Lioncash 01a92af014 D3DUtil: Make file-scope variables internally linked where applicable
All file scope variables are able to be made internally linked.

CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00

895 lines
32 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/Render.h"
#include <array>
#include <cinttypes>
#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <strsafe.h>
#include <tuple>
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Core/Core.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace DX11
{
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
struct GXPipelineState
{
std::array<SamplerState, 8> samplers;
BlendingState blend;
DepthState zmode;
RasterizationState raster;
};
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_fullscreen_mode = false;
static std::array<ID3D11BlendState*, 4> s_clear_blend_states{};
static std::array<ID3D11DepthStencilState*, 3> s_clear_depth_states{};
static ID3D11BlendState* s_reset_blend_state = nullptr;
static ID3D11DepthStencilState* s_reset_depth_state = nullptr;
static ID3D11RasterizerState* s_reset_rast_state = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;
static GXPipelineState s_gx_state;
static StateCache s_gx_state_cache;
static void SetupDeviceObjects()
{
HRESULT hr;
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[0]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[1]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName(s_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
s_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
s_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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, &s_reset_blend_state);
CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
s_clear_blend_states[0] = s_reset_blend_state;
s_reset_blend_state->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[1]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[2]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[3]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
}
// Kill off all device objects
static void TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
SAFE_RELEASE(s_clear_blend_states[0]);
SAFE_RELEASE(s_clear_blend_states[1]);
SAFE_RELEASE(s_clear_blend_states[2]);
SAFE_RELEASE(s_clear_blend_states[3]);
SAFE_RELEASE(s_clear_depth_states[0]);
SAFE_RELEASE(s_clear_depth_states[1]);
SAFE_RELEASE(s_clear_depth_states[2]);
SAFE_RELEASE(s_reset_blend_state);
SAFE_RELEASE(s_reset_depth_state);
SAFE_RELEASE(s_reset_rast_state);
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_gx_state_cache.Clear();
}
static void Create3DVisionTexture(int width, int height)
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
NVSTEREOIMAGEHEADER header;
header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header.dwWidth = static_cast<u32>(width * 2);
header.dwHeight = static_cast<u32>(height + 1);
header.dwBPP = 32;
header.dwFlags = 0;
const u32 pitch = static_cast<u32>(4 * width * 2);
const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
u8* image_header_location = &memory[height * pitch];
std::memcpy(image_header_location, &header, sizeof(header));
D3D11_SUBRESOURCE_DATA sys_data;
sys_data.SysMemPitch = pitch;
sys_data.pSysMem = memory.get();
s_3d_vision_texture =
D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
}
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_fullscreen_mode = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
for (auto& sampler : s_gx_state.samplers)
sampler.hex = RenderState::GetPointSamplerState().hex;
s_gx_state.zmode.testenable = false;
s_gx_state.zmode.updateenable = false;
s_gx_state.zmode.func = ZMode::NEVER;
s_gx_state.raster.cullmode = GenMode::CULL_NONE;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
D3D::BeginFrame();
}
Renderer::~Renderer()
{
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
D3D::DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
color & 0xFF000000, text);
D3D::DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color, text);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
// With D3D, we have to resize the backbuffer if the window changed
// size.
bool Renderer::CheckForResize()
{
RECT rcWindow;
GetClientRect(D3D::hWnd, &rcWindow);
int client_width = rcWindow.right - rcWindow.left;
int client_height = rcWindow.bottom - rcWindow.top;
// Sanity check
if ((client_width != GetBackbufferWidth() || client_height != GetBackbufferHeight()) &&
client_width >= 4 && client_height >= 4)
{
return true;
}
return false;
}
void Renderer::SetScissorRect(const EFBRectangle& rc)
{
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::context->RSSetScissorRects(1, trc.AsRECT());
}
// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
// average color instead
D3D11_RECT RectToLock;
if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
{
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
RectToLock.right = RectToLock.left + 1;
RectToLock.bottom = RectToLock.top + 1;
}
else
{
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
RectToLock.bottom = targetPixelRc.bottom;
}
// Reset any game specific settings.
ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::SetPointCopySampler();
// Select copy and read textures depending on if we are doing a color or depth read (since they
// are different formats).
D3DTexture2D* source_tex;
D3DTexture2D* read_tex;
ID3D11Texture2D* staging_tex;
if (type == EFBAccessType::PeekColor)
{
source_tex = FramebufferManager::GetEFBColorTexture();
read_tex = FramebufferManager::GetEFBColorReadTexture();
staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
}
else
{
source_tex = FramebufferManager::GetEFBDepthTexture();
read_tex = FramebufferManager::GetEFBDepthReadTexture();
staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
}
// Select pixel shader (we don't want to average depth samples, instead select the minimum).
ID3D11PixelShader* copy_pixel_shader;
if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
else
copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
// Draw a quad to grab the texel we want to read.
D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(), copy_pixel_shader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Restore expected game state.
