Duckstation/src/core/gpu_hw_d3d11.cpp

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#include "gpu_hw_d3d11.h"
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#include "common/assert.h"
#include "common/d3d11/shader_compiler.h"
#include "common/log.h"
#include "common/timer.h"
#include "gpu_hw_shadergen.h"
#include "host_display.h"
#include "host_interface.h"
#include "system.h"
Log_SetChannel(GPU_HW_D3D11);
GPU_HW_D3D11::GPU_HW_D3D11() = default;
GPU_HW_D3D11::~GPU_HW_D3D11()
{
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if (m_host_display)
m_host_display->ClearDisplayTexture();
if (m_context)
m_context->ClearState();
DestroyShaders();
DestroyStateObjects();
}
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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bool GPU_HW_D3D11::Initialize(HostDisplay* host_display)
{
if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::D3D11)
{
Log_ErrorPrintf("Host render API is incompatible");
return false;
}
m_device = static_cast<ID3D11Device*>(host_display->GetRenderDevice());
m_context = static_cast<ID3D11DeviceContext*>(host_display->GetRenderContext());
if (!m_device || !m_context)
return false;
SetCapabilities();
if (!GPU_HW::Initialize(host_display))
return false;
if (!CreateFramebuffer())
{
Log_ErrorPrintf("Failed to create framebuffer");
return false;
}
if (!CreateVertexBuffer())
{
Log_ErrorPrintf("Failed to create vertex buffer");
return false;
}
if (!CreateUniformBuffer())
{
Log_ErrorPrintf("Failed to create uniform buffer");
return false;
}
if (!CreateTextureBuffer())
{
Log_ErrorPrintf("Failed to create texture buffer");
return false;
}
if (!CreateStateObjects())
{
Log_ErrorPrintf("Failed to create state objects");
return false;
}
if (!CompileShaders())
{
Log_ErrorPrintf("Failed to compile shaders");
return false;
}
RestoreGraphicsAPIState();
return true;
}
void GPU_HW_D3D11::Reset()
{
GPU_HW::Reset();
ClearFramebuffer();
}
void GPU_HW_D3D11::ResetGraphicsAPIState()
{
GPU_HW::ResetGraphicsAPIState();
m_context->GSSetShader(nullptr, nullptr, 0);
// In D3D11 we can't leave a buffer mapped across a Present() call.
FlushRender();
}
void GPU_HW_D3D11::RestoreGraphicsAPIState()
{
const UINT stride = sizeof(BatchVertex);
const UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_vertex_stream_buffer.GetD3DBufferArray(), &stride, &offset);
m_context->IASetInputLayout(m_batch_input_layout.Get());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->GSSetShader(nullptr, nullptr, 0);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
m_context->PSSetSamplers(0, 1, m_point_sampler_state.GetAddressOf());
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), m_vram_depth_view.Get());
m_context->RSSetState(m_cull_none_rasterizer_state.Get());
SetViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
SetScissorFromDrawingArea();
m_batch_ubo_dirty = true;
}
void GPU_HW_D3D11::UpdateSettings()
{
GPU_HW::UpdateSettings();
bool framebuffer_changed, shaders_changed;
UpdateHWSettings(&framebuffer_changed, &shaders_changed);
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
m_host_display->ClearDisplayTexture();
CreateFramebuffer();
}
if (shaders_changed)
{
DestroyShaders();
DestroyStateObjects();
CreateStateObjects();
CompileShaders();
}
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
}
}
void GPU_HW_D3D11::MapBatchVertexPointer(u32 required_vertices)
{
DebugAssert(!m_batch_start_vertex_ptr);
const D3D11::StreamBuffer::MappingResult res =
m_vertex_stream_buffer.Map(m_context.Get(), sizeof(BatchVertex), required_vertices * sizeof(BatchVertex));
m_batch_start_vertex_ptr = static_cast<BatchVertex*>(res.pointer);
m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + res.space_aligned;
m_batch_base_vertex = res.index_aligned;
}
void GPU_HW_D3D11::UnmapBatchVertexPointer(u32 used_vertices)
{
DebugAssert(m_batch_start_vertex_ptr);
m_vertex_stream_buffer.Unmap(m_context.Get(), used_vertices * sizeof(BatchVertex));
m_batch_start_vertex_ptr = nullptr;
m_batch_end_vertex_ptr = nullptr;
m_batch_current_vertex_ptr = nullptr;
}
void GPU_HW_D3D11::SetCapabilities()
{
const u32 max_texture_size = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
