#include "gpu_hw_d3d11.h" #include "common/assert.h" #include "common/d3d11/shader_compiler.h" #include "common/log.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() { if (m_host_display) { m_host_display->ClearDisplayTexture(); ResetGraphicsAPIState(); } } bool GPU_HW_D3D11::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) { if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::D3D11) { Log_ErrorPrintf("Host render API is incompatible"); return false; } SetCapabilities(); if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers)) return false; m_device = static_cast(host_display->GetRenderDevice()); m_context = static_cast(host_display->GetRenderContext()); if (!m_device || !m_context) return false; m_shader_cache.Open(system->GetHostInterface()->GetUserDirectoryRelativePath("cache"), m_device->GetFeatureLevel(), system->GetSettings().gpu_use_debug_device); 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 (!CreateBatchInputLayout()) { Log_ErrorPrintf("Failed to create batch input layout"); 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->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray()); 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(); CreateFramebuffer(); CreateStateObjects(); CompileShaders(); RestoreGraphicsAPIState(); UpdateDisplay(); } 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(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; } bool GPU_HW_D3D11::CreateFramebuffer() { // save old vram texture/fbo, in case we're changing scale auto old_vram_texture = std::move(m_vram_texture); 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 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, texture_format, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) || !m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, depth_format, D3D11_BIND_DEPTH_STENCIL) || !m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, texture_format, D3D11_BIND_SHADER_RESOURCE) || !m_display_texture.Create(m_device.Get(), texture_width, texture_height, texture_format, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) || !m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 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(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; // do we need to restore the framebuffer after a size change? if (old_vram_texture) { const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth(); Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), linear_filter ? "linear" : "nearest"); BlitTexture(m_vram_texture.GetD3DRTV(), 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), old_vram_texture.GetD3DSRV(), 0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), linear_filter); UpdateDepthBufferFromMaskBit(); } m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr); SetFullVRAMDirtyRectangle(); RestoreGraphicsAPIState(); return true; } void GPU_HW_D3D11::ClearFramebuffer() { static constexpr std::array 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::CreateBatchInputLayout() { static constexpr std::array attributes = { {{"ATTR", 0, DXGI_FORMAT_R32G32_SINT, 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}}}; // we need a vertex shader... GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering, m_texture_filtering, m_supports_dual_source_blend); ComPtr vs_bytecode = m_shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true)); if (!vs_bytecode) return false; const HRESULT hr = m_device->CreateInputLayout(attributes.data(), static_cast(attributes.size()), vs_bytecode->GetBufferPointer(), vs_bytecode->GetBufferSize(), m_batch_input_layout.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateInputLayout 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; hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state.ReleaseAndGetAddressOf()); if (FAILED(hr)) return false; 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; 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(TransparencyMode::Disabled) || m_texture_filtering) { 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(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; } bool GPU_HW_D3D11::CompileShaders() { GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering, m_texture_filtering, m_supports_dual_source_blend); m_system->GetHostInterface()->DisplayLoadingScreen("Compiling shaders..."); m_screen_quad_vertex_shader = m_shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader()); if (!m_screen_quad_vertex_shader) return false; for (u8 textured = 0; textured < 2; textured++) { const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured)); m_batch_vertex_shaders[textured] = m_shader_cache.GetVertexShader(m_device.Get(), vs); if (!m_batch_vertex_shaders[textured]) return false; } 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(render_mode), static_cast(texture_mode), ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing)); m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing] = m_shader_cache.GetPixelShader(m_device.Get(), ps); if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing]) return false; } } } } m_batch_line_expand_geometry_shader.Reset(); if (m_resolution_scale > 1) { m_batch_line_expand_geometry_shader = m_shader_cache.GetGeometryShader(m_device.Get(), shadergen.GenerateBatchLineExpandGeometryShader()); if (!m_batch_line_expand_geometry_shader) return false; } m_copy_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateCopyFragmentShader()); if (!m_copy_pixel_shader) return false; m_vram_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader()); if (!m_vram_fill_pixel_shader) return false; m_vram_interlaced_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader()); if (!m_vram_interlaced_fill_pixel_shader) return false; m_vram_read_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader()); if (!m_vram_read_pixel_shader) return false; m_vram_write_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader()); if (!m_vram_write_pixel_shader) return false; m_vram_copy_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader()); if (!m_vram_copy_pixel_shader) return