mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
16d7a80980
Before, the backends all did different things. Now they are more in sync, but Vulkan still behaves slightly differently. Fixes #11326.
125 lines
4.3 KiB
C++
125 lines
4.3 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 <d3d11.h>
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// Keeps track of allocated FBOs.
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// Also provides facilities for drawing and later converting raw
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// pixel data.
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "Core/Config.h"
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#include "ext/native/thin3d/thin3d.h"
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class TextureCacheD3D11;
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class DrawEngineD3D11;
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class ShaderManagerD3D11;
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class FramebufferManagerD3D11 : public FramebufferManagerCommon {
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public:
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FramebufferManagerD3D11(Draw::DrawContext *draw);
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~FramebufferManagerD3D11();
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void SetTextureCache(TextureCacheD3D11 *tc);
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void SetShaderManager(ShaderManagerD3D11 *sm);
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void SetDrawEngine(DrawEngineD3D11 *td);
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void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) override;
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void DestroyAllFBOs();
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void EndFrame();
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void Resized() override;
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void DeviceLost();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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void BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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virtual bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override;
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// TODO: Remove
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ID3D11Buffer *GetDynamicQuadBuffer() {
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return quadBuffer_;
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}
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protected:
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override;
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bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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private:
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void CompilePostShader();
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void BindPostShader(const PostShaderUniforms &uniforms) override;
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void Bind2DShader() override;
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void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) override;
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void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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void SimpleBlit(
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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bool linearFilter);
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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D3D_FEATURE_LEVEL featureLevel_;
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// Used by DrawPixels
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ID3D11Texture2D *drawPixelsTex_ = nullptr;
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ID3D11ShaderResourceView *drawPixelsTexView_ = nullptr;
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int drawPixelsTexW_ = 0;
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int drawPixelsTexH_ = 0;
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ID3D11VertexShader *quadVertexShader_;
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ID3D11PixelShader *quadPixelShader_;
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ID3D11InputLayout *quadInputLayout_;
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// Dynamic
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ID3D11Buffer *quadBuffer_;
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ID3D11Buffer *fsQuadBuffer_;
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const UINT quadStride_ = 20;
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const UINT quadOffset_ = 0;
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static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[2];
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u8 *convBuf = nullptr;
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int plainColorLoc_;
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ID3D11PixelShader *stencilUploadPS_ = nullptr;
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ID3D11VertexShader *stencilUploadVS_ = nullptr;
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ID3D11InputLayout *stencilUploadInputLayout_ = nullptr;
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ID3D11Buffer *stencilValueBuffer_ = nullptr;
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ID3D11DepthStencilState *stencilMaskStates_[256]{};
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ID3D11Texture2D *nullTexture_ = nullptr;
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ID3D11ShaderResourceView *nullTextureView_ = nullptr;
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TextureCacheD3D11 *textureCacheD3D11_;
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ShaderManagerD3D11 *shaderManagerD3D11_;
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DrawEngineD3D11 *drawEngineD3D11_;
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// Used by post-processing shader
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// Postprocessing
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ID3D11VertexShader *postVertexShader_ = nullptr;
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ID3D11PixelShader *postPixelShader_ = nullptr;
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ID3D11InputLayout *postInputLayout_ = nullptr;
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ID3D11Buffer *postConstants_ = nullptr;
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static const D3D11_INPUT_ELEMENT_DESC g_PostVertexElements[2];
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};
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