const u32 max_texture_scale = max_texture_size / VRAM_WIDTH;
m_max_resolution_scale = max_texture_scale;
m_supports_dual_source_blend = true;
m_supports_per_sample_shading = (m_device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1);
m_max_multisamples = 1;
for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
{
UINT num_quality_levels;
if (SUCCEEDED(
m_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multisamples, &num_quality_levels)) &&
num_quality_levels > 0)
{
m_max_multisamples = multisamples;
}
}
}
bool GPU_HW_D3D11::CreateFramebuffer()
{
DestroyFramebuffer();
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const u32 multisamples = m_multisamples;
const DXGI_FORMAT texture_format = DXGI_FORMAT_R8G8B8A8_UNORM;
const DXGI_FORMAT depth_format = DXGI_FORMAT_D16_UNORM;
if (!m_vram_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, depth_format,
D3D11_BIND_DEPTH_STENCIL) ||
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE) ||
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_readback_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, texture_format, false))
{
return false;
}
const CD3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc(
multisamples > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D, depth_format);
HRESULT hr =
m_device->CreateDepthStencilView(m_vram_depth_texture, &depth_view_desc, m_vram_depth_view.GetAddressOf());
if (FAILED(hr))
return false;
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr);
SetFullVRAMDirtyRectangle();
return true;
}
void GPU_HW_D3D11::ClearFramebuffer()
{
static constexpr std::array<float, 4> color = {};
m_context->ClearRenderTargetView(m_vram_texture.GetD3DRTV(), color.data());
m_context->ClearDepthStencilView(m_vram_depth_view.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
m_context->ClearRenderTargetView(m_display_texture, color.data());
SetFullVRAMDirtyRectangle();
}
void GPU_HW_D3D11::DestroyFramebuffer()
{
m_vram_read_texture.Destroy();
m_vram_depth_view.Reset();
m_vram_depth_texture.Destroy();
m_vram_texture.Destroy();
m_vram_encoding_texture.Destroy();
m_display_texture.Destroy();
m_vram_readback_texture.Destroy();
}
bool GPU_HW_D3D11::CreateVertexBuffer()
{
return m_vertex_stream_buffer.Create(m_device.Get(), D3D11_BIND_VERTEX_BUFFER, VERTEX_BUFFER_SIZE);
}
bool GPU_HW_D3D11::CreateUniformBuffer()
{
return m_uniform_stream_buffer.Create(m_device.Get(), D3D11_BIND_CONSTANT_BUFFER, MAX_UNIFORM_BUFFER_SIZE);
}
bool GPU_HW_D3D11::CreateTextureBuffer()
{
if (!m_texture_stream_buffer.Create(m_device.Get(), D3D11_BIND_SHADER_RESOURCE, VRAM_UPDATE_TEXTURE_BUFFER_SIZE))
return false;
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_BUFFER, DXGI_FORMAT_R16_UINT, 0,
VRAM_UPDATE_TEXTURE_BUFFER_SIZE / sizeof(u16));
const HRESULT hr = m_device->CreateShaderResourceView(m_texture_stream_buffer.GetD3DBuffer(), &srv_desc,
m_texture_stream_buffer_srv_r16ui.ReleaseAndGetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Creation of texture buffer SRV failed: 0x%08X", hr);
return false;
}
return true;
}
bool GPU_HW_D3D11::CreateStateObjects()
{
HRESULT hr;
CD3D11_RASTERIZER_DESC rs_desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rs_desc.CullMode = D3D11_CULL_NONE;
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = IsUsingMultisampling();
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
if (IsUsingMultisampling())
{
rs_desc.MultisampleEnable = FALSE;
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state_no_msaa.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
}
else
{
m_cull_none_rasterizer_state_no_msaa = m_cull_none_rasterizer_state;
}
CD3D11_DEPTH_STENCIL_DESC ds_desc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
ds_desc.DepthEnable = FALSE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = m_device->CreateDepthStencilState(&ds_desc, m_depth_disabled_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
hr = m_device->CreateDepthStencilState(&ds_desc, m_depth_test_always_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
ds_desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
