Hacking to get first triangle drawn.
This commit is contained in:
@@ -104,7 +104,7 @@ void D3D11GraphicsDriver::SetShader(
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}
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}
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void D3D11GraphicsDriver::DrawAutoIndexed(
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void D3D11GraphicsDriver::DrawIndexAuto(
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XE_GPU_PRIMITIVE_TYPE prim_type,
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uint32_t index_count) {
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RegisterFile& rf = register_file_;
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@@ -113,13 +113,19 @@ void D3D11GraphicsDriver::DrawAutoIndexed(
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prim_type, index_count);
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// Misc state.
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UpdateState();
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if (UpdateState()) {
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return;
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}
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// Build constant buffers.
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UpdateConstantBuffers();
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if (UpdateConstantBuffers()) {
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return;
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}
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// Bind shaders.
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BindShaders();
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if (BindShaders()) {
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return;
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}
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// Switch primitive topology.
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// Some are unsupported on D3D11 and must be emulated.
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@@ -151,26 +157,66 @@ void D3D11GraphicsDriver::DrawAutoIndexed(
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context_->IASetPrimitiveTopology(primitive_topology);
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// Setup all fetchers (vertices/textures).
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PrepareFetchers();
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if (PrepareFetchers()) {
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return;
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}
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// Setup index buffer.
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PrepareIndexBuffer();
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if (PrepareIndexBuffer()) {
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return;
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}
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// Issue draw.
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uint32_t start_index = rf.values[XE_GPU_REG_VGT_INDX_OFFSET].u32;
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uint32_t base_vertex = 0;
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//context_->DrawIndexed(index_count, start_index, base_vertex);
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context_->Draw(index_count, 0);
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}
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void D3D11GraphicsDriver::UpdateState() {
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//context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
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int D3D11GraphicsDriver::UpdateState() {
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// General rasterizer state.
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ID3D11RasterizerState* rasterizer_state = 0;
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D3D11_RASTERIZER_DESC rasterizer_desc;
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xe_zero_struct(&rasterizer_desc, sizeof(rasterizer_desc));
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rasterizer_desc.FillMode = D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME;
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rasterizer_desc.CullMode = D3D11_CULL_NONE; // D3D11_CULL_FRONT BACK
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rasterizer_desc.FrontCounterClockwise = false;
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rasterizer_desc.DepthBias = 0;
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rasterizer_desc.DepthBiasClamp = 0;
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rasterizer_desc.SlopeScaledDepthBias = 0;
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rasterizer_desc.DepthClipEnable = true;
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rasterizer_desc.ScissorEnable = false;
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rasterizer_desc.MultisampleEnable = false;
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rasterizer_desc.AntialiasedLineEnable = false;
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device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state);
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context_->RSSetState(rasterizer_state);
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XESAFERELEASE(rasterizer_state);
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// Depth-stencil state.
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//context_->OMSetDepthStencilState
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//context_->RSSetScissorRects
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//context_->RSSetState
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//context_->RSSetViewports
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// Blend state.
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//context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
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// Scissoring.
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// TODO(benvanik): pull from scissor registers.
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context_->RSSetScissorRects(0, NULL);
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// Viewport.
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// If we have resized the window we will want to change this.
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D3D11_VIEWPORT viewport;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = 1280;
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viewport.Height = 720;
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context_->RSSetViewports(1, &viewport);
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return 0;
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}
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void D3D11GraphicsDriver::UpdateConstantBuffers() {
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int D3D11GraphicsDriver::UpdateConstantBuffers() {
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RegisterFile& rf = register_file_;
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D3D11_MAPPED_SUBRESOURCE res;
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@@ -197,9 +243,11 @@ void D3D11GraphicsDriver::UpdateConstantBuffers() {
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&rf.values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031],
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(8) * sizeof(int));
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context_->Unmap(state_.constant_buffers.bool_constants, 0);
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return 0;
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}
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void D3D11GraphicsDriver::BindShaders() {
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int D3D11GraphicsDriver::BindShaders() {
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RegisterFile& rf = register_file_;
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xe_gpu_program_cntl_t program_cntl;
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program_cntl.dword_0 = rf.values[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
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@@ -212,7 +260,7 @@ void D3D11GraphicsDriver::BindShaders() {
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if (vs->Prepare(&program_cntl)) {
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XELOGGPU("D3D11: failed to prepare vertex shader");
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state_.vertex_shader = NULL;
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return;
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return 1;
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}
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}
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@@ -230,6 +278,10 @@ void D3D11GraphicsDriver::BindShaders() {
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//context_->VSSetSamplers
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//context_->VSSetShaderResources
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} else {
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context_->VSSetShader(NULL, NULL, 0);
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context_->IASetInputLayout(NULL);
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return 1;
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}
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// Pixel shader setup.
