mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
488 lines
18 KiB
C++
488 lines
18 KiB
C++
// Copyright (c) 2017- 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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#include <algorithm>
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#include <d3d11.h>
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#include <D3Dcompiler.h>
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#include "base/display.h"
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#include "math/lin/matrix4x4.h"
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#include "ext/native/thin3d/thin3d.h"
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#include "base/basictypes.h"
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#include "Common/ColorConv.h"
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#include "Common/MathUtil.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/ShaderTranslation.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#ifdef _M_SSE
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#include <emmintrin.h>
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#endif
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static const char *vscode =
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"struct VS_IN {\n"
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" float4 ObjPos : POSITION;\n"
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" float2 Uv : TEXCOORD0;\n"
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"};"
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"struct VS_OUT {\n"
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" float2 Uv : TEXCOORD0;\n"
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" float4 ProjPos : SV_Position;\n"
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"};\n"
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"VS_OUT main(VS_IN In) {\n"
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" VS_OUT Out;\n"
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" Out.ProjPos = In.ObjPos;\n"
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" Out.Uv = In.Uv;\n"
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" return Out;\n"
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"}\n";
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static const char *pscode =
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"SamplerState samp : register(s0);\n"
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"Texture2D<float4> tex : register(t0);\n"
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"struct PS_IN {\n"
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" float2 Uv : TEXCOORD0;\n"
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"};\n"
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"float4 main( PS_IN In ) : SV_Target {\n"
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" float4 c = tex.Sample(samp, In.Uv);\n"
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" return c;\n"
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"}\n";
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const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_QuadVertexElements[2] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
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};
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FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw)
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: FramebufferManagerCommon(draw) {
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device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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featureLevel_ = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
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std::vector<uint8_t> bytecode;
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std::string errorMsg;
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quadVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode, featureLevel_);
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quadPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode), featureLevel_);
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ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, ARRAY_SIZE(g_QuadVertexElements), bytecode.data(), bytecode.size(), &quadInputLayout_));
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// STRIP geometry
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static const float fsCoord[20] = {
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-1.0f,-1.0f, 0.0f, 0.0f, 0.0f,
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1.0f,-1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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};
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D3D11_BUFFER_DESC vb{};
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vb.ByteWidth = 20 * 4;
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vb.Usage = D3D11_USAGE_IMMUTABLE;
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vb.CPUAccessFlags = 0;
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vb.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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D3D11_SUBRESOURCE_DATA data{ fsCoord };
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ASSERT_SUCCESS(device_->CreateBuffer(&vb, &data, &fsQuadBuffer_));
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vb.Usage = D3D11_USAGE_DYNAMIC;
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vb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &quadBuffer_));
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D3D11_TEXTURE2D_DESC desc{};
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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.SampleDesc.Count = 1;
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desc.Width = 1;
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desc.Height = 1;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.MipLevels = 1;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &nullTexture_));
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ASSERT_SUCCESS(device_->CreateShaderResourceView(nullTexture_, nullptr, &nullTextureView_));
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uint32_t nullData[1]{};
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context_->UpdateSubresource(nullTexture_, 0, nullptr, nullData, 1, 0);
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ShaderTranslationInit();
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presentation_->SetLanguage(HLSL_D3D11);
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preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM;
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}
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FramebufferManagerD3D11::~FramebufferManagerD3D11() {
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ShaderTranslationShutdown();
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// Drawing cleanup
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if (quadVertexShader_)
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quadVertexShader_->Release();
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if (quadPixelShader_)
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quadPixelShader_->Release();
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quadInputLayout_->Release();
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quadBuffer_->Release();
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fsQuadBuffer_->Release();
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// Stencil cleanup
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for (int i = 0; i < 256; i++) {
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if (stencilMaskStates_[i])
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stencilMaskStates_[i]->Release();
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}
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if (stencilUploadPS_)
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stencilUploadPS_->Release();
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if (stencilUploadVS_)
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stencilUploadVS_->Release();
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if (stencilUploadInputLayout_)
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stencilUploadInputLayout_->Release();
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if (stencilValueBuffer_)
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stencilValueBuffer_->Release();
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if (nullTextureView_)
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nullTextureView_->Release();
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if (nullTexture_)
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nullTexture_->Release();
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}
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void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
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textureCacheD3D11_ = tc;
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textureCache_ = tc;
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}
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void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) {
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shaderManagerD3D11_ = sm;
