Merge pull request #6042 from stenzek/videocommon-pipelines

VideoCommon pipelines ("Abstract Pipeline")
This commit is contained in:
Anthony
2018-02-23 09:18:19 -08:00
committed by GitHub
61 changed files with 2086 additions and 300 deletions
+3 -47
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@@ -10,8 +10,6 @@
#include "Common/Logging/Log.h"
std::unique_ptr<cInterfaceBase> GLInterface;
static GLuint attributelessVAO = 0;
static GLuint attributelessVBO = 0;
void InitInterface()
{
@@ -29,7 +27,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
const char* shader = vertexShader.c_str();
glShaderSource(vertexShaderID, 1, &shader, nullptr);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
#if defined(_DEBUG) || defined(DEBUGFAST)
GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
@@ -56,7 +54,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
shader = fragmentShader.c_str();
glShaderSource(fragmentShaderID, 1, &shader, nullptr);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
#if defined(_DEBUG) || defined(DEBUGFAST)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
@@ -80,7 +78,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
#if defined(_DEBUG) || defined(DEBUGFAST)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
@@ -102,45 +100,3 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
return programID;
}
void OpenGL_CreateAttributelessVAO()
{
glGenVertexArrays(1, &attributelessVAO);
_dbg_assert_msg_(VIDEO, attributelessVAO != 0,
"Attributeless VAO should have been created successfully.")
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &attributelessVBO);
_dbg_assert_msg_(VIDEO, attributelessVBO != 0,
"Attributeless VBO should have been created successfully.")
// Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around
// driver issues.
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW);
// We must also define vertex attribute 0.
glBindVertexArray(attributelessVAO);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
}
void OpenGL_BindAttributelessVAO()
{
_dbg_assert_msg_(VIDEO, attributelessVAO != 0,
"Attributeless VAO should have already been created.")
glBindVertexArray(attributelessVAO);
}
void OpenGL_DeleteAttributelessVAO()
{
_dbg_assert_msg_(VIDEO, attributelessVAO != 0,
"Attributeless VAO should have already been created.") if (attributelessVAO != 0)
{
glDeleteVertexArrays(1, &attributelessVAO);
glDeleteBuffers(1, &attributelessVBO);
attributelessVAO = 0;
attributelessVBO = 0;
}
}
-16
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@@ -17,19 +17,3 @@ void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
// Creates and deletes a VAO and VBO suitable for attributeless rendering.
// Called by the Renderer.
void OpenGL_CreateAttributelessVAO();
void OpenGL_DeleteAttributelessVAO();
// Binds the VAO suitable for attributeless rendering.
void OpenGL_BindAttributelessVAO();
// this should be removed in future, but as long as glsl is unstable, we should really read this
// messages
#if defined(_DEBUG) || defined(DEBUGFAST)
#define DEBUG_GLSL 1
#else
#define DEBUG_GLSL 0
#endif
@@ -13,6 +13,10 @@ set(SRCS
D3DTexture.h
D3DUtil.cpp
D3DUtil.h
DXPipeline.cpp
DXPipeline.h
DXShader.cpp
DXShader.h
DXTexture.cpp
DXTexture.h
FramebufferManager.cpp
@@ -43,6 +43,8 @@
<ClCompile Include="D3DState.cpp" />
<ClCompile Include="D3DTexture.cpp" />
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="DXPipeline.cpp" />
<ClCompile Include="DXShader.cpp" />
<ClCompile Include="DXTexture.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
@@ -64,6 +66,8 @@
<ClInclude Include="D3DState.h" />
<ClInclude Include="D3DTexture.h" />
<ClInclude Include="D3DUtil.h" />
<ClInclude Include="DXPipeline.h" />
<ClInclude Include="DXShader.h" />
<ClInclude Include="DXTexture.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />
@@ -64,6 +64,12 @@
<ClCompile Include="DXTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXPipeline.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D3DBase.h">
@@ -118,5 +124,11 @@
<ClInclude Include="DXTexture.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXPipeline.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
</Project>
+10
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@@ -511,6 +511,16 @@ const char* PixelShaderVersionString()
return "ps_4_0";
}
const char* ComputeShaderVersionString()
{
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
return "cs_5_0";
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
