Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

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8.5 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx11.h>
// Common
#include "CommonPaths.h"
#include "FileUtil.h"
#include "MemoryUtil.h"
#include "Hash.h"
// VideoCommon
#include "VideoConfig.h"
#include "Statistics.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "TextureDecoder.h"
#include "HiresTextures.h"
// DX11
#include "DX11_D3DBase.h"
#include "DX11_D3DTexture.h"
#include "DX11_D3DUtil.h"
#include "DX11_FramebufferManager.h"
#include "DX11_PixelShaderCache.h"
#include "DX11_VertexShaderCache.h"
#include "DX11_TextureCache.h"
#include "../Main.h"
namespace DX11
{
ID3D11BlendState* efbcopyblendstate = NULL;
ID3D11RasterizerState* efbcopyraststate = NULL;
ID3D11DepthStencilState* efbcopydepthstate = NULL;
ID3D11Buffer* efbcopycbuf[20] = {};
TextureCache::TCacheEntry::~TCacheEntry()
{
SAFE_RELEASE(texture);
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
}
void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect)
{
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledw, (float)Scaledh);
D3D::context->RSSetViewports(1, &vp);
// set transformation
if (NULL == efbcopycbuf[cbufid])
{
const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
// TODO: try targetSource.asRECT();
const D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (bScaleByHalf)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::stateman->PushBlendState(efbcopyblendstate);
D3D::stateman->PushRasterizerState(efbcopyraststate);
D3D::stateman->PushDepthState(efbcopydepthstate);
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
D3D::drawShadedTexQuad(
(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
&sourcerect, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(),
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
D3D::gfxstate->SetShaderResource(stage, texture->GetSRV());
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
D3D11_SUBRESOURCE_DATA srdata;
D3D11_SUBRESOURCE_DATA *data = NULL;
D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
// TODO: temp
tex_levels = 1;
if (1 == tex_levels)
{
cpu_access = D3D11_CPU_ACCESS_WRITE;
usage = D3D11_USAGE_DYNAMIC;
srdata.pSysMem = temp;
srdata.SysMemPitch = 4 * expanded_width;
data = &srdata;
}
const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
ID3D11Texture2D *pTexture;
HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
entry->usage = usage;
// TODO: silly debug names
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
// wuts this?
//if (0 == tex_levels)
// PD3DX11FilterTexture(D3D::context, entry->texture->GetTex(), 0, D3DX11_DEFAULT);
// TODO: this good?
//if (1 != tex_levels)
// entry->Load(width, height, expanded_width, 0);
SAFE_RELEASE(pTexture);
return entry;
}
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h)
{
return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
}
TextureCache::TextureCache()
{
HRESULT hr;
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
CHECK(hr==S_OK, "Create blend state for CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in CopyRenderTargetToTexture");
D3D11_DEPTH_STENCIL_DESC depthdesc;
depthdesc.DepthEnable = FALSE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
CHECK(hr==S_OK, "Create depth state for CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in CopyRenderTargetToTexture");
D3D11_RASTERIZER_DESC rastdesc;
rastdesc.CullMode = D3D11_CULL_NONE;
rastdesc.FillMode = D3D11_FILL_SOLID;
rastdesc.FrontCounterClockwise = false;
rastdesc.DepthBias = false;
rastdesc.DepthBiasClamp = 0;
rastdesc.SlopeScaledDepthBias = 0;
rastdesc.DepthClipEnable = false;
rastdesc.ScissorEnable = false;
rastdesc.MultisampleEnable = false;
rastdesc.AntialiasedLineEnable = false;
hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
CHECK(hr==S_OK, "Create rasterizer state for CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in CopyRenderTargetToTexture");
}
TextureCache::~TextureCache()
{
SAFE_RELEASE(efbcopyblendstate);
SAFE_RELEASE(efbcopyraststate);
SAFE_RELEASE(efbcopydepthstate);
for (unsigned int k = 0; k < 20; ++k)
SAFE_RELEASE(efbcopycbuf[k]);
}
}