D3DVertexManager.cpp 12 KB

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  1. // Copyright 2010 Dolphin Emulator Project
  2. // SPDX-License-Identifier: GPL-2.0-or-later
  3. #include "VideoBackends/D3D/D3DVertexManager.h"
  4. #include <d3d11_4.h>
  5. #include "Common/Align.h"
  6. #include "Common/Assert.h"
  7. #include "Common/CommonTypes.h"
  8. #include "Core/System.h"
  9. #include "VideoBackends/D3D/D3DBase.h"
  10. #include "VideoBackends/D3D/D3DBoundingBox.h"
  11. #include "VideoBackends/D3D/D3DGfx.h"
  12. #include "VideoBackends/D3D/D3DState.h"
  13. #include "VideoBackends/D3DCommon/D3DCommon.h"
  14. #include "VideoCommon/BoundingBox.h"
  15. #include "VideoCommon/GeometryShaderManager.h"
  16. #include "VideoCommon/IndexGenerator.h"
  17. #include "VideoCommon/NativeVertexFormat.h"
  18. #include "VideoCommon/PixelShaderManager.h"
  19. #include "VideoCommon/Statistics.h"
  20. #include "VideoCommon/VertexLoaderManager.h"
  21. #include "VideoCommon/VertexShaderManager.h"
  22. #include "VideoCommon/VideoConfig.h"
  23. namespace DX11
  24. {
  25. static ComPtr<ID3D11Buffer> AllocateConstantBuffer(u32 size)
  26. {
  27. const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
  28. const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
  29. D3D11_CPU_ACCESS_WRITE);
  30. ComPtr<ID3D11Buffer> cbuf;
  31. const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
  32. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create shader constant buffer (size={}): {}", cbsize,
  33. DX11HRWrap(hr));
  34. if (FAILED(hr))
  35. return nullptr;
  36. D3DCommon::SetDebugObjectName(cbuf.Get(), "constant buffer");
  37. return cbuf;
  38. }
  39. static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size)
  40. {
  41. D3D11_MAPPED_SUBRESOURCE map;
  42. D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
  43. memcpy(map.pData, data, data_size);
  44. D3D::context->Unmap(buffer, 0);
  45. ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
  46. }
  47. static ComPtr<ID3D11ShaderResourceView>
  48. CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMAT srv_format)
  49. {
  50. ComPtr<ID3D11ShaderResourceView> srv;
  51. CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0,
  52. VertexManager::TEXEL_STREAM_BUFFER_SIZE /
  53. VertexManager::GetTexelBufferElementSize(format));
  54. HRESULT hr = D3D::device->CreateShaderResourceView(buffer, &srv_desc, &srv);
  55. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create SRV for texel buffer: {}", DX11HRWrap(hr));
  56. return srv;
  57. }
  58. VertexManager::VertexManager() = default;
  59. VertexManager::~VertexManager() = default;
  60. bool VertexManager::Initialize()
  61. {
  62. if (!VertexManagerBase::Initialize())
  63. return false;
  64. CD3D11_BUFFER_DESC bufdesc((VERTEX_STREAM_BUFFER_SIZE + INDEX_STREAM_BUFFER_SIZE) / BUFFER_COUNT,
  65. D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
  66. D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
  67. for (auto& buffer : m_buffers)
  68. {
  69. HRESULT hr = D3D::device->CreateBuffer(&bufdesc, nullptr, &buffer);
  70. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create buffer: {}", DX11HRWrap(hr));
  71. if (buffer)
  72. D3DCommon::SetDebugObjectName(buffer.Get(), "Buffer of VertexManager");
  73. }
  74. m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
  75. m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
  76. m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
  77. if (!m_vertex_constant_buffer || !m_geometry_constant_buffer || !m_pixel_constant_buffer)
  78. return false;
  79. CD3D11_BUFFER_DESC texel_buf_desc(TEXEL_STREAM_BUFFER_SIZE, D3D11_BIND_SHADER_RESOURCE,
  80. D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
  81. HRESULT hr = D3D::device->CreateBuffer(&texel_buf_desc, nullptr, &m_texel_buffer);
  82. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating texel buffer failed: {}", DX11HRWrap(hr));
  83. if (!m_texel_buffer)
  84. return false;
  85. static constexpr std::array<std::pair<TexelBufferFormat, DXGI_FORMAT>, NUM_TEXEL_BUFFER_FORMATS>
  86. format_mapping = {{
  87. {TEXEL_BUFFER_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT},
  88. {TEXEL_BUFFER_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT},
  89. {TEXEL_BUFFER_FORMAT_RGBA8_UINT, DXGI_FORMAT_R8G8B8A8_UINT},
  90. {TEXEL_BUFFER_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT},
  91. }};
  92. for (const auto& it : format_mapping)
  93. {
  94. m_texel_buffer_views[it.first] =
  95. CreateTexelBufferView(m_texel_buffer.Get(), it.first, it.second);
  96. if (!m_texel_buffer_views[it.first])
  97. return false;
  98. }
  99. return true;
  100. }
  101. void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
  102. {
  103. // Just use the one buffer for all three.