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@@ -240,7 +292,7 @@ void D3D11GraphicsDriver::BindShaders() {
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if (ps->Prepare(&program_cntl)) {
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XELOGGPU("D3D11: failed to prepare pixel shader");
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state_.pixel_shader = NULL;
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return;
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return 1;
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}
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}
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@@ -255,33 +307,48 @@ void D3D11GraphicsDriver::BindShaders() {
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//context_->PSSetSamplers
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//context_->PSSetShaderResources
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} else {
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context_->PSSetShader(NULL, NULL, 0);
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return 1;
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}
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return 0;
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}
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void D3D11GraphicsDriver::PrepareFetchers() {
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int D3D11GraphicsDriver::PrepareFetchers() {
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RegisterFile& rf = register_file_;
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for (int n = 0; n < 32; n++) {
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + n * 6;
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xe_gpu_fetch_group_t* group = (xe_gpu_fetch_group_t*)&rf.values[r];
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if (group->type_0 == 0x2) {
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PrepareTextureFetcher(n, &group->texture_fetch);
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if (PrepareTextureFetcher(n, &group->texture_fetch)) {
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return 1;
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}
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} else {
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// TODO(benvanik): verify register numbering.
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if (group->type_0 == 0x3) {
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PrepareVertexFetcher(n * 3 + 0, &group->vertex_fetch_0);
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if (PrepareVertexFetcher(n * 3 + 0, &group->vertex_fetch_0)) {
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return 1;
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}
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}
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if (group->type_1 == 0x3) {
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PrepareVertexFetcher(n * 3 + 1, &group->vertex_fetch_1);
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if (PrepareVertexFetcher(n * 3 + 1, &group->vertex_fetch_1)) {
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return 1;
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}
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}
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if (group->type_2 == 0x3) {
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PrepareVertexFetcher(n * 3 + 2, &group->vertex_fetch_2);
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if (PrepareVertexFetcher(n * 3 + 2, &group->vertex_fetch_2)) {
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return 1;
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}
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}
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}
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}
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return 0;
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}
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void D3D11GraphicsDriver::PrepareVertexFetcher(
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int slot, xe_gpu_vertex_fetch_t* fetch) {
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int D3D11GraphicsDriver::PrepareVertexFetcher(
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int fetch_slot, xe_gpu_vertex_fetch_t* fetch) {
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uint32_t address = (fetch->address << 2) + address_translation_;
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uint32_t size_dwords = fetch->size;
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@@ -292,9 +359,18 @@ void D3D11GraphicsDriver::PrepareVertexFetcher(
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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device_->CreateBuffer(&buffer_desc, NULL, &buffer);
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HRESULT hr = device_->CreateBuffer(&buffer_desc, NULL, &buffer);
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if (FAILED(hr)) {
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XELOGE("D3D11: unable to create vertex fetch buffer");
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return 1;
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}
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D3D11_MAPPED_SUBRESOURCE res;
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context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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hr = context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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if (FAILED(hr)) {
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XELOGE("D3D11: unable to map vertex fetch buffer");
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XESAFERELEASE(buffer);
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return 1;
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}
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uint32_t* src = (uint32_t*)xe_memory_addr(memory_, address);
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uint32_t* dest = (uint32_t*)res.pData;
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for (uint32_t n = 0; n < size_dwords; n++) {
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@@ -308,19 +384,31 @@ void D3D11GraphicsDriver::PrepareVertexFetcher(
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}
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context_->Unmap(buffer, 0);
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// TODO(benvanik): fetch from VS.
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/*uint32_t stride = 0;
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D3D11VertexShader* vs = state_.vertex_shader;
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if (!vs) {
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return 1;
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}
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const instr_fetch_vtx_t* vtx = vs->GetFetchVtxBySlot(fetch_slot);
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if (!vtx->must_be_one) {
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return 1;
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}
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// TODO(benvanik): always dword aligned?
