ppsspp/GPU/D3D11/D3D11Util.h
Henrik Rydgård c6f51bbc1e Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
Found a potential error with tesselation without normals already.
2020-10-21 23:20:15 +02:00

103 lines
3.5 KiB
C++

// Copyright (c) 2017- 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 <cstdint>
#include <vector>
#include <d3d11.h>
class PushBufferD3D11 {
public:
PushBufferD3D11(ID3D11Device *device, size_t size, D3D11_BIND_FLAG bindFlags) : size_(size) {
D3D11_BUFFER_DESC desc{};
desc.BindFlags = bindFlags;
desc.ByteWidth = (UINT)size;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_DYNAMIC;
device->CreateBuffer(&desc, nullptr, &buffer_);
}
PushBufferD3D11(PushBufferD3D11 &) = delete;
~PushBufferD3D11() {
buffer_->Release();
}
ID3D11Buffer *Buf() const {
return buffer_;
}
// Should be done each frame
void Reset() {
pos_ = 0;
nextMapDiscard_ = true;
}
uint8_t *BeginPush(ID3D11DeviceContext *context, UINT *offset, size_t size, int align = 16) {
D3D11_MAPPED_SUBRESOURCE map;
pos_ = (pos_ + align - 1) & ~(align - 1);
if (pos_ + size > size_) {
// Wrap! Note that with this method, since we return the same buffer as before, you have to do the draw immediately after,
// can't defer like in Vulkan. We instead let the driver handle the invalidation etc.
pos_ = 0;
nextMapDiscard_ = true;
}
context->Map(buffer_, 0, nextMapDiscard_ ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
nextMapDiscard_ = false;
*offset = (UINT)pos_;
uint8_t *retval = (uint8_t *)map.pData + pos_;
pos_ += size;
return retval;
}
void EndPush(ID3D11DeviceContext *context) {
context->Unmap(buffer_, 0);
}
private:
ID3D11Buffer *buffer_ = nullptr;
size_t pos_ = 0;
size_t size_;
bool nextMapDiscard_ = false;
};
std::vector<uint8_t> CompileShaderToBytecodeD3D11(const char *code, size_t codeSize, const char *target, UINT flags);
ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0);
ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0);
ID3D11ComputeShader *CreateComputeShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0);
ID3D11GeometryShader *CreateGeometryShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0);
class StockObjectsD3D11 {
public:
void Create(ID3D11Device *device);
void Destroy();
ID3D11DepthStencilState *depthStencilDisabled;
ID3D11DepthStencilState *depthDisabledStencilWrite;
ID3D11BlendState *blendStateDisabledWithColorMask[16];
ID3D11RasterizerState *rasterStateNoCull;
ID3D11SamplerState *samplerPoint2DWrap;
ID3D11SamplerState *samplerLinear2DWrap;
ID3D11SamplerState *samplerPoint2DClamp;
ID3D11SamplerState *samplerLinear2DClamp;
};
#define ASSERT_SUCCESS(x) \
if (!SUCCEEDED((x))) \
Crash();
extern StockObjectsD3D11 stockD3D11;