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};
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