return "cs_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "cs_4_0";
}
D3DTexture2D* GetBackBuffer()
{
return s_backbuf;
+1
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@@ -69,6 +69,7 @@ D3DTexture2D* GetBackBuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
const char* ComputeShaderVersionString();
bool BGRATexturesSupported();
bool AllowTearingSupported();
@@ -188,6 +188,66 @@ bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADE
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t len)
{
ID3D11ComputeShader* shader;
HRESULT hr = D3D::device->CreateComputeShader(bytecode, len, nullptr, &shader);
if (FAILED(hr))
{
PanicAlert("CreateComputeShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
return nullptr;
}
return shader;
}
// code->bytecode
bool CompileComputeShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines)
{
ID3D10Blob* shaderBuffer = nullptr;
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr =
PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main",
D3D::ComputeShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Compute shader compiler messages:\n%s",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = StringFromFormat("%sbad_cs_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
PanicAlert("Failed to compile compute shader: %s\nDebug info (%s):\n%s", filename.c_str(),
D3D::ComputeShaderVersionString(),
reinterpret_cast<const char*>(errorBuffer->GetBufferPointer()));
*blob = nullptr;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code)
{
D3DBlob* blob = nullptr;
@@ -226,6 +286,19 @@ ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code)
return nullptr;
}
ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code)
{
D3DBlob* blob = nullptr;
CompileComputeShader(code, &blob);
if (blob)
{
ID3D11ComputeShader* shader = CreateComputeShaderFromByteCode(blob);
blob->Release();
return shader;
}
return nullptr;
}
} // namespace
} // namespace DX11
+15 -3
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@@ -19,6 +19,7 @@ namespace D3D
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len);
ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const std::string& code, D3DBlob** blob);
@@ -26,12 +27,15 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompilePixelShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompileComputeShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code,
const D3D_SHADER_MACRO* pDefines = nullptr);
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code);
inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
{
@@ -45,21 +49,29 @@ inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
{
return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11ComputeShader* CreateComputeShaderFromByteCode(D3DBlob* bytecode)
{
return CreateComputeShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{
return CompileAndCreateVertexShader((const char*)code->Data());
return CompileAndCreateVertexShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11GeometryShader*
CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
{
return CompileAndCreateGeometryShader((const char*)code->Data(), pDefines);
return CompileAndCreateGeometryShader(reinterpret_cast<const char*>(code->Data()), pDefines);
}
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{
return CompileAndCreatePixelShader((const char*)code->Data());
return CompileAndCreatePixelShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11ComputeShader* CompileAndCreateComputeShader(D3DBlob* code)
{
return CompileAndCreateComputeShader(reinterpret_cast<const char*>(code->Data()));
}
}
+18 -86
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@@ -20,97 +20,13 @@ namespace D3D
{
StateManager* stateman;
template <typename T>
AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template <typename T>
AutoState<T>::AutoState(const AutoState<T>& source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template <typename T>
AutoState<T>::~AutoState()
{
if (state)
((T*)state)->Release();
state = nullptr;
}
StateManager::StateManager()
: m_currentBlendState(nullptr), m_currentDepthState(nullptr), m_currentRasterizerState(nullptr),
m_dirtyFlags(~0u), m_pending(), m_current()
{
}
void StateManager::PushBlendState(const ID3D11BlendState* state)
{
m_blendStates.push(AutoBlendState(state));
}
void StateManager::PushDepthState(const ID3D11DepthStencilState* state)
{
m_depthStates.push(AutoDepthStencilState(state));
}
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state)
{
m_rasterizerStates.push(AutoRasterizerState(state));