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shaderManager_ = sm;
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}
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void FramebufferManagerD3D11::SetDrawEngine(DrawEngineD3D11 *td) {
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drawEngineD3D11_ = td;
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drawEngine_ = td;
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}
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void FramebufferManagerD3D11::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) {
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struct Coord {
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Lin::Vec3 pos; float u, v;
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};
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Coord coord[4] = {
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{{x, y, 0}, u0, v0},
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{{x + w, y, 0}, u1, v0},
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{{x + w, y + h,0}, u1, v1},
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{{x, y + h, 0}, u0, v1},
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};
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static const short indices[4] = { 0, 1, 3, 2 };
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
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}
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for (int i = 0; i < 4; i++) {
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temp[i * 2] = coord[((i + rotation) & 3)].u;
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temp[i * 2 + 1] = coord[((i + rotation) & 3)].v;
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}
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for (int i = 0; i < 4; i++) {
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coord[i].u = temp[i * 2];
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coord[i].v = temp[i * 2 + 1];
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}
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}
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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for (int i = 0; i < 4; i++) {
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coord[i].pos.x = coord[i].pos.x * invDestW - 1.0f;
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coord[i].pos.y = -(coord[i].pos.y * invDestH - 1.0f);
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}
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if (g_display_rotation != DisplayRotation::ROTATE_0) {
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for (int i = 0; i < 4; i++) {
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// backwards notation, should fix that...
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coord[i].pos = coord[i].pos * g_display_rot_matrix;
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}
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}
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// The above code is for FAN geometry but we can only do STRIP. So rearrange it a little.
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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float *dest = (float *)map.pData;
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memcpy(dest, coord, sizeof(Coord));
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memcpy(dest + 5, coord + 1, sizeof(Coord));
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memcpy(dest + 10, coord + 3, sizeof(Coord));
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memcpy(dest + 15, coord + 2, sizeof(Coord));
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context_->Unmap(quadBuffer_, 0);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
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context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0);
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context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context_->PSSetSamplers(0, 1, (flags & DRAWTEX_LINEAR) ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
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UINT stride = 20;
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UINT offset = 0;
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context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset);
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context_->Draw(4, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
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}
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void FramebufferManagerD3D11::Bind2DShader() {
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context_->IASetInputLayout(quadInputLayout_);
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context_->PSSetShader(quadPixelShader_, 0, 0);
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context_->VSSetShader(quadVertexShader_, 0, 0);
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}
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void FramebufferManagerD3D11::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
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if (!useBufferedRendering_ || !vfb->fbo) {
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return;
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}
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// Technically, we should at this point re-interpret the bytes of the old format to the new.
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// That might get tricky, and could cause unnecessary slowness in some games.
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// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
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// (it uses 565 to write zeros to the buffer, then 4444 to actually render the shadow.)
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//
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// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
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// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
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// to exactly reproduce in 4444 and 8888 formats.
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if (old == GE_FORMAT_565) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "ReformatFramebuffer");
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context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF);
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[D3D11_COLOR_WRITE_ENABLE_ALPHA], nullptr, 0xFFFFFFFF);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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context_->IASetInputLayout(quadInputLayout_);
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context_->PSSetShader(quadPixelShader_, nullptr, 0);
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context_->VSSetShader(quadVertexShader_, nullptr, 0);
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context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_);
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DClamp);
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context_->PSSetShaderResources(0, 1, &nullTextureView_);
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shaderManagerD3D11_->DirtyLastShader();
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D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f };
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context_->RSSetViewports(1, &vp);
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context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context_->Draw(4, 0);
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textureCache_->ForgetLastTexture();
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE);
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}
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}
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static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
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size_t x = 0;
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#ifdef _M_SSE
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size_t sseSize = (c / 4) * 4;
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const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF);
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const __m128i dstMask = _mm_set1_epi32(0xFF000000);
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__m128i *dst = (__m128i *)dstp;
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const __m128i *src = (const __m128i *)srcp;
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for (; x < sseSize; x += 4) {
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const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask);
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const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask);
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_mm_store_si128(dst, _mm_or_si128(bits24, bits8));
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dst++;
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src++;
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}
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#endif
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// Copy the remaining pixels that didn't fit in SSE.
