dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX11/DX11_VertexManager.cpp
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

195 lines
5.8 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 <string>
// Common
#include "Common.h"
#include "FileUtil.h"
// VideoCommon
#include "BPStructs.h"
#include "XFStructs.h"
#include "Fifo.h"
#include "Statistics.h"
#include "Profiler.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
// DX11
#include "DX11_D3DBase.h"
#include "DX11_D3DShader.h"
#include "DX11_D3DUtil.h"
#include "DX11_VertexManager.h"
#include "DX11_VertexShaderCache.h"
#include "DX11_PixelShaderCache.h"
#include "DX11_TextureCache.h"
#include "DX11_FramebufferManager.h"
#include "DX11_Render.h"
#include "../Main.h"
//using std::string;
namespace DX11
{
using namespace D3D;
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {};
ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {};
// TODO: these seem ugly
inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
{
for (u32 k = 0; k < NUM_INDEXBUFFERS - 1; ++k)
if (minsize > (((u32)MAXIBUFFERSIZE) >> k))
return indexbuffers[k];
return indexbuffers[NUM_INDEXBUFFERS - 1];
}
inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
{
for (u32 k = 0; k < NUM_VERTEXBUFFERS - 1; ++k)
if (minsize > (((u32)MAXVBUFFERSIZE) >> (k + 1)))
return vertexbuffers[k];
return vertexbuffers[NUM_VERTEXBUFFERS - 1];
}
void CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(MAXIBUFFERSIZE * 2,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
{
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, indexbuffers + k)),
"Failed to create index buffer [%i].", k);
D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = MAXVBUFFERSIZE;
for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k, bufdesc.ByteWidth >>= 1)
{
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, vertexbuffers + k)),
"Failed to create vertex buffer [%i].", k);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
}
}
void DestroyDeviceObjects()
{
for (u32 k = 0; k < NUM_INDEXBUFFERS; ++k)
SAFE_RELEASE(indexbuffers[k]);
for (u32 k = 0; k < NUM_VERTEXBUFFERS; ++k)
SAFE_RELEASE(vertexbuffers[k]);
}
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
ResetBuffer();
}
void VertexManager::Draw(u32 stride, bool alphapass)
{
static const UINT bufoffset = 0;
const UINT bufstride = stride;
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Buffer* const vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
if (alphapass)
{
gfxstate->AlphaPass();
}
else
{
context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
context->Unmap(vertexbuffer, 0);
gfxstate->ApplyState();
}
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
if (IndexGenerator::GetNumTriangles() > 0)
{
u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, TIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
u32 indexbuffersize = IndexGenerator::GetLineindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
u32 indexbuffersize = IndexGenerator::GetPointindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
}