// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #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 #include #include #include #include class GPU_HW_D3D11 : public GPU_HW { public: template using ComPtr = Microsoft::WRL::ComPtr; 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 m_device; ComPtr m_context; // downsample texture - used for readbacks at >1xIR. D3D11::Texture m_vram_texture; D3D11::Texture m_vram_depth_texture; ComPtr 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 m_texture_stream_buffer_srv_r16ui; ComPtr m_cull_none_rasterizer_state; ComPtr m_cull_none_rasterizer_state_no_msaa; ComPtr m_depth_disabled_state; ComPtr m_depth_test_always_state; ComPtr m_depth_test_less_state; ComPtr m_depth_test_greater_state; ComPtr m_blend_disabled_state; ComPtr m_blend_no_color_writes_state; ComPtr m_point_sampler_state; ComPtr m_linear_sampler_state; ComPtr m_trilinear_sampler_state; std::array, 5> m_batch_blend_states; // [transparency_mode] ComPtr m_batch_input_layout; std::array, 2> m_batch_vertex_shaders; // [textured] std::array, 2>, 2>, 9>, 4> m_batch_pixel_shaders; // [render_mode][texture_mode][dithering][interlacing] ComPtr m_screen_quad_vertex_shader; ComPtr m_uv_quad_vertex_shader; ComPtr m_copy_pixel_shader; std::array, 2>, 2> m_vram_fill_pixel_shaders; // [wrapped][interlaced] ComPtr m_vram_read_pixel_shader; ComPtr m_vram_write_pixel_shader; ComPtr m_vram_copy_pixel_shader; ComPtr m_vram_update_depth_pixel_shader; std::array, 3>, 2> m_display_pixel_shaders; // [depth_24][interlaced] D3D11::Texture m_vram_replacement_texture; // downsampling ComPtr m_downsample_first_pass_pixel_shader; ComPtr m_downsample_mid_pass_pixel_shader; ComPtr m_downsample_blur_pass_pixel_shader; ComPtr m_downsample_composite_pixel_shader; D3D11::Texture m_downsample_texture; D3D11::Texture m_downsample_weight_texture; std::vector, ComPtr>> m_downsample_mip_views; };