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for (; x < c; ++x) {
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memcpy(dstp + x, srcp + x, 3);
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}
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}
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void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
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if (matchingDepthBuffer && matchingSize && matchingRenderSize) {
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// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth");
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RebindFramebuffer("RebindFramebuffer - BlitFramebufferDepth");
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dst->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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ID3D11ShaderResourceView *view = nullptr;
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context_->PSSetShaderResources(stage, 1, &view);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return;
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}
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// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
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// Let's just not bother with the copy in that case.
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bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
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if (GPUStepping::IsStepping()) {
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skipCopy = true;
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}
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// Currently rendering to this framebuffer. Need to make a copy.
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
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if (renderCopy) {
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VirtualFramebuffer copyInfo = *framebuffer;
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copyInfo.fbo = renderCopy;
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CopyFramebufferForColorTexture(©Info, framebuffer, flags);
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RebindFramebuffer("RebindFramebuffer - BindFramebufferAsColorTexture");
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draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
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} else {
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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}
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} else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) {
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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} else {
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ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
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ID3D11ShaderResourceView *view = nullptr;
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context_->PSSetShaderResources(stage, 1, &view);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return;
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}
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}
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void FramebufferManagerD3D11::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
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// Nothing to do here.
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}
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void FramebufferManagerD3D11::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, bool linearFilter) {
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int destW, destH, srcW, srcH;
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draw_->GetFramebufferDimensions(src, &srcW, &srcH);
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draw_->GetFramebufferDimensions(dest, &destW, &destH);
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if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
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// Optimize to a copy
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draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT, "SimpleBlit");
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return;
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}
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float dX = 1.0f / (float)destW;
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float dY = 1.0f / (float)destH;
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float sX = 1.0f / (float)srcW;
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float sY = 1.0f / (float)srcH;
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struct Vtx {
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float x, y, z, u, v;
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};
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Vtx vtx[4] = {
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{ -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX1, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX2, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX1, sY * srcY2 },
|
|
{ -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX2, sY * srcY2 },
|
|
};
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
ASSERT_SUCCESS(context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
|
|
memcpy(map.pData, vtx, 4 * sizeof(Vtx));
|
|
context_->Unmap(quadBuffer_, 0);
|
|
|
|
// Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily).
|
|
draw_->BindTexture(0, nullptr);
|
|
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "SimpleBlit");
|
|
draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
|
|
|
|
Bind2DShader();
|
|
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
context_->RSSetState(stockD3D11.rasterStateNoCull);
|
|
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
|
|
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0);
|
|
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
context_->PSSetSamplers(0, 1, linearFilter ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
|
|
UINT stride = sizeof(Vtx);
|
|
UINT offset = 0;
|
|
context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset);
|
|
context_->Draw(4, 0);
|
|
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
if (useBufferedRendering_) {
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail");
|
|
}
|
|
return;
|
|
}
|
|
|
|
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
|
|
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
|
|
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
// Direct3D doesn't support rect -> self.
|
|
Draw::Framebuffer *srcFBO = src->fbo;
|
|
if (src == dst) {
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth);
|
|
SimpleBlit(tempFBO, dstX1, dstY1, dstX2, dstY2, src->fbo, srcX1, srcY1, srcX2, srcY2, false);
|
|
srcFBO = tempFBO;
|
|
}
|
|
SimpleBlit(
|
|
dst->fbo, dstX1, dstY1, dstX2, dstY2,
|
|
srcFBO, srcX1, srcY1, srcX2, srcY2,
|
|
false);
|
|
}
|
|
|
|
// Nobody calls this yet.
|
|
void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
|
|
return;
|
|
}
|
|
|
|
const u32 z_address = vfb->z_address;
|
|
// TODO
|
|
}
|
|
|
|
void FramebufferManagerD3D11::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
}
|