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uint32_t stride = vtx->stride * 4;
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uint32_t offset = 0;
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context_->IASetVertexBuffers(slot, 1, &buffer, &stride, &offset);*/
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int vb_slot = 95 - fetch_slot;
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context_->IASetVertexBuffers(vb_slot, 1, &buffer, &stride, &offset);
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buffer->Release();
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return 0;
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}
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void D3D11GraphicsDriver::PrepareTextureFetcher(
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int slot, xe_gpu_texture_fetch_t* fetch) {
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int D3D11GraphicsDriver::PrepareTextureFetcher(
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int fetch_slot, xe_gpu_texture_fetch_t* fetch) {
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return 0;
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}
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void D3D11GraphicsDriver::PrepareIndexBuffer() {
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int D3D11GraphicsDriver::PrepareIndexBuffer() {
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RegisterFile& rf = register_file_;
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/*
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@@ -353,4 +441,6 @@ void D3D11GraphicsDriver::PrepareIndexBuffer() {
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context_->IASetIndexBuffer(buffer, format, 0);
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buffer->Release();*/
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return 0;
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}
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@@ -42,20 +42,20 @@ public:
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uint32_t address,
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uint32_t start,
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uint32_t length);
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virtual void DrawAutoIndexed(
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virtual void DrawIndexAuto(
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xenos::XE_GPU_PRIMITIVE_TYPE prim_type,
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uint32_t index_count);
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private:
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void UpdateState();
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void UpdateConstantBuffers();
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void BindShaders();
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void PrepareFetchers();
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void PrepareVertexFetcher(
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int slot, xenos::xe_gpu_vertex_fetch_t* fetch);
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void PrepareTextureFetcher(
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int slot, xenos::xe_gpu_texture_fetch_t* fetch);
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void PrepareIndexBuffer();
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int UpdateState();
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int UpdateConstantBuffers();
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int BindShaders();
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int PrepareFetchers();
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int PrepareVertexFetcher(
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int fetch_slot, xenos::xe_gpu_vertex_fetch_t* fetch);
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int PrepareTextureFetcher(
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int fetch_slot, xenos::xe_gpu_texture_fetch_t* fetch);
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int PrepareIndexBuffer();
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private:
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ID3D11Device* device_;
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@@ -9,6 +9,10 @@
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#include <xenia/gpu/d3d11/d3d11_shader.h>
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#include <xenia/gpu/xenos/ucode.h>
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#include <d3dx11.h>
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using namespace xe;
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using namespace xe::gpu;
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@@ -53,6 +57,11 @@ int D3D11VertexShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
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void* byte_code = NULL;
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size_t byte_code_length = 0;
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if (!byte_code) {
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return 1;
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}
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// Create shader.
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HRESULT hr = device_->CreateVertexShader(
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byte_code, byte_code_length,
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@@ -60,22 +69,131 @@ int D3D11VertexShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
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&handle_);
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if (FAILED(hr)) {
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XELOGE("D3D11: failed to create vertex shader");
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xe_free(byte_code);
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return 1;
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}
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// Create input layout.
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uint32_t element_count = 0;
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D3D11_INPUT_ELEMENT_DESC* element_descs = 0;
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size_t element_count = fetch_vtxs_.size();
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D3D11_INPUT_ELEMENT_DESC* element_descs =
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(D3D11_INPUT_ELEMENT_DESC*)xe_alloca(
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sizeof(D3D11_INPUT_ELEMENT_DESC) * element_count);
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int n = 0;
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for (std::vector<instr_fetch_vtx_t>::iterator it = fetch_vtxs_.begin();
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it != fetch_vtxs_.end(); ++it, ++n) {
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const instr_fetch_vtx_t& vtx = *it;
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DXGI_FORMAT vtx_format;
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switch (vtx.format) {
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case FMT_1_REVERSE:
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vtx_format = DXGI_FORMAT_R1_UNORM; // ?
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break;
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case FMT_8:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8_SNORM : DXGI_FORMAT_R8_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8_SINT : DXGI_FORMAT_R8_UINT;
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}
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break;
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case FMT_8_8_8_8:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8G8B8A8_SNORM : DXGI_FORMAT_R8G8B8A8_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8G8B8A8_SINT : DXGI_FORMAT_R8G8B8A8_UINT;
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}
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break;
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case FMT_8_8:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8G8_SNORM : DXGI_FORMAT_R8G8_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R8G8_SINT : DXGI_FORMAT_R8G8_UINT;
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}
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break;
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case FMT_16:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16_SNORM : DXGI_FORMAT_R16_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16_SINT : DXGI_FORMAT_R16_UINT;
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}
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break;
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case FMT_16_16:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16G16_SNORM : DXGI_FORMAT_R16G16_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16G16_SINT : DXGI_FORMAT_R16G16_UINT;
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}
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break;
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case FMT_16_16_16_16:
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if (!vtx.num_format_all) {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16G16B16A16_SNORM : DXGI_FORMAT_R16G16B16A16_UNORM;
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} else {
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R16G16B16A16_SINT : DXGI_FORMAT_R16G16B16A16_UINT;
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}
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break;
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case FMT_32:
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R32_SINT : DXGI_FORMAT_R32_UINT;
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break;
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case FMT_32_32:
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R32G32_SINT : DXGI_FORMAT_R32G32_UINT;
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break;
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case FMT_32_32_32_32:
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vtx_format = vtx.format_comp_all ?