false; m_vram_update_depth_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader()); if (!m_vram_update_depth_pixel_shader) return false; for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++) { for (u8 interlacing = 0; interlacing < 2; interlacing++) { const std::string ps = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlacing)); m_display_pixel_shaders[depth_24bit][interlacing] = m_shader_cache.GetPixelShader(m_device.Get(), ps); if (!m_display_pixel_shaders[depth_24bit][interlacing]) return false; } } return true; } 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(x), static_cast(y), static_cast(width), static_cast(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::BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height, ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 src_texture_width, u32 src_texture_height, bool linear_filter) { const float uniforms[4] = {static_cast(src_x) / static_cast(src_texture_width), static_cast(src_y) / static_cast(src_texture_height), static_cast(src_width) / static_cast(src_texture_width), static_cast(src_height) / static_cast(src_texture_height)}; m_context->OMSetRenderTargets(1, &dst, nullptr); m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0); m_context->PSSetShaderResources(0, 1, &src); m_context->PSSetSamplers( 0, 1, linear_filter ? m_linear_sampler_state.GetAddressOf() : m_point_sampler_state.GetAddressOf()); SetViewport(dst_x, dst_y, dst_width, dst_height); SetScissor(dst_x, dst_y, dst_width, dst_height); DrawUtilityShader(m_copy_pixel_shader.Get(), uniforms, sizeof(uniforms)); } 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->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); 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); static constexpr std::array d3d_primitives = { {D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP}}; m_context->IASetPrimitiveTopology(d3d_primitives[static_cast(m_batch.primitive)]); m_context->VSSetShader(m_batch_vertex_shaders[BoolToUInt8(textured)].Get(), nullptr, 0); m_context->GSSetShader((m_batch.primitive < GPU_HW::BatchPrimitive::Triangles && m_resolution_scale > 1) ? m_batch_line_expand_geometry_shader.Get() : nullptr, nullptr, 0); m_context->PSSetShader(m_batch_pixel_shaders[static_cast(render_mode)][static_cast(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(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::UpdateDisplay() { GPU_HW::UpdateDisplay(); if (m_system->GetSettings().debugging.show_vram) { 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(VRAM_WIDTH) / static_cast(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 bool interlaced = IsInterlacedDisplayEnabled(); if (IsDisplayDisabled()) { m_host_display->ClearDisplayTexture(); } else if (!m_GPUSTAT.display_area_color_depth_24 && !interlaced && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() && (scaled_vram_offset_y + scaled_vram_offset_y <= m_vram_texture.GetHeight())) { 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->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 = GetInterlacedField(); const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale; const u32 reinterpret_width = scaled_display_width + ((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}; ID3D11PixelShader* display_pixel_shader = m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get(); SetViewportAndScissor(0, reinterpret_field_offset, reinterpret_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(), scaled_vram_offset_x - reinterpret_start_x, 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, m_crtc_state.display_aspect_ratio); } } void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height) { // Get bounds with wrap-around handled. const Common::Rectangle 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->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); // drop precision unless true colour is enabled if (!m_true_color) color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color)); struct Uniforms { float u_fill_color[4]; u32 u_interlaced_displayed_field; }; Uniforms uniforms; std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) = RGBA8ToFloat(color); uniforms.u_interlaced_displayed_field = GetInterlacedField(); 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); 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) { if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT) { // CPU round trip if oversized for now. Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); GPU::UpdateVRAM(x, y, width, height, data); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data()); return; } GPU_HW::UpdateVRAM(x, y, width, height, 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 = {x, y, width, height, map_result.index_aligned, m_GPUSTAT.set_mask_while_drawing ? 0xFFu : 0x00, GetCurrentNormalizedBatchVertexDepthID()}; 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 SetScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale, height * m_resolution_scale); 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)) { const Common::Rectangle src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height); const Common::Rectangle dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height); if (m_vram_dirty_rect.Intersects(src_bounds)) UpdateVRAMReadTexture(); IncludeVRAMDityRectangle(dst_bounds); const VRAMCopyUBOData uniforms = {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, m_GPUSTAT.set_mask_while_drawing ? 1u : 0u, GetCurrentNormalizedBatchVertexDepthID()}; const Common::Rectangle 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(); 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::FromExtents(src_x, src_y, width, height))) UpdateVRAMReadTexture(); if (m_GPUSTAT.IsMaskingEnabled()) Log_WarningPrintf("Masking enabled on VRAM copy - not implemented"); 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); m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0, &src_box); } 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(); } std::unique_ptr GPU::CreateHardwareD3D11Renderer() { return std::make_unique(); }