Files
ppsspp/GPU/D3D11/GPU_D3D11.cpp
Henrik Rydgård 8a6e288fcc Add checkboxes in developer tools to allow disabling ubershaders.
Might be helpful to diagnose performance problems on user devices.

Additionally, moves the texture replacement controls to the top. They
should probably be moved somewhere else entirely...

See #17918
2023-08-17 20:16:04 +02:00

169 lines
5.9 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/.
#include <string>
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"
#include "Common/GraphicsContext.h"
#include "Common/System/System.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Data/Text/I18n.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommonHW(gfxCtx, draw), drawEngine_(draw,
(ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE),
(ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
stockD3D11.Create(device_);
shaderManagerD3D11_ = new ShaderManagerD3D11(draw, device_, context_, featureLevel);
framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw);
framebufferManager_ = framebufferManagerD3D11_;
textureCacheD3D11_ = new TextureCacheD3D11(draw, framebufferManager_->GetDraw2D());
textureCache_ = textureCacheD3D11_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerD3D11_;
drawEngine_.SetShaderManager(shaderManagerD3D11_);
drawEngine_.SetTextureCache(textureCacheD3D11_);
drawEngine_.SetFramebufferManager(framebufferManagerD3D11_);
drawEngine_.Init();
framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_);
framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_);
framebufferManagerD3D11_->SetDrawEngine(&drawEngine_);
framebufferManagerD3D11_->Init(msaaLevel_);
textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_);
textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
gstate_c.SetUseFlags(CheckGPUFeatures());
BuildReportingInfo();
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
textureCache_->NotifyConfigChanged();
}
GPU_D3D11::~GPU_D3D11() {
stockD3D11.Destroy();
}
u32 GPU_D3D11::CheckGPUFeatures() const {
u32 features = GPUCommonHW::CheckGPUFeatures();
// Accurate depth is required because the Direct3D API does not support inverse Z.
// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
features |= GPU_USE_ACCURATE_DEPTH;
features |= GPU_USE_TEXTURE_FLOAT;
features |= GPU_USE_INSTANCE_RENDERING;
features |= GPU_USE_TEXTURE_LOD_CONTROL;
uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16);
if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
features |= GPU_USE_16BIT_FORMATS;
}
return CheckGPUFeaturesLate(features);
}
void GPU_D3D11::DeviceLost() {
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
shaderManager_->ClearShaders();
drawEngine_.ClearInputLayoutMap();
textureCache_->Clear(false);
GPUCommonHW::DeviceLost();
}
void GPU_D3D11::DeviceRestore(Draw::DrawContext *draw) {
GPUCommonHW::DeviceRestore(draw);
// Nothing needed.
}
void GPU_D3D11::BeginFrame() {
GPUCommonHW::BeginFrame();
textureCache_->StartFrame();
drawEngine_.BeginFrame();
shaderManager_->DirtyLastShader();
framebufferManager_->BeginFrame();
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
if (gstate_c.useFlagsChanged) {
// TODO: It'd be better to recompile them in the background, probably?
// This most likely means that saw equal depth changed.
WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
shaderManager_->ClearShaders();
framebufferManager_->ClearAllDepthBuffers();
drawEngine_.ClearInputLayoutMap();
gstate_c.useFlagsChanged = false;
}
}
void GPU_D3D11::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
buffer += offset;
bufsize -= offset;
if ((int)bufsize < 0)
return;
snprintf(buffer, bufsize,
"Vertex, Fragment shaders loaded: %d, %d\n",
shaderManagerD3D11_->GetNumVertexShaders(),
shaderManagerD3D11_->GetNumFragmentShaders()
);
}