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Xenia-Canary/src/xenia/gpu/d3d11/d3d11_graphics_driver.cc

444 lines
13 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_shader.h>
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
D3D11GraphicsDriver::D3D11GraphicsDriver(
xe_memory_ref memory, ID3D11Device* device) :
GraphicsDriver(memory) {
device_ = device;
device_->AddRef();
device_->GetImmediateContext(&context_);
shader_cache_ = new D3D11ShaderCache(device_);
xe_zero_struct(&state_, sizeof(state_));
HRESULT hr;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
buffer_desc.ByteWidth = (512 * 4) * sizeof(float);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.float_constants);
buffer_desc.ByteWidth = (8) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.bool_constants);
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
XESAFERELEASE(state_.constant_buffers.float_constants);
XESAFERELEASE(state_.constant_buffers.bool_constants);
XESAFERELEASE(state_.constant_buffers.loop_constants);
delete shader_cache_;
XESAFERELEASE(context_);
XESAFERELEASE(device_);
}
void D3D11GraphicsDriver::Initialize() {
}
void D3D11GraphicsDriver::InvalidateState(
uint32_t mask) {
if (mask == XE_GPU_INVALIDATE_MASK_ALL) {
XELOGGPU("D3D11: (invalidate all)");
}
if (mask & XE_GPU_INVALIDATE_MASK_VERTEX_SHADER) {
XELOGGPU("D3D11: invalidate vertex shader");
}
if (mask & XE_GPU_INVALIDATE_MASK_PIXEL_SHADER) {
XELOGGPU("D3D11: invalidate pixel shader");
}
}
void D3D11GraphicsDriver::SetShader(
XE_GPU_SHADER_TYPE type,
uint32_t address,
uint32_t start,
uint32_t length) {
// Find or create shader in the cache.
uint8_t* p = xe_memory_addr(memory_, address);
Shader* shader = shader_cache_->FindOrCreate(
type, p, length);
// Disassemble.
const char* source = shader->disasm_src();
if (!source) {
source = "<failed to disassemble>";
}
XELOGGPU("D3D11: set shader %d at %0.8X (%db):\n%s",
type, address, length, source);
// Stash for later.
switch (type) {
case XE_GPU_SHADER_TYPE_VERTEX:
state_.vertex_shader = (D3D11VertexShader*)shader;
break;
case XE_GPU_SHADER_TYPE_PIXEL:
state_.pixel_shader = (D3D11PixelShader*)shader;
break;
}
}
void D3D11GraphicsDriver::DrawIndexAuto(
XE_GPU_PRIMITIVE_TYPE prim_type,
uint32_t index_count) {
RegisterFile& rf = register_file_;
XELOGGPU("D3D11: draw indexed %d (%d indicies)",
prim_type, index_count);
// Misc state.
if (UpdateState()) {
return;
}
// Build constant buffers.
if (UpdateConstantBuffers()) {
return;
}
// Bind shaders.
if (BindShaders()) {
return;
}
// Switch primitive topology.
// Some are unsupported on D3D11 and must be emulated.
D3D11_PRIMITIVE_TOPOLOGY primitive_topology;
switch (prim_type) {
default:
case XE_GPU_PRIMITIVE_TYPE_POINT_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case XE_GPU_PRIMITIVE_TYPE_LINE_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case XE_GPU_PRIMITIVE_TYPE_LINE_STRIP:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_STRIP:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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;
}
context_->IASetPrimitiveTopology(primitive_topology);
// Setup all fetchers (vertices/textures).
if (PrepareFetchers()) {
return;
}
// Setup index buffer.
if (PrepareIndexBuffer()) {
return;
}
// Issue draw.
uint32_t start_index = rf.values[XE_GPU_REG_VGT_INDX_OFFSET].u32;
uint32_t base_vertex = 0;
//context_->DrawIndexed(index_count, start_index, base_vertex);
context_->Draw(index_count, 0);
}
int D3D11GraphicsDriver::UpdateState() {
// General rasterizer state.
ID3D11RasterizerState* rasterizer_state = 0;
D3D11_RASTERIZER_DESC rasterizer_desc;
xe_zero_struct(&rasterizer_desc, sizeof(rasterizer_desc));
rasterizer_desc.FillMode = D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME;
rasterizer_desc.CullMode = D3D11_CULL_NONE; // D3D11_CULL_FRONT BACK
rasterizer_desc.FrontCounterClockwise = false;
rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0;
rasterizer_desc.SlopeScaledDepthBias = 0;
rasterizer_desc.DepthClipEnable = true;
rasterizer_desc.ScissorEnable = false;
rasterizer_desc.MultisampleEnable = false;
rasterizer_desc.AntialiasedLineEnable = false;
device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state);
context_->RSSetState(rasterizer_state);
XESAFERELEASE(rasterizer_state);
// Depth-stencil state.
//context_->OMSetDepthStencilState
// Blend state.
//context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
// Scissoring.
// TODO(benvanik): pull from scissor registers.
context_->RSSetScissorRects(0, NULL);
// Viewport.
// If we have resized the window we will want to change this.