  104. InvalidateConstants();
  105. UpdateConstantBuffer(m_vertex_constant_buffer.Get(), uniforms, uniforms_size);
  106. D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
  107. D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer.Get());
  108. D3D::stateman->SetPixelConstants(m_vertex_constant_buffer.Get());
  109. }
  110. bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr)
  111. {
  112. if ((m_texel_buffer_offset + required_size) > TEXEL_STREAM_BUFFER_SIZE)
  113. {
  114. // Restart buffer.
  115. HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
  116. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map texel buffer: {}", DX11HRWrap(hr));
  117. if (FAILED(hr))
  118. return false;
  119. m_texel_buffer_offset = 0;
  120. }
  121. else
  122. {
  123. // Don't overwrite the earlier-used space.
  124. HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
  125. ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map texel buffer: {}", DX11HRWrap(hr));
  126. if (FAILED(hr))
  127. return false;
  128. }
  129. return true;
  130. }
  131. bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
  132. u32* out_offset)
  133. {
  134. if (data_size > TEXEL_STREAM_BUFFER_SIZE)
  135. return false;
  136. const u32 elem_size = GetTexelBufferElementSize(format);
  137. m_texel_buffer_offset = Common::AlignUp(m_texel_buffer_offset, elem_size);
  138. D3D11_MAPPED_SUBRESOURCE sr;
  139. if (!MapTexelBuffer(data_size, sr))
  140. return false;
  141. *out_offset = m_texel_buffer_offset / elem_size;
  142. std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset, data, data_size);
  143. ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
  144. m_texel_buffer_offset += data_size;
  145. D3D::context->Unmap(m_texel_buffer.Get(), 0);
  146. D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
  147. return true;
  148. }
  149. bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
  150. u32* out_offset, const void* palette_data, u32 palette_size,
  151. TexelBufferFormat palette_format, u32* out_palette_offset)
  152. {
  153. const u32 elem_size = GetTexelBufferElementSize(format);
  154. const u32 palette_elem_size = GetTexelBufferElementSize(palette_format);
  155. const u32 reserve_size = data_size + palette_size + palette_elem_size;
  156. if (reserve_size > TEXEL_STREAM_BUFFER_SIZE)
  157. return false;
  158. m_texel_buffer_offset = Common::AlignUp(m_texel_buffer_offset, elem_size);
  159. D3D11_MAPPED_SUBRESOURCE sr;
  160. if (!MapTexelBuffer(reserve_size, sr))
  161. return false;
  162. const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size);
  163. std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset, data, data_size);
  164. std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset + palette_byte_offset,
  165. palette_data, palette_size);
  166. ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size);
  167. *out_offset = m_texel_buffer_offset / elem_size;
  168. *out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size;
  169. m_texel_buffer_offset += palette_byte_offset + palette_size;
  170. D3D::context->Unmap(m_texel_buffer.Get(), 0);
  171. D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
  172. D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)].Get());
  173. return true;
  174. }
  175. void VertexManager::ResetBuffer(u32 vertex_stride)
  176. {
  177. m_base_buffer_pointer = m_cpu_vertex_buffer.data();
  178. m_cur_buffer_pointer = m_base_buffer_pointer;
  179. m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size();
  180. m_index_generator.Start(m_cpu_index_buffer.data());
  181. }
  182. void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