}
void StateManager::PopBlendState()
{
m_blendStates.pop();
}
void StateManager::PopDepthState()
{
m_depthStates.pop();
}
void StateManager::PopRasterizerState()
{
m_rasterizerStates.pop();
}
StateManager::StateManager() = default;
StateManager::~StateManager() = default;
void StateManager::Apply()
{
if (!m_blendStates.empty())
{
if (m_currentBlendState != m_blendStates.top().GetPtr())
{
m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr();
D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!m_depthStates.empty())
{
if (m_currentDepthState != m_depthStates.top().GetPtr())
{
m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr();
D3D::context->OMSetDepthStencilState(m_currentDepthState, 0);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!m_rasterizerStates.empty())
{
if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr())
{
m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr();
D3D::context->RSSetState(m_currentRasterizerState);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
if (!m_dirtyFlags)
{
return;
}
int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
@@ -232,6 +148,22 @@ void StateManager::Apply()
}
}
if (m_dirtyFlags & DirtyFlag_BlendState)
{
D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF);
m_current.blendState = m_pending.blendState;
}
if (m_dirtyFlags & DirtyFlag_DepthState)
{
D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
m_current.depthState = m_pending.depthState;
}
if (m_dirtyFlags & DirtyFlag_RasterizerState)
{
D3D::context->RSSetState(m_pending.rasterizerState);
m_current.rasterizerState = m_pending.rasterizerState;
}
m_dirtyFlags = 0;
}
+58 -47
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@@ -6,7 +6,6 @@
#include <array>
#include <cstddef>
#include <stack>
#include <unordered_map>
#include "Common/BitField.h"
@@ -14,10 +13,6 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/RenderState.h"
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
namespace DX11
{
class StateCache
@@ -44,37 +39,35 @@ private:
namespace D3D
{
template <typename T>
class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T>& source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
~StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
void SetBlendState(ID3D11BlendState* state)
{
if (m_current.blendState != state)
m_dirtyFlags |= DirtyFlag_BlendState;
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
m_pending.blendState = state;
}
void SetDepthState(ID3D11DepthStencilState* state)
{
if (m_current.depthState != state)
m_dirtyFlags |= DirtyFlag_DepthState;
m_pending.depthState = state;
}
void SetRasterizerState(ID3D11RasterizerState* state)
{
if (m_current.rasterizerState != state)
m_dirtyFlags |= DirtyFlag_RasterizerState;
m_pending.rasterizerState = state;
}
void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
{
@@ -117,6 +110,14 @@ public:
m_pending.geometryConstants = buffer;
}
void SetComputeConstants(ID3D11Buffer* buffer)
{
if (m_current.computeConstants != buffer)
m_dirtyFlags |= DirtyFlag_ComputeConstants;
m_pending.computeConstants = buffer;
}
void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{
if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
@@ -184,6 +185,14 @@ public:
m_pending.geometryShader = shader;
}
void SetComputeShader(ID3D11ComputeShader* shader)
{
if (m_current.computeShader != shader)
m_dirtyFlags |= DirtyFlag_ComputeShader;
m_pending.computeShader = shader;
}
// removes currently set texture from all slots, returns mask of previously bound slots
u32 UnsetTexture(ID3D11ShaderResourceView* srv);
void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv);
@@ -193,14 +202,6 @@ public:
void Apply();
private:
std::stack<AutoBlendState> m_blendStates;
std::stack<AutoDepthStencilState> m_depthStates;
std::stack<AutoRasterizerState> m_rasterizerStates;
ID3D11BlendState* m_currentBlendState;
ID3D11DepthStencilState* m_currentDepthState;
ID3D11RasterizerState* m_currentRasterizerState;
enum DirtyFlags
{
DirtyFlag_Texture0 = 1 << 0,
@@ -224,18 +225,23 @@ private:
DirtyFlag_PixelConstants = 1 << 16,
DirtyFlag_VertexConstants = 1 << 17,
DirtyFlag_GeometryConstants = 1 << 18,
DirtyFlag_ComputeConstants = 1 << 19,
DirtyFlag_VertexBuffer = 1 << 19,
DirtyFlag_IndexBuffer = 1 << 20,
DirtyFlag_VertexBuffer = 1 << 20,
DirtyFlag_IndexBuffer = 1 << 21,
DirtyFlag_PixelShader = 1 << 21,
DirtyFlag_VertexShader = 1 << 22,
DirtyFlag_GeometryShader = 1 << 23,
DirtyFlag_PixelShader = 1 << 22,
DirtyFlag_VertexShader = 1 << 23,
