Duckstation/src/core/gpu_hw_d3d11.h

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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
2020-01-24 04:52:01 +00:00
#include "common/d3d11/shader_cache.h"
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "gpu_hw.h"
#include "texture_replacements.h"
#include <array>
#include <d3d11.h>
#include <memory>
#include <tuple>
#include <wrl/client.h>
class GPU_HW_D3D11 : public GPU_HW
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
GPU_HW_D3D11();
~GPU_HW_D3D11() override;
GPURenderer GetRendererType() const override;
bool Initialize() override;
void Reset(bool clear_vram) override;
bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) override;
void ResetGraphicsAPIState() override;
void RestoreGraphicsAPIState() override;
void UpdateSettings() override;
protected:
void ClearDisplay() override;
void UpdateDisplay() override;
void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override;
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void UpdateVRAMReadTexture() override;
void UpdateDepthBufferFromMaskBit() override;
void ClearDepthBuffer() override;
void SetScissorFromDrawingArea() override;
void MapBatchVertexPointer(u32 required_vertices) override;
void UnmapBatchVertexPointer(u32 used_vertices) override;
void UploadUniformBuffer(const void* data, u32 data_size) override;
void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override;
private:
enum : u32
{
// Currently we don't stream uniforms, instead just re-map the buffer every time and let the driver take care of it.
MAX_UNIFORM_BUFFER_SIZE = 64
};
void SetCapabilities();
bool CreateFramebuffer();
void ClearFramebuffer();
void DestroyFramebuffer();
bool CreateVertexBuffer();
bool CreateUniformBuffer();
bool CreateTextureBuffer();
bool CreateStateObjects();
void DestroyStateObjects();
bool CompileShaders();
void DestroyShaders();
void SetViewport(u32 x, u32 y, u32 width, u32 height);
void SetScissor(u32 x, u32 y, u32 width, u32 height);
void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
void DownsampleFramebuffer(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
void DownsampleFramebufferAdaptive(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
void DownsampleFramebufferBoxFilter(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
// downsample texture - used for readbacks at >1xIR.
D3D11::Texture m_vram_texture;
D3D11::Texture m_vram_depth_texture;
ComPtr<ID3D11DepthStencilView> m_vram_depth_view;
D3D11::Texture m_vram_read_texture;
D3D11::Texture m_vram_encoding_texture;
D3D11::Texture m_display_texture;
D3D11::StreamBuffer m_vertex_stream_buffer;
D3D11::StreamBuffer m_uniform_stream_buffer;
D3D11::StreamBuffer m_texture_stream_buffer;
ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state_no_msaa;
ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
ComPtr<ID3D11DepthStencilState> m_depth_test_always_state;
ComPtr<ID3D11DepthStencilState> m_depth_test_less_state;
ComPtr<ID3D11DepthStencilState> m_depth_test_greater_state;
ComPtr<ID3D11BlendState> m_blend_disabled_state;
ComPtr<ID3D11BlendState> m_blend_no_color_writes_state;
ComPtr<ID3D11SamplerState> m_point_sampler_state;
ComPtr<ID3D11SamplerState> m_linear_sampler_state;
ComPtr<ID3D11SamplerState> m_trilinear_sampler_state;
std::array<ComPtr<ID3D11BlendState>, 5> m_batch_blend_states; // [transparency_mode]
ComPtr<ID3D11InputLayout> m_batch_input_layout;
std::array<ComPtr<ID3D11VertexShader>, 2> m_batch_vertex_shaders; // [textured]
std::array<std::array<std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 2>, 9>, 4>
m_batch_pixel_shaders; // [render_mode][texture_mode][dithering][interlacing]
ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
ComPtr<ID3D11VertexShader> m_uv_quad_vertex_shader;
ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 2> m_vram_fill_pixel_shaders; // [wrapped][interlaced]
ComPtr<ID3D11PixelShader> m_vram_read_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_write_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_copy_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_update_depth_pixel_shader;
std::array<std::array<ComPtr<ID3D11PixelShader>, 3>, 2> m_display_pixel_shaders; // [depth_24][interlaced]
D3D11::Texture m_vram_replacement_texture;
// downsampling
ComPtr<ID3D11PixelShader> m_downsample_first_pass_pixel_shader;
ComPtr<ID3D11PixelShader> m_downsample_mid_pass_pixel_shader;
ComPtr<ID3D11PixelShader> m_downsample_blur_pass_pixel_shader;
ComPtr<ID3D11PixelShader> m_downsample_composite_pixel_shader;
D3D11::Texture m_downsample_texture;
D3D11::Texture m_downsample_weight_texture;
std::vector<std::pair<ComPtr<ID3D11ShaderResourceView>, ComPtr<ID3D11RenderTargetView>>> m_downsample_mip_views;
};