D3D11_VIEWPORT viewport;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 1280;
viewport.Height = 720;
context_->RSSetViewports(1, &viewport);
return 0;
}
int D3D11GraphicsDriver::UpdateConstantBuffers() {
RegisterFile& rf = register_file_;
D3D11_MAPPED_SUBRESOURCE res;
context_->Map(
state_.constant_buffers.float_constants, 0,
D3D11_MAP_WRITE_DISCARD, 0, &res);
memcpy(res.pData,
&rf.values[XE_GPU_REG_SHADER_CONSTANT_000_X],
(512 * 4) * sizeof(float));
context_->Unmap(state_.constant_buffers.float_constants, 0);
context_->Map(
state_.constant_buffers.loop_constants, 0,
D3D11_MAP_WRITE_DISCARD, 0, &res);
memcpy(res.pData,
&rf.values[XE_GPU_REG_SHADER_CONSTANT_LOOP_00],
(32) * sizeof(int));
context_->Unmap(state_.constant_buffers.loop_constants, 0);
context_->Map(
state_.constant_buffers.bool_constants, 0,
D3D11_MAP_WRITE_DISCARD, 0, &res);
memcpy(res.pData,
&rf.values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031],
(8) * sizeof(int));
context_->Unmap(state_.constant_buffers.bool_constants, 0);
return 0;
}
int D3D11GraphicsDriver::BindShaders() {
RegisterFile& rf = register_file_;
xe_gpu_program_cntl_t program_cntl;
program_cntl.dword_0 = rf.values[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
// Vertex shader setup.
D3D11VertexShader* vs = state_.vertex_shader;
if (vs) {
if (!vs->is_prepared()) {
// Prepare for use.
if (vs->Prepare(&program_cntl)) {
XELOGGPU("D3D11: failed to prepare vertex shader");
state_.vertex_shader = NULL;
return 1;
}
}
// Bind.
context_->VSSetShader(vs->handle(), NULL, 0);
// Set constant buffers.
context_->VSSetConstantBuffers(
0,
sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
(ID3D11Buffer**)&state_.constant_buffers);
// Setup input layout (as encoded in vertex shader).
context_->IASetInputLayout(vs->input_layout());
//context_->VSSetSamplers
//context_->VSSetShaderResources
} else {
context_->VSSetShader(NULL, NULL, 0);
context_->IASetInputLayout(NULL);
return 1;
}
// Pixel shader setup.
D3D11PixelShader* ps = state_.pixel_shader;
if (ps) {
if (!ps->is_prepared()) {
// Prepare for use.
if (ps->Prepare(&program_cntl, vs)) {
XELOGGPU("D3D11: failed to prepare pixel shader");
state_.pixel_shader = NULL;
return 1;
}
}
// Bind.
context_->PSSetShader(ps->handle(), NULL, 0);
// Set constant buffers.
context_->PSSetConstantBuffers(
0,
sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
(ID3D11Buffer**)&state_.constant_buffers);
//context_->PSSetSamplers
//context_->PSSetShaderResources
} else {
context_->PSSetShader(NULL, NULL, 0);
return 1;
}
return 0;
}
int D3D11GraphicsDriver::PrepareFetchers() {
RegisterFile& rf = register_file_;
for (int n = 0; n < 32; n++) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + n * 6;
xe_gpu_fetch_group_t* group = (xe_gpu_fetch_group_t*)&rf.values[r];
if (group->type_0 == 0x2) {
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;
ID3D11Buffer* buffer = 0;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.ByteWidth = size_dwords * 4;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr = device_->CreateBuffer(&buffer_desc, NULL, &buffer);
if (FAILED(hr)) {
XELOGE("D3D11: unable to create vertex fetch buffer");
return 1;
}
D3D11_MAPPED_SUBRESOURCE res;
hr = context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
if (FAILED(hr)) {
XELOGE("D3D11: unable to map vertex fetch buffer");
XESAFERELEASE(buffer);
return 1;
}
uint32_t* src = (uint32_t*)xe_memory_addr(memory_, 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]);
}
context_->Unmap(buffer, 0);
D3D11VertexShader* vs = state_.vertex_shader;
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 offset = 0;
int vb_slot = 95 - fetch_slot;
context_->IASetVertexBuffers(vb_slot, 1, &buffer, &stride, &offset);
buffer->Release();
return 0;
}
int D3D11GraphicsDriver::PrepareTextureFetcher(
int fetch_slot, xe_gpu_texture_fetch_t* fetch) {
return 0;
}
int D3D11GraphicsDriver::PrepareIndexBuffer() {
RegisterFile& rf = register_file_;
/*
ID3D11Buffer* buffer = 0;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.ByteWidth = size_dwords * 4;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device_->CreateBuffer(&buffer_desc, NULL, &buffer);
D3D11_MAPPED_SUBRESOURCE res;
context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
uint32_t* src = (uint32_t*)xe_memory_addr(memory_, 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]);
}
context_->Unmap(buffer, 0);
DXGI_FORMAT format;
format = DXGI_FORMAT_R16_UINT;
format = DXGI_FORMAT_R32_UINT;
context_->IASetIndexBuffer(buffer, format, 0);
buffer->Release();*/
return 0;
}