hr = m_device->CreateDepthStencilState(&ds_desc, m_depth_test_less_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
CD3D11_BLEND_DESC bl_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = m_device->CreateBlendState(&bl_desc, m_blend_disabled_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
bl_desc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = m_device->CreateBlendState(&bl_desc, m_blend_no_color_writes_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
hr = m_device->CreateSamplerState(&sampler_desc, m_linear_sampler_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
{
bl_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
if (transparency_mode != static_cast<u8>(TransparencyMode::Disabled) ||
m_texture_filtering != GPUTextureFilter::Nearest)
{
bl_desc.RenderTarget[0].BlendEnable = TRUE;
bl_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
bl_desc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
bl_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bl_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
bl_desc.RenderTarget[0].BlendOp =
(transparency_mode == static_cast<u8>(TransparencyMode::BackgroundMinusForeground)) ?
D3D11_BLEND_OP_REV_SUBTRACT :
D3D11_BLEND_OP_ADD;
bl_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
hr = m_device->CreateBlendState(&bl_desc, m_batch_blend_states[transparency_mode].ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
}
return true;
}
void GPU_HW_D3D11::DestroyStateObjects()
{
m_batch_blend_states = {};
m_linear_sampler_state.Reset();
m_point_sampler_state.Reset();
m_blend_no_color_writes_state.Reset();
m_blend_disabled_state.Reset();
m_depth_test_less_state.Reset();
m_depth_test_always_state.Reset();
m_depth_disabled_state.Reset();
m_cull_none_rasterizer_state.Reset();
m_cull_none_rasterizer_state_no_msaa.Reset();
}
bool GPU_HW_D3D11::CompileShaders()
{
D3D11::ShaderCache shader_cache;
shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
g_settings.gpu_use_debug_device);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3);
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
// input layout
{
static constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 5> attributes = {
{{"ATTR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(BatchVertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 2, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 3, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 4, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, uv_limits), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
// we need a vertex shader...
ComPtr<ID3DBlob> vs_bytecode =
shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true));
if (!vs_bytecode)
return false;
const UINT num_attributes = static_cast<UINT>(attributes.size()) - (m_using_uv_limits ? 0 : 1);
const HRESULT hr =
m_device->CreateInputLayout(attributes.data(), num_attributes, vs_bytecode->GetBufferPointer(),
vs_bytecode->GetBufferSize(), m_batch_input_layout.ReleaseAndGetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("CreateInputLayout failed: 0x%08X", hr);
return false;
}
}
UPDATE_PROGRESS();
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m_screen_quad_vertex_shader =
shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader());
if (!m_screen_quad_vertex_shader)
return false;
UPDATE_PROGRESS();
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
m_batch_vertex_shaders[textured] = shader_cache.GetVertexShader(m_device.Get(), vs);
if (!m_batch_vertex_shaders[textured])
return false;
UPDATE_PROGRESS();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
{
for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
{
for (u8 dithering = 0; dithering < 2; dithering++)
{
for (u8 interlacing = 0; interlacing < 2; interlacing++)
{
const std::string ps = shadergen.GenerateBatchFragmentShader(
static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing] =
shader_cache.GetPixelShader(m_device.Get(), ps);
if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing])
return false;
UPDATE_PROGRESS();
}
}
}
}
m_copy_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateCopyFragmentShader());