  183. u32* out_base_vertex, u32* out_base_index)
  184. {
  185. D3D11_MAPPED_SUBRESOURCE map;
  186. u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16));
  187. u32 indexBufferSize = num_indices * sizeof(u16);
  188. u32 totalBufferSize = vertexBufferSize + indexBufferSize;
  189. u32 cursor = m_buffer_cursor;
  190. u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0;
  191. if (padding)
  192. {
  193. cursor += vertex_stride - padding;
  194. }
  195. D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
  196. if (cursor + totalBufferSize >= BUFFER_SIZE)
  197. {
  198. // Wrap around
  199. m_current_buffer = (m_current_buffer + 1) % BUFFER_COUNT;
  200. cursor = 0;
  201. MapType = D3D11_MAP_WRITE_DISCARD;
  202. }
  203. *out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
  204. *out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
  205. D3D::context->Map(m_buffers[m_current_buffer].Get(), 0, MapType, 0, &map);
  206. u8* mappedData = static_cast<u8*>(map.pData);
  207. if (vertexBufferSize > 0)
  208. std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
  209. if (indexBufferSize > 0)
  210. std::memcpy(mappedData + cursor + vertexBufferSize, m_cpu_index_buffer.data(), indexBufferSize);
  211. D3D::context->Unmap(m_buffers[m_current_buffer].Get(), 0);
  212. m_buffer_cursor = cursor + totalBufferSize;
  213. ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, vertexBufferSize);
  214. ADDSTAT(g_stats.this_frame.bytes_index_streamed, indexBufferSize);
  215. D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0);
  216. D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get());
  217. }
  218. void VertexManager::UploadUniforms()
  219. {
  220. auto& system = Core::System::GetInstance();
  221. auto& vertex_shader_manager = system.GetVertexShaderManager();
  222. if (vertex_shader_manager.dirty)
  223. {
  224. UpdateConstantBuffer(m_vertex_constant_buffer.Get(), &vertex_shader_manager.constants,
  225. sizeof(VertexShaderConstants));
  226. vertex_shader_manager.dirty = false;
  227. }
  228. auto& geometry_shader_manager = system.GetGeometryShaderManager();
  229. if (geometry_shader_manager.dirty)
  230. {
  231. UpdateConstantBuffer(m_geometry_constant_buffer.Get(), &geometry_shader_manager.constants,
  232. sizeof(GeometryShaderConstants));
  233. geometry_shader_manager.dirty = false;
  234. }
  235. auto& pixel_shader_manager = system.GetPixelShaderManager();
  236. if (pixel_shader_manager.dirty)
  237. {
  238. UpdateConstantBuffer(m_pixel_constant_buffer.Get(), &pixel_shader_manager.constants,
  239. sizeof(PixelShaderConstants));
  240. pixel_shader_manager.dirty = false;
  241. }
  242. if (pixel_shader_manager.custom_constants_dirty)
  243. {
  244. if (m_last_custom_pixel_buffer_size < pixel_shader_manager.custom_constants.size())
  245. {
  246. m_custom_pixel_constant_buffer =
  247. AllocateConstantBuffer(static_cast<u32>(pixel_shader_manager.custom_constants.size()));
  248. }
  249. UpdateConstantBuffer(m_custom_pixel_constant_buffer.Get(),
  250. pixel_shader_manager.custom_constants.data(),
  251. static_cast<u32>(pixel_shader_manager.custom_constants.size()));
  252. m_last_custom_pixel_buffer_size = pixel_shader_manager.custom_constants.size();
  253. pixel_shader_manager.custom_constants_dirty = false;
  254. }
  255. D3D::stateman->SetPixelConstants(
  256. m_pixel_constant_buffer.Get(),
  257. g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr,
  258. pixel_shader_manager.custom_constants.empty() ? nullptr :
  259. m_custom_pixel_constant_buffer.Get());
  260. D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
  261. D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get());
  262. }
  263. } // namespace DX11