Better vertex buffer construction, supporting packed data.

This commit is contained in:
Ben Vanik
2014-01-18 00:12:57 -08:00
parent ba9d343c51
commit 99c72f24f2
5 changed files with 241 additions and 164 deletions

View File

@@ -139,9 +139,12 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_STRIP:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST:
XELOGW("D3D11: faking RECTANGLE_LIST as a tri list");
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_FAN:
case XE_GPU_PRIMITIVE_TYPE_UNKNOWN_07:
case XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST:
case XE_GPU_PRIMITIVE_TYPE_LINE_LOOP:
XELOGE("D3D11: unsupported primitive type %d", prim_type);
return 1;
@@ -429,6 +432,17 @@ int D3D11GraphicsDriver::BindShaders() {
}
int D3D11GraphicsDriver::PrepareFetchers() {
XEASSERTNOTNULL(state_.vertex_shader);
auto inputs = state_.vertex_shader->GetVertexBufferInputs();
for (size_t n = 0; n < inputs->count; n++) {
auto input = inputs->descs[n];
if (PrepareVertexBuffer(input)) {
XELOGE("D3D11: unable to prepare vertex buffer");
return 1;
}
}
// TODO(benvanik): rewrite by sampler
RegisterFile& rf = register_file_;
for (int n = 0; n < 32; n++) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + n * 6;
@@ -437,38 +451,37 @@ int D3D11GraphicsDriver::PrepareFetchers() {
if (PrepareTextureFetcher(n, &group->texture_fetch)) {
return 1;
}
} else {
// TODO(benvanik): verify register numbering.
if (group->type_0 == 0x3) {
if (PrepareVertexFetcher(n * 3 + 0, &group->vertex_fetch_0)) {
return 1;
}
}
if (group->type_1 == 0x3) {
if (PrepareVertexFetcher(n * 3 + 1, &group->vertex_fetch_1)) {
return 1;
}
}
if (group->type_2 == 0x3) {
if (PrepareVertexFetcher(n * 3 + 2, &group->vertex_fetch_2)) {
return 1;
}
}
}
}
return 0;
}
int D3D11GraphicsDriver::PrepareVertexFetcher(
int fetch_slot, xe_gpu_vertex_fetch_t* fetch) {
uint32_t address = (fetch->address << 2) + address_translation_;
uint32_t size_dwords = fetch->size;
int D3D11GraphicsDriver::PrepareVertexBuffer(Shader::vtx_buffer_desc_t& desc) {
RegisterFile& rf = register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (desc.fetch_slot / 3) * 6;
xe_gpu_fetch_group_t* group = (xe_gpu_fetch_group_t*)&rf.values[r];
xe_gpu_vertex_fetch_t* fetch = NULL;
switch (desc.fetch_slot % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
case 1:
fetch = &group->vertex_fetch_1;
break;
case 2:
fetch = &group->vertex_fetch_2;
break;
}
XEASSERTNOTNULL(fetch);
// If this assert doesn't hold, maybe we just abort?
XEASSERT(fetch->type == 0x3);
XEASSERTNOTZERO(fetch->size);
ID3D11Buffer* buffer = 0;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.ByteWidth = size_dwords * 4;
buffer_desc.ByteWidth = fetch->size * 4;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
@@ -484,15 +497,23 @@ int D3D11GraphicsDriver::PrepareVertexFetcher(
XESAFERELEASE(buffer);
return 1;
}
uint32_t* src = (uint32_t*)memory_->Translate(address);
uint32_t* dest = (uint32_t*)res.pData;
for (uint32_t n = 0; n < size_dwords; n++) {
// union {
// uint32_t i;
// float f;
// } d = {XESWAP32(src[n])};
// XELOGGPU("v%.3d %0.8X %g", n, d.i, d.f);
dest[n] = XESWAP32(src[n]);
uint32_t address = (fetch->address << 2) + address_translation_;
uint8_t* src = (uint8_t*)memory_->Translate(address);
uint8_t* dest = (uint8_t*)res.pData;
// TODO(benvanik): rewrite to be faster/special case common/etc
for (size_t n = 0; n < desc.element_count; n++) {
auto& el = desc.elements[n];
uint32_t stride = desc.stride_words;
uint32_t count = fetch->size / stride;
uint32_t* src_ptr = (uint32_t*)(src + el.offset_words * 4);
uint32_t* dest_ptr = (uint32_t*)(dest + el.offset_words * 4);
uint32_t o = 0;
for (uint32_t i = 0; i < count; i++) {
for (uint32_t j = 0; j < el.size_words; j++) {
dest_ptr[o + j] = XESWAP32(src_ptr[o + j]);
}
o += stride;
}
}
context_->Unmap(buffer, 0);
@@ -500,14 +521,10 @@ int D3D11GraphicsDriver::PrepareVertexFetcher(
if (!vs) {
return 1;
}
const instr_fetch_vtx_t* vtx = vs->GetFetchVtxBySlot(fetch_slot);
if (!vtx->must_be_one) {
return 1;
}
// TODO(benvanik): always dword aligned?
uint32_t stride = vtx->stride * 4;
uint32_t stride = desc.stride_words * 4;
uint32_t offset = 0;
int vb_slot = 95 - fetch_slot;
int vb_slot = desc.input_index;
context_->IASetVertexBuffers(vb_slot, 1, &buffer, &stride, &offset);
buffer->Release();