if (!m_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_fill_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
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if (!m_vram_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
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m_vram_interlaced_fill_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
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if (!m_vram_interlaced_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_read_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
if (!m_vram_read_pixel_shader)
return false;
UPDATE_PROGRESS();
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m_vram_write_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
if (!m_vram_write_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_copy_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader());
if (!m_vram_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_update_depth_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!m_vram_update_depth_pixel_shader)
return false;
UPDATE_PROGRESS();
for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
{
for (u8 interlacing = 0; interlacing < 3; interlacing++)
{
const std::string ps = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
static_cast<InterlacedRenderMode>(interlacing));
m_display_pixel_shaders[depth_24bit][interlacing] = shader_cache.GetPixelShader(m_device.Get(), ps);
if (!m_display_pixel_shaders[depth_24bit][interlacing])
return false;
UPDATE_PROGRESS();
}
}
UPDATE_PROGRESS();
#undef UPDATE_PROGRESS
return true;
}
void GPU_HW_D3D11::DestroyShaders()
{
m_display_pixel_shaders = {};
m_vram_update_depth_pixel_shader.Reset();
m_vram_copy_pixel_shader.Reset();
m_vram_write_pixel_shader.Reset();
m_vram_read_pixel_shader.Reset();
m_vram_interlaced_fill_pixel_shader.Reset();
m_vram_fill_pixel_shader.Reset();
m_copy_pixel_shader.Reset();
m_screen_quad_vertex_shader.Reset();
m_batch_pixel_shaders = {};
m_batch_vertex_shaders = {};
m_batch_input_layout.Reset();
}
void GPU_HW_D3D11::UploadUniformBuffer(const void* data, u32 data_size)
{
Assert(data_size <= MAX_UNIFORM_BUFFER_SIZE);
const auto res = m_uniform_stream_buffer.Map(m_context.Get(), MAX_UNIFORM_BUFFER_SIZE, data_size);
std::memcpy(res.pointer, data, data_size);
m_uniform_stream_buffer.Unmap(m_context.Get(), data_size);
m_context->VSSetConstantBuffers(0, 1, m_uniform_stream_buffer.GetD3DBufferArray());
m_context->PSSetConstantBuffers(0, 1, m_uniform_stream_buffer.GetD3DBufferArray());
m_renderer_stats.num_uniform_buffer_updates++;
}
void GPU_HW_D3D11::SetViewport(u32 x, u32 y, u32 width, u32 height)
{
const CD3D11_VIEWPORT vp(static_cast<float>(x), static_cast<float>(y), static_cast<float>(width),
static_cast<float>(height));
m_context->RSSetViewports(1, &vp);
}
void GPU_HW_D3D11::SetScissor(u32 x, u32 y, u32 width, u32 height)
{
const CD3D11_RECT rc(x, y, x + width, y + height);
m_context->RSSetScissorRects(1, &rc);
}
void GPU_HW_D3D11::SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height)
{
SetViewport(x, y, width, height);
SetScissor(x, y, width, height);
}
void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size)
{
if (uniforms)
{
UploadUniformBuffer(uniforms, uniforms_size);
m_batch_ubo_dirty = true;
}
m_context->VSSetShader(m_screen_quad_vertex_shader.Get(), nullptr, 0);
m_context->GSSetShader(nullptr, nullptr, 0);
m_context->PSSetShader(shader, nullptr, 0);
m_context->OMSetBlendState(m_blend_disabled_state.Get(), nullptr, 0xFFFFFFFFu);
m_context->Draw(3, 0);
}
void GPU_HW_D3D11::DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices)
{
const bool textured = (m_batch.texture_mode != TextureMode::Disabled);
m_context->VSSetShader(m_batch_vertex_shaders[BoolToUInt8(textured)].Get(), nullptr, 0);
m_context->PSSetShader(m_batch_pixel_shaders[static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)]
[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)]
.Get(),
nullptr, 0);
const TransparencyMode transparency_mode =
(render_mode == BatchRenderMode::OnlyOpaque) ? TransparencyMode::Disabled : m_batch.transparency_mode;
m_context->OMSetBlendState(m_batch_blend_states[static_cast<u8>(transparency_mode)].Get(), nullptr, 0xFFFFFFFFu);