DirtyFlag_GeometryShader = 1 << 24,
DirtyFlag_ComputeShader = 1 << 25,
DirtyFlag_InputAssembler = 1 << 24,
DirtyFlag_InputAssembler = 1 << 26,
DirtyFlag_BlendState = 1 << 27,
DirtyFlag_DepthState = 1 << 28,
DirtyFlag_RasterizerState = 1 << 29,
};
u32 m_dirtyFlags;
u32 m_dirtyFlags = ~0u;
struct Resources
{
@@ -244,6 +250,7 @@ private:
std::array<ID3D11Buffer*, 2> pixelConstants;
ID3D11Buffer* vertexConstants;
ID3D11Buffer* geometryConstants;
ID3D11Buffer* computeConstants;
ID3D11Buffer* vertexBuffer;
ID3D11Buffer* indexBuffer;
u32 vertexBufferStride;
@@ -253,10 +260,14 @@ private:
ID3D11PixelShader* pixelShader;
ID3D11VertexShader* vertexShader;
ID3D11GeometryShader* geometryShader;
ID3D11ComputeShader* computeShader;
ID3D11BlendState* blendState;
ID3D11DepthStencilState* depthState;
ID3D11RasterizerState* rasterizerState;
};
Resources m_pending;
Resources m_current;
Resources m_pending = {};
Resources m_current = {};
};
extern StateManager* stateman;
+2 -4
View File
@@ -406,8 +406,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
// set general pipeline state
D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->SetBlendState(m_blendstate);
D3D::stateman->SetRasterizerState(m_raststate);
D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->SetVertexShader(m_vshader);
@@ -478,8 +478,6 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
}
D3D::stateman->PopBlendState();
D3D::stateman->PopRasterizerState();
return S_OK;
}
@@ -0,0 +1,96 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
namespace DX11
{
DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state,
ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
D3D11_PRIMITIVE_TOPOLOGY primitive_topology)
: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
m_primitive_topology(primitive_topology)
{
if (m_input_layout)
m_input_layout->AddRef();
if (m_vertex_shader)
m_vertex_shader->AddRef();
if (m_geometry_shader)
m_geometry_shader->AddRef();
if (m_pixel_shader)
m_pixel_shader->AddRef();
if (m_rasterizer_state)
m_rasterizer_state->AddRef();
if (m_depth_state)
m_depth_state->AddRef();
if (m_blend_state)
m_blend_state->AddRef();
}
DXPipeline::~DXPipeline()
{
if (m_input_layout)
m_input_layout->Release();
if (m_vertex_shader)
m_vertex_shader->Release();
if (m_geometry_shader)
m_geometry_shader->Release();
if (m_pixel_shader)
m_pixel_shader->Release();
if (m_rasterizer_state)
m_rasterizer_state->Release();
if (m_depth_state)
m_depth_state->Release();
if (m_blend_state)
m_blend_state->Release();
}
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
{
StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
if (!rasterizer_state || !depth_state || !blend_state)
{
SAFE_RELEASE(rasterizer_state);
SAFE_RELEASE(depth_state);
SAFE_RELEASE(blend_state);
return nullptr;
}
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
_assert_(vertex_shader != nullptr && pixel_shader != nullptr);
ID3D11InputLayout* input_layout =
const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
->GetInputLayout(vertex_shader->GetByteCode());
return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
geometry_shader ? geometry_shader->GetD3DGeometryShader() :
nullptr,
pixel_shader->GetD3DPixelShader(), rasterizer_state,
depth_state, blend_state, primitive_topology);
}
} // namespace DX11
@@ -0,0 +1,43 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <memory>
#include "VideoCommon/AbstractPipeline.h"
namespace DX11
{
class DXPipeline final : public AbstractPipeline
{
public:
DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology);
~DXPipeline() override;
ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
ID3D11BlendState* GetBlendState() const { return m_blend_state; }
D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
private:
ID3D11InputLayout* m_input_layout;
ID3D11VertexShader* m_vertex_shader;
ID3D11GeometryShader* m_geometry_shader;
ID3D11PixelShader* m_pixel_shader;
ID3D11RasterizerState* m_rasterizer_state;
ID3D11DepthStencilState* m_depth_state;
ID3D11BlendState* m_blend_state;
D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
};
} // namespace DX11
+183
View File
@@ -0,0 +1,183 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/DXShader.h"
namespace DX11
{
DXShader::DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs)
: AbstractShader(ShaderStage::Vertex), m_bytecode(bytecode), m_shader(vs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs)
: AbstractShader(ShaderStage::Geometry), m_bytecode(bytecode), m_shader(gs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps)
