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