m_context->OMSetDepthStencilState(
m_batch.check_mask_before_draw ? m_depth_test_less_state.Get() : m_depth_test_always_state.Get(), 0);
m_context->Draw(num_vertices, base_vertex);
}
void GPU_HW_D3D11::SetScissorFromDrawingArea()
{
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
CD3D11_RECT rc(left, top, right, bottom);
m_context->RSSetScissorRects(1, &rc);
}
void GPU_HW_D3D11::ClearDisplay()
{
GPU_HW::ClearDisplay();
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static constexpr std::array<float, 4> clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
m_context->ClearRenderTargetView(m_display_texture.GetD3DRTV(), clear_color.data());
}
void GPU_HW_D3D11::UpdateDisplay()
{
GPU_HW::UpdateDisplay();
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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if (g_settings.debugging.show_vram)
{
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
m_host_display->SetDisplayTexture(m_vram_read_texture.GetD3DSRV(), m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight());
}
else
{
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight());
}
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
else
{
const u32 vram_offset_x = m_crtc_state.display_vram_left;
const u32 vram_offset_y = m_crtc_state.display_vram_top;
const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
const u32 display_width = m_crtc_state.display_vram_width;
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const InterlacedRenderMode interlaced = GetInterlacedRenderMode();
if (IsDisplayDisabled())
{
m_host_display->ClearDisplayTexture();
}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
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m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), scaled_vram_offset_x, scaled_vram_offset_y,
scaled_display_width, scaled_display_height);
}
else
{
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
const u32 reinterpret_field_offset = (interlaced != InterlacedRenderMode::None) ? GetInterlacedDisplayField() : 0;
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * m_resolution_scale;
const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y + reinterpret_field_offset,
reinterpret_crop_left, reinterpret_field_offset};
ID3D11PixelShader* display_pixel_shader =
m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)].Get();
SetViewportAndScissor(0, 0, scaled_display_width, scaled_display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(),
m_display_texture.GetHeight(), 0, 0, scaled_display_width,
scaled_display_height);
RestoreGraphicsAPIState();
}
m_host_display->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height,
m_crtc_state.display_origin_left, m_crtc_state.display_origin_top,
m_crtc_state.display_vram_width, m_crtc_state.display_vram_height,
GetDisplayAspectRatio());
}
}
void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
{
// Get bounds with wrap-around handled.
const Common::Rectangle<u32> copy_rect = GetVRAMTransferBounds(x, y, width, height);
const u32 encoded_width = (copy_rect.GetWidth() + 1) / 2;
const u32 encoded_height = copy_rect.GetHeight();
// Encode the 24-bit texture as 16-bit.
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
m_context->OMSetRenderTargets(1, m_vram_encoding_texture.GetD3DRTVArray(), nullptr);
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
SetViewportAndScissor(0, 0, encoded_width, encoded_height);
DrawUtilityShader(m_vram_read_pixel_shader.Get(), uniforms, sizeof(uniforms));
// Stage the readback.
m_vram_readback_texture.CopyFromTexture(m_context.Get(), m_vram_encoding_texture.GetD3DTexture(), 0, 0, 0, 0, 0,
encoded_width, encoded_height);
// And copy it into our shadow buffer.
if (m_vram_readback_texture.Map(m_context.Get(), false))
{
m_vram_readback_texture.ReadPixels(0, 0, encoded_width * 2, encoded_height, VRAM_WIDTH,
&m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left]);
m_vram_readback_texture.Unmap(m_context.Get());
}
else
{
Log_ErrorPrintf("Failed to map VRAM readback texture");
}
RestoreGraphicsAPIState();
}
void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
{
// CPU round trip if oversized for now.