: AbstractShader(ShaderStage::Pixel), m_bytecode(bytecode), m_shader(ps)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs)
: AbstractShader(ShaderStage::Compute), m_bytecode(bytecode), m_shader(cs)
{
}
DXShader::~DXShader()
{
m_shader->Release();
m_bytecode->Release();
}
D3DBlob* DXShader::GetByteCode() const
{
return m_bytecode;
}
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
}
bool DXShader::HasBinary() const
{
_assert_(m_bytecode);
return true;
}
AbstractShader::BinaryData DXShader::GetBinary() const
{
return BinaryData(m_bytecode->Data(), m_bytecode->Data() + m_bytecode->Size());
}
std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
{
switch (stage)
{
case ShaderStage::Vertex:
{
ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
if (vs)
return std::make_unique<DXShader>(bytecode, vs);
}
break;
case ShaderStage::Geometry:
{
ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
if (gs)
return std::make_unique<DXShader>(bytecode, gs);
}
break;
case ShaderStage::Pixel:
{
ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
if (ps)
return std::make_unique<DXShader>(bytecode, ps);
}
break;
case ShaderStage::Compute:
{
ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
if (cs)
return std::make_unique<DXShader>(bytecode, cs);
}
break;
default:
break;
}
return nullptr;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
D3DBlob* bytecode;
switch (stage)
{
case ShaderStage::Vertex:
{
if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Geometry:
{
if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Pixel:
{
if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Compute:
{
if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
return nullptr;
}
default:
return nullptr;
}
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
{
bytecode->Release();
return nullptr;
}
return shader;
}
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
D3DBlob* bytecode = new D3DBlob(static_cast<unsigned int>(length), static_cast<const u8*>(data));
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
{
bytecode->Release();
return nullptr;
}
return shader;
}
} // namespace DX11
+48
View File
@@ -0,0 +1,48 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <d3d11.h>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/AbstractShader.h"
namespace DX11
{
class DXShader final : public AbstractShader
{
public:
// Note: vs/gs/ps/cs references are transferred.
DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs);
DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs);
DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps);
DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs);
~DXShader() override;
D3DBlob* GetByteCode() const;
ID3D11VertexShader* GetD3DVertexShader() const;
ID3D11GeometryShader* GetD3DGeometryShader() const;
ID3D11PixelShader* GetD3DPixelShader() const;
ID3D11ComputeShader* GetD3DComputeShader() const;
bool HasBinary() const override;
BinaryData GetBinary() const override;
// Creates a new shader object. The reference to bytecode is not transfered upon failure.
static std::unique_ptr<DXShader> CreateFromBlob(ShaderStage stage, D3DBlob* bytecode);
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
private:
ID3D11DeviceChild* m_shader;
D3DBlob* m_bytecode;
};
} // namespace DX11
@@ -119,20 +119,20 @@ D3DVertexFormat::~D3DVertexFormat()
SAFE_RELEASE(m_layout);
}
void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(D3DBlob* vs_bytecode)
{
if (!m_layout)
{
// CreateInputLayout requires a shader input, but it only looks at the
// signature of the shader, so we don't need to recompute it if the shader
// changes.
HRESULT hr = DX11::D3D::device->CreateInputLayout(
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr))
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::stateman->SetInputLayout(m_layout);
if (m_layout)
return m_layout;
// CreateInputLayout requires a shader input, but it only looks at the
// signature of the shader, so we don't need to recompute it if the shader
// changes.
HRESULT hr = DX11::D3D::device->CreateInputLayout(
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr))
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
return m_layout;
}
} // namespace DX11
+138 -29
View File
@@ -13,6 +13,7 @@
#include <strsafe.h>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
@@ -23,6 +24,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
@@ -41,6 +44,12 @@
namespace DX11
{
// Reserve 512KB for vertices, and 64KB for uniforms.