FramebufferManager::BindEFBRenderTarget();
RestoreAPIState();
// Copy the pixel from the renderable to cpu-readable buffer.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
D3D11_MAPPED_SUBRESOURCE map;
CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK,
"Map staging buffer failed");
// Convert the framebuffer data to the format the game is expecting to receive.
u32 ret;
if (type == EFBAccessType::PeekColor)
{
u32 val;
memcpy(&val, map.pData, sizeof(val));
// our buffers are RGBA, yet a BGRA value is expected
val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
val = RGBA8ToRGBA6ToRGBA8(val);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
val = RGBA8ToRGB565ToRGBA8(val);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
val |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
ret = val; // GX_READ_NONE
else if (alpha_read_mode.ReadMode == 1)
ret = (val | 0xFF000000); // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/
ret = (val & 0x00FFFFFF); // GX_READ_00
}
else // type == EFBAccessType::PeekZ
{
float val;
memcpy(&val, map.pData, sizeof(val));
// depth buffer is inverted in the d3d backend
val = 1.0f - val;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
}
}
D3D::context->Unmap(staging_tex, 0);
return ret;
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
ResetAPIState();
if (type == EFBAccessType::PokeColor)
{
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget(false);
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
}
D3D::DrawEFBPokeQuads(type, points, num_points);
if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
}
RestoreAPIState();
}
void Renderer::SetViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
// D3D crashes for zero viewports
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
return;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
Wd = -Wd;
}
if (Ht < 0.0f)
{
Y += Ht;
Ht = -Ht;
}
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target.
X = (X >= 0.f) ? X : 0.f;
Y = (Y >= 0.f) ? Y : 0.f;
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D::context->RSSetViewports(1, &vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z)
{
ResetAPIState();
if (colorEnable && alphaEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[0]);
else if (colorEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[1]);
else if (alphaEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[2]);
else
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
// TODO: Should we enable Z testing here?
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
// else
if (zEnable)
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
else /*if (!zEnable)*/
D3D::stateman->PushDepthState(s_clear_depth_states[2]);
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(),
(float)targetRc.GetHeight(), 0.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::SetIntegerEFBRenderTarget(false);
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
RestoreAPIState();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
// TODO: MSAA support..
D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
ID3D11PixelShader* pixel_shader;
if (convtype == 0)
pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
else if (convtype == 2)
pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
else
{
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
convtype);
return;
}
// convert data and set the target texture as our new EFB
ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(GetTargetWidth()),
static_cast<float>(GetTargetHeight()));
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(),
GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
FramebufferManager::BindEFBRenderTarget();
}
void Renderer::SetBlendingState(const BlendingState& state)
{
s_gx_state.blend.hex = state.hex;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
{
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer
UpdateDrawRectangle();
TargetRectangle targetRc = GetTargetRectangle();
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
auto* xfb_texture = static_cast<DXTexture*>(texture);
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
// Reset viewport for drawing text
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
D3D::context->RSSetViewports(1, &vp);
Renderer::DrawDebugText();
OSD::DrawMessages();
D3D::EndFrame();
g_texture_cache->Cleanup(frameCount);
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
VertexShaderCache::RetreiveAsyncShaders();
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
const bool window_resized = CheckForResize();
const bool fullscreen = D3D::GetFullscreenState();
const bool fs_changed = s_last_fullscreen_mode != fullscreen;
// Flip/present backbuffer to frontbuffer here
D3D::Present();
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || window_resized || fs_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_fullscreen_mode = fullscreen;
PixelShaderCache::InvalidateMSAAShaders();
if (window_resized || fs_changed)
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
m_backbuffer_width = D3D::GetBackBufferWidth();
m_backbuffer_height = D3D::GetBackBufferHeight();
}
UpdateDrawRectangle();
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
}
if (CheckForHostConfigChanges())
{
VertexShaderCache::Reload();
GeometryShaderCache::Reload();
PixelShaderCache::Reload();
}
// begin next frame
RestoreAPIState();
D3D::BeginFrame();
FramebufferManager::BindEFBRenderTarget();
SetViewport();
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
D3D::stateman->PushBlendState(s_reset_blend_state);
D3D::stateman->PushDepthState(s_reset_depth_state);
D3D::stateman->PushRasterizerState(s_reset_rast_state);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
SetViewport();
BPFunctions::SetScissor();
}
void Renderer::ApplyState()
{
D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(s_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(s_gx_state.blend.logicopenable);
for (u32 stage = 0; stage < static_cast<u32>(s_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage]));
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
}
void Renderer::RestoreState()
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
s_gx_state.raster.hex = state.hex;
}
void Renderer::SetDepthState(const DepthState& state)
{
s_gx_state.zmode.hex = state.hex;
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
s_gx_state.samplers[index].hex = state.hex;
}
void Renderer::SetInterlacingMode()
{
// TODO
}
u16 Renderer::BBoxRead(int index)
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox::Get(index);
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / m_target_width;
}
else
{
// up/down
value = value * EFB_HEIGHT / m_target_height;
}
if (index & 1)
value++; // fix max values to describe the outer border
return value;
}
void Renderer::BBoxWrite(int index, u16 _value)
{
int value = _value; // u16 isn't enough to multiply by the efb width
if (index & 1)
value--;
if (index < 2)
{
value = value * m_target_width / EFB_WIDTH;
}
else
{
value = value * m_target_height / EFB_HEIGHT;
}
BBox::Set(index, value);
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma)
{
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top,
(float)leftRc.GetWidth(), (float)leftRc.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top,
(float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
if (!s_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top,
(float)dst.GetWidth(), (float)dst.GetHeight());
// Render to staging texture which is double the width of the backbuffer
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
s_3d_vision_texture->GetTex(), 0, &box);
// Restore render target to backbuffer
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
}
else
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D::context->RSSetViewports(1, &vp);
ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
PixelShaderCache::GetAnaglyphProgram() :
PixelShaderCache::GetColorCopyProgram(false);
ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
GeometryShaderCache::GetCopyGeometryShader() :
nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
}
}
void Renderer::SetFullscreen(bool enable_fullscreen)
{
D3D::SetFullscreenState(enable_fullscreen);
}
bool Renderer::IsFullscreen() const
{
return D3D::GetFullscreenState();
}
} // namespace DX11