Log_WarningPrintf("Oversized VRAM fill (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
GPU::FillVRAM(x, y, width, height, color);
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
return;
}
GPU_HW::FillVRAM(x, y, width, height, color);
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
m_context->OMSetDepthStencilState(m_depth_test_always_state.Get(), 0);
SetViewportAndScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
height * m_resolution_scale);
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DrawUtilityShader(IsInterlacedRenderingEnabled() ? m_vram_interlaced_fill_pixel_shader.Get() :
m_vram_fill_pixel_shader.Get(),
&uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
}
void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data);
const u32 num_pixels = width * height;
const auto map_result = m_texture_stream_buffer.Map(m_context.Get(), sizeof(u16), num_pixels * sizeof(u16));
std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16));
m_texture_stream_buffer.Unmap(m_context.Get(), num_pixels * sizeof(u16));
const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned);
m_context->OMSetDepthStencilState(
m_GPUSTAT.check_mask_before_draw ? m_depth_test_less_state.Get() : m_depth_test_always_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_texture_stream_buffer_srv_r16ui.GetAddressOf());
// the viewport should already be set to the full vram, so just adjust the scissor
const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
SetScissor(scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(), scaled_bounds.GetHeight());
DrawUtilityShader(m_vram_write_pixel_shader.Get(), &uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
}
void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
{
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
if (m_vram_dirty_rect.Intersects(src_bounds))
UpdateVRAMReadTexture();
IncludeVRAMDityRectangle(dst_bounds);
const VRAMCopyUBOData uniforms = GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height);
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
dst_bounds_scaled.GetHeight());
m_context->OMSetDepthStencilState(
m_GPUSTAT.check_mask_before_draw ? m_depth_test_less_state.Get() : m_depth_test_always_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
DrawUtilityShader(m_vram_copy_pixel_shader.Get(), &uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
if (m_GPUSTAT.check_mask_before_draw)
m_current_depth++;
return;
}
// We can't CopySubresourceRegion to the same resource. So use the shadow texture if we can, but that may need to be
// updated first. Copying to the same resource seemed to work on Windows 10, but breaks on Windows 7. But, it's
// against the API spec, so better to be safe than sorry.
if (m_vram_dirty_rect.Intersects(Common::Rectangle<u32>::FromExtents(src_x, src_y, width, height)))
UpdateVRAMReadTexture();
GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
src_x *= m_resolution_scale;
src_y *= m_resolution_scale;
dst_x *= m_resolution_scale;
dst_y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1);
m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_read_texture, 0, &src_box);
}
void GPU_HW_D3D11::UpdateVRAMReadTexture()
{
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
if (m_vram_texture.IsMultisampled())
{
m_context->ResolveSubresource(m_vram_read_texture.GetD3DTexture(), 0, m_vram_texture.GetD3DTexture(), 0,
m_vram_texture.GetFormat());
}
else
{
m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
&src_box);
}
GPU_HW::UpdateVRAMReadTexture();
}
void GPU_HW_D3D11::UpdateDepthBufferFromMaskBit()
{
SetViewportAndScissor(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
m_context->OMSetRenderTargets(0, nullptr, m_vram_depth_view.Get());
m_context->OMSetDepthStencilState(m_depth_test_always_state.Get(), 0);
m_context->OMSetBlendState(m_blend_no_color_writes_state.Get(), nullptr, 0xFFFFFFFFu);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
DrawUtilityShader(m_vram_update_depth_pixel_shader.Get(), nullptr, 0);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
RestoreGraphicsAPIState();
}
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std::unique_ptr<GPU> GPU::CreateHardwareD3D11Renderer()
{
return std::make_unique<GPU_HW_D3D11>();
}