// This should be sufficient for our usages, and if more is required,
// we split it into multiple draws.
constexpr u32 UTILITY_VBO_SIZE = 512 * 1024;
constexpr u32 UTILITY_UBO_SIZE = 64 * 1024;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
@@ -165,6 +174,16 @@ void Renderer::SetupDeviceObjects()
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
m_screenshot_texture = nullptr;
CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
CHECK(SUCCEEDED(hr), "Create utility VBO");
CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
CHECK(SUCCEEDED(hr), "Create utility UBO");
}
// Kill off all device objects
@@ -184,6 +203,8 @@ void Renderer::TeardownDeviceObjects()
SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
SAFE_RELEASE(m_utility_vertex_buffer);
SAFE_RELEASE(m_utility_uniform_buffer);
}
void Renderer::Create3DVisionTexture(int width, int height)
@@ -229,6 +250,109 @@ void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
D3D::DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color, text);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
{
return DXShader::CreateFromSource(stage, source, length);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return DXShader::CreateFromBinary(stage, data, length);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return DXPipeline::Create(config);
}
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
_dbg_assert_(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
std::memcpy(mapped.pData, uniforms, uniforms_size);
D3D::context->Unmap(m_utility_uniform_buffer, 0);
}
void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
{
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility VBO");
std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
D3D::context->Unmap(m_utility_vertex_buffer, 0);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Textures are fine, they're set directly via SetTexture.
// Since samplers are set via gx_state, we need to fix this up here.
for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
// Copy in uniforms.
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
}
// If the vertices are larger than our buffer, we need to break it up into multiple draws.
const char* vertices_ptr = static_cast<const char*>(vertices);
while (num_vertices > 0)
{
u32 vertices_this_draw = num_vertices;
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
_dbg_assert_(VIDEO, vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}
// Apply pending state and draw.
D3D::stateman->Apply();
D3D::context->Draw(vertices_this_draw, 0);
vertices_ptr += vertex_stride * vertices_this_draw;
num_vertices -= vertices_this_draw;
}
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
}
D3D::stateman->Apply();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
@@ -405,8 +529,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
D3D::stateman->SetBlendState(m_clear_blend_states[3]);
D3D::stateman->SetDepthState(m_clear_depth_states[1]);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
@@ -417,12 +541,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
D3D::DrawEFBPokeQuads(type, points, num_points);
if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
}
RestoreAPIState();
}
@@ -446,21 +564,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ResetAPIState();
if (colorEnable && alphaEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[0]);
D3D::stateman->SetBlendState(m_clear_blend_states[0]);
else if (colorEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[1]);
D3D::stateman->SetBlendState(m_clear_blend_states[1]);
else if (alphaEnable)
D3D::stateman->PushBlendState(m_clear_blend_states[2]);
D3D::stateman->SetBlendState(m_clear_blend_states[2]);
else
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
D3D::stateman->SetBlendState(m_clear_blend_states[3]);
// TODO: Should we enable Z testing here?
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
// else
if (zEnable)
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
D3D::stateman->SetDepthState(m_clear_depth_states[1]);
else /*if (!zEnable)*/
D3D::stateman->PushDepthState(m_clear_depth_states[2]);
D3D::stateman->SetDepthState(m_clear_depth_states[2]);
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@@ -474,9 +592,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
RestoreAPIState();
}
@@ -646,26 +761,23 @@ void Renderer::UpdateBackbufferSize()
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
D3D::stateman->PushBlendState(m_reset_blend_state);
D3D::stateman->PushDepthState(m_reset_depth_state);
D3D::stateman->PushRasterizerState(m_reset_rast_state);
D3D::stateman->SetBlendState(m_reset_blend_state);
D3D::stateman->SetDepthState(m_reset_depth_state);
D3D::stateman->SetRasterizerState(m_reset_rast_state);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
void Renderer::ApplyState()
{
D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
@@ -683,9 +795,6 @@ void Renderer::ApplyState()
void Renderer::RestoreState()
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
void Renderer::SetRasterizationState(const RasterizationState& state)
+18
View File
@@ -5,6 +5,7 @@
#pragma once
#include <array>
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
@@ -25,7 +26,13 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
@@ -63,6 +70,11 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
struct GXPipelineState
{
@@ -82,6 +94,9 @@ private:
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma);
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
GXPipelineState m_gx_state;
@@ -94,6 +109,9 @@ private:
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false;
@@ -23,7 +23,7 @@ class D3DVertexFormat : public NativeVertexFormat
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat();
void SetInputLayout(D3DBlob* vs_bytecode);
ID3D11InputLayout* GetInputLayout(D3DBlob* vs_bytecode);
private:
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};

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