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DXGI_FORMAT_R32G32B32A32_SINT : DXGI_FORMAT_R32G32B32A32_UINT;
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break;
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case FMT_32_FLOAT:
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vtx_format = DXGI_FORMAT_R32_FLOAT;
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break;
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case FMT_32_32_FLOAT:
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vtx_format = DXGI_FORMAT_R32G32_FLOAT;
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break;
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case FMT_32_32_32_32_FLOAT:
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vtx_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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break;
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case FMT_32_32_32_FLOAT:
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vtx_format = DXGI_FORMAT_R32G32B32_FLOAT;
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break;
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default:
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XEASSERTALWAYS();
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break;
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}
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element_descs[n].SemanticName = "XEVF";
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element_descs[n].SemanticIndex = n;
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element_descs[n].Format = vtx_format;
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// TODO(benvanik): pick slot in same way that driver does.
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// CONST(31, 2) = reg 31, index 2 = rf([31] * 6 + [2] * 2)
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uint32_t fetch_slot = vtx.const_index * 3 + vtx.const_index_sel;
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uint32_t vb_slot = 95 - fetch_slot;
|
||||
element_descs[n].InputSlot = vb_slot;
|
||||
element_descs[n].AlignedByteOffset = vtx.offset * 4;
|
||||
element_descs[n].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
element_descs[n].InstanceDataStepRate = 0;
|
||||
}
|
||||
hr = device_->CreateInputLayout(
|
||||
element_descs,
|
||||
element_count,
|
||||
(UINT)element_count,
|
||||
byte_code, byte_code_length,
|
||||
&input_layout_);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("D3D11: failed to create vertex shader input layout");
|
||||
xe_free(byte_code);
|
||||
return 1;
|
||||
}
|
||||
|
||||
xe_free(byte_code);
|
||||
|
||||
is_prepared_ = true;
|
||||
return 0;
|
||||
}
|
||||
@@ -102,6 +220,11 @@ int D3D11PixelShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
|
||||
void* byte_code = NULL;
|
||||
size_t byte_code_length = 0;
|
||||
|
||||
|
||||
if (!byte_code) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create shader.
|
||||
HRESULT hr = device_->CreatePixelShader(
|
||||
byte_code, byte_code_length,
|
||||
@@ -109,8 +232,12 @@ int D3D11PixelShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
|
||||
&handle_);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("D3D11: failed to create vertex shader");
|
||||
xe_free(byte_code);
|
||||
return 1;
|
||||
}
|
||||
|
||||
xe_free(byte_code);
|
||||
|
||||
is_prepared_ = true;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -38,7 +38,7 @@ D3D11Window::D3D11Window(
|
||||
desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
// Setup buffers.
|
||||
desc.BufferCount = 2;
|
||||
desc.BufferCount = 1;
|
||||
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
desc.BufferDesc.Width = width_;
|
||||
desc.BufferDesc.Height = height_;
|
||||
@@ -93,16 +93,6 @@ D3D11Window::~D3D11Window() {
|
||||
}
|
||||
|
||||
void D3D11Window::Swap() {
|
||||
// Setup the viewport.
|
||||
//D3D11_VIEWPORT viewport;
|
||||
//viewport.MinDepth = 0.0f;
|
||||
//viewport.MaxDepth = 1.0f;
|
||||
//viewport.TopLeftX = 0;
|
||||
//viewport.TopLeftY = 0;
|
||||
//viewport.Width = (FLOAT)width_;
|
||||
//viewport.Height = (FLOAT)height_;
|
||||
//context_->RSSetViewports(1, &viewport);
|
||||
|
||||
// Swap buffers.
|
||||
// TODO(benvanik): control vsync with flag.
|
||||
bool vsync = true;
|
||||
|
||||
Reference in New Issue
Block a user