Merged identical VertexManager code from DX9/DX11/OGL plugins into VideoCommon. Still...
[dolphin.git] / Source / Plugins / Plugin_VideoDX11 / Src / VertexManager.cpp
blob630eff7184fb878655909bda670b6b33dac66bb6
1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
18 #include "Common.h"
19 #include "FileUtil.h"
21 #include "D3DBase.h"
22 #include "D3DShader.h"
23 #include "D3DUtil.h"
24 #include "Fifo.h"
25 #include "Statistics.h"
26 #include "Profiler.h"
27 #include "FramebufferManager.h"
28 #include "VertexManager.h"
29 #include "OpcodeDecoding.h"
30 #include "IndexGenerator.h"
31 #include "VertexShaderManager.h"
32 #include "VertexShaderCache.h"
33 #include "PixelShaderManager.h"
34 #include "PixelShaderCache.h"
35 #include "NativeVertexFormat.h"
36 #include "TextureCache.h"
37 #include "main.h"
39 #include "BPStructs.h"
40 #include "XFStructs.h"
42 #include "Globals.h"
44 // internal state for loading vertices
45 extern NativeVertexFormat *g_nativeVertexFmt;
47 namespace DX11
50 // TODO: find sensible values for these two
51 enum
53 NUM_VERTEXBUFFERS = 8,
54 NUM_INDEXBUFFERS = 10,
57 ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {};
58 ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {};
60 inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
62 for (u32 k = 0; k < NUM_INDEXBUFFERS-1; ++k)
63 if (minsize > 2 * (((u32)VertexManager::MAXIBUFFERSIZE)>>(k+1)))
64 return indexbuffers[k];
65 return indexbuffers[NUM_INDEXBUFFERS-1];
68 inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
70 for (u32 k = 0; k < NUM_VERTEXBUFFERS-1; ++k)
71 if (minsize > (((u32)VertexManager::MAXVBUFFERSIZE)>>(k+1)))
72 return vertexbuffers[k];
73 return vertexbuffers[NUM_VERTEXBUFFERS-1];
76 void CreateDeviceObjects()
78 D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(VertexManager::MAXIBUFFERSIZE * 2,
79 D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
80 for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
82 CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, indexbuffers + k)),
83 "Failed to create index buffer [%i].", k);
84 D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
87 bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
88 bufdesc.ByteWidth = VertexManager::MAXVBUFFERSIZE;
89 for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
91 CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, vertexbuffers + k)),
92 "Failed to create vertex buffer [%i].", k);
93 D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
97 void DestroyDeviceObjects()
99 for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k)
100 SAFE_RELEASE(indexbuffers[k]);
102 for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k)
103 SAFE_RELEASE(vertexbuffers[k]);
106 VertexManager::VertexManager()
108 CreateDeviceObjects();
111 VertexManager::~VertexManager()
113 DestroyDeviceObjects();
116 void VertexManager::Draw(u32 stride, bool alphapass)
118 D3D11_MAPPED_SUBRESOURCE map;
119 ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
121 if (!alphapass)
123 D3D::context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
124 memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
125 D3D::context->Unmap(vertexbuffer, 0);
128 UINT bufoffset = 0;
129 UINT bufstride = stride;
131 if (!alphapass)
132 D3D::gfxstate->ApplyState();
133 else
134 D3D::gfxstate->AlphaPass();
136 if (IndexGenerator::GetNumTriangles() > 0)
138 u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
139 ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
140 if (!alphapass)
142 D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
143 memcpy(map.pData, TIBuffer, 2*indexbuffersize);
144 D3D::context->Unmap(indexbuffer, 0);
147 D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
148 D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
149 D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
151 D3D::context->DrawIndexed(indexbuffersize, 0, 0);
152 INCSTAT(stats.thisFrame.numIndexedDrawCalls);
154 if (IndexGenerator::GetNumLines() > 0)
156 u32 indexbuffersize = IndexGenerator::GetLineindexLen();
157 ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
158 if (!alphapass)
160 D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
161 memcpy(map.pData, LIBuffer, 2*indexbuffersize);
162 D3D::context->Unmap(indexbuffer, 0);
165 D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
166 D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
167 D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
169 D3D::context->DrawIndexed(indexbuffersize, 0, 0);
170 INCSTAT(stats.thisFrame.numIndexedDrawCalls);
172 if (IndexGenerator::GetNumPoints() > 0)
174 u32 indexbuffersize = IndexGenerator::GetPointindexLen();
175 ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
176 if (!alphapass)
178 D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
179 memcpy(map.pData, PIBuffer, 2*indexbuffersize);
180 D3D::context->Unmap(indexbuffer, 0);
183 D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
184 D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
185 D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
187 D3D::context->DrawIndexed(indexbuffersize, 0, 0);
188 INCSTAT(stats.thisFrame.numIndexedDrawCalls);
192 void VertexManager::vFlush()
194 if (LocalVBuffer == s_pCurBufferPointer) return;
195 if (Flushed) return;
196 Flushed=true;
197 VideoFifo_CheckEFBAccess();
199 DVSTARTPROFILE();
201 u32 usedtextures = 0;
202 for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
203 if (bpmem.tevorders[i / 2].getEnable(i & 1))
204 usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
206 if (bpmem.genMode.numindstages > 0)
207 for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
208 if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
209 usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
211 for (unsigned int i = 0; i < 8; i++)
213 if (usedtextures & (1 << i))
215 Renderer::SetSamplerState(i & 3, i >> 2);
216 FourTexUnits &tex = bpmem.tex[i >> 2];
217 TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
218 (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
219 tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
220 tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
221 tex.texTlut[i&3].tlut_format,
222 (tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
223 (tex.texMode1[i&3].max_lod >> 4));
225 if (tentry)
227 // 0s are probably for no manual wrapping needed.
228 PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
230 else
231 ERROR_LOG(VIDEO, "error loading texture");
235 // set global constants
236 VertexShaderManager::SetConstants();
237 PixelShaderManager::SetConstants();
239 if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
240 goto shader_fail;
241 if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
242 goto shader_fail;
244 unsigned int stride = g_nativeVertexFmt->GetVertexStride();
245 g_nativeVertexFmt->SetupVertexPointers();
247 Draw(stride, false);
249 if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
251 DWORD write = 0;
252 if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
253 goto shader_fail;
255 // update alpha only
256 Draw(stride, true);
258 D3D::gfxstate->Reset();
260 shader_fail:
261 ResetBuffer();
264 } // namespace