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https://github.com/dolphin-emu/dolphin.git
synced 2025-05-28 05:52:38 +00:00
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
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parent
c316417a34
commit
3d5d205c73
40 changed files with 1384 additions and 1611 deletions
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@ -42,21 +42,21 @@ namespace DX11
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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void VertexManager::CreateDeviceObjects()
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VertexManager::VertexManager()
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffer)),
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffer, "index buffer of VertexManager");
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m_indexBuffer = CreateBufferShared(&bufdesc, NULL);
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CHECK(m_indexBuffer, "Failed to create index buffer.");
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D3D::SetDebugObjectName(m_indexBuffer, "index buffer of VertexManager");
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bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufdesc.ByteWidth = VBUFFER_SIZE;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffer)),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffer, "vertex buffer of VertexManager");
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m_vertexBuffer = CreateBufferShared(&bufdesc, NULL);
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CHECK(m_vertexBuffer, "Failed to create vertex buffer.");
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D3D::SetDebugObjectName(m_vertexBuffer, "vertex buffer of VertexManager");
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m_indexBufferCursor = 0;
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m_vertexBufferCursor = 0;
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@ -65,28 +65,6 @@ void VertexManager::CreateDeviceObjects()
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m_triangleDrawIndex = 0;
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m_lineDrawIndex = 0;
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m_pointDrawIndex = 0;
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m_lineShader.Init();
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m_pointShader.Init();
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}
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void VertexManager::DestroyDeviceObjects()
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{
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m_pointShader.Shutdown();
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m_lineShader.Shutdown();
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SAFE_RELEASE(m_vertexBuffer);
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SAFE_RELEASE(m_indexBuffer);
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}
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VertexManager::VertexManager()
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{
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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}
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void VertexManager::LoadBuffers()
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@ -97,16 +75,16 @@ void VertexManager::LoadBuffers()
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
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{
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// Wrap around
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D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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m_vertexBufferCursor = 0;
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}
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else
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{
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// Append data
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D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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D3D::g_context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
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D3D::context->Unmap(m_vertexBuffer, 0);
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D3D::g_context->Unmap(m_vertexBuffer, 0);
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m_vertexDrawOffset = m_vertexBufferCursor;
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m_vertexBufferCursor += vSize;
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@ -115,13 +93,13 @@ void VertexManager::LoadBuffers()
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if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
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{
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// Wrap around
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D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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m_indexBufferCursor = 0;
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}
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else
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{
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// Append data
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D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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D3D::g_context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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m_triangleDrawIndex = m_indexBufferCursor;
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m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
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@ -129,7 +107,7 @@ void VertexManager::LoadBuffers()
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memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_indexBuffer, 0);
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D3D::g_context->Unmap(m_indexBuffer, 0);
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m_indexBufferCursor += iCount;
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}
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@ -139,13 +117,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
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void VertexManager::Draw(UINT stride)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
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D3D::g_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
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D3D::g_context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
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D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::g_context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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// Disable culling for lines and points
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@ -160,11 +138,11 @@ void VertexManager::Draw(UINT stride)
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if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset, vpWidth, vpHeight))
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
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D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::g_context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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D3D::g_context->GSSetShader(NULL, NULL, 0);
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}
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}
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if (IndexGenerator::GetNumPoints() > 0)
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@ -176,11 +154,11 @@ void VertexManager::Draw(UINT stride)
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if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset, vpWidth, vpHeight))
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
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D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::g_context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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D3D::g_context->GSSetShader(NULL, NULL, 0);
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}
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}
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if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
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@ -235,14 +213,14 @@ void VertexManager::vFlush()
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (!PixelShaderCache::SetShader(
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if (!PixelShaderCache::LoadShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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if (!VertexShaderCache::LoadShader(g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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