mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
163 lines
4.7 KiB
C++
163 lines
4.7 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 <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;
|
|
|
|
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);
|
|
~DrawEngineD3D11();
|
|
|
|
void DeviceLost() override { draw_ = nullptr; }
|
|
void DeviceRestore(Draw::DrawContext *draw) override { draw_ = draw; }
|
|
|
|
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 (!numDrawVerts_)
|
|
return;
|
|
DoFlush();
|
|
}
|
|
|
|
void FinishDeferred() {
|
|
if (!numDrawVerts_)
|
|
return;
|
|
DecodeVerts(decoded_);
|
|
}
|
|
|
|
void DispatchFlush() override {
|
|
if (!numDrawVerts_)
|
|
return;
|
|
Flush();
|
|
}
|
|
|
|
void NotifyConfigChanged() override;
|
|
|
|
void ClearInputLayoutMap();
|
|
|
|
private:
|
|
void Invalidate(InvalidationCallbackFlags flags);
|
|
|
|
void DoFlush();
|
|
|
|
void ApplyDrawState(int prim);
|
|
void ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef);
|
|
|
|
ID3D11InputLayout *SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
|
|
|
|
Draw::DrawContext *draw_; // Used for framebuffer related things exclusively.
|
|
ID3D11Device *device_;
|
|
ID3D11Device1 *device1_;
|
|
ID3D11DeviceContext *context_;
|
|
ID3D11DeviceContext1 *context1_;
|
|
|
|
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 *> inputLayoutMap_;
|
|
|
|
// Other
|
|
ShaderManagerD3D11 *shaderManager_ = nullptr;
|
|
TextureCacheD3D11 *textureCache_ = nullptr;
|
|
FramebufferManagerD3D11 *framebufferManager_ = nullptr;
|
|
|
|
// Pushbuffers
|
|
PushBufferD3D11 *pushVerts_;
|
|
PushBufferD3D11 *pushInds_;
|
|
|
|
// D3D11 state object caches.
|
|
DenseHashMap<uint64_t, ID3D11BlendState *> blendCache_;
|
|
DenseHashMap<uint64_t, ID3D11BlendState1 *> blendCache1_;
|
|
DenseHashMap<uint64_t, ID3D11DepthStencilState *> depthStencilCache_;
|
|
DenseHashMap<uint32_t, ID3D11RasterizerState *> 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;
|
|
};
|