Do a similar thing for D3D (let the backend handle the dirtying).

This commit is contained in:
Henrik Rydgård 2020-05-24 20:57:59 +02:00
parent bebf649705
commit 370678c498
14 changed files with 71 additions and 21 deletions

View file

@ -547,8 +547,6 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
// This should only happen very briefly when toggling useBufferedRendering_.
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
}
// Since we switched target, we need to redo viewportscissorstate.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
} else {
if (vfb->fbo) {
// This should only happen very briefly when toggling useBufferedRendering_.
@ -566,7 +564,7 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
// ugly...
// ugly... is all this needed?
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
}
@ -1064,7 +1062,6 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w,
INFO_LOG(FRAMEBUF, "Resizing FBO for %08x : %d x %d x %d", vfb->fb_address, w, h, vfb->format);
if (vfb->fbo) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
if (!skipCopy) {
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0);
}
@ -1075,7 +1072,6 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w,
}
} else {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
}
if (!vfb->fbo) {
@ -1845,7 +1841,7 @@ bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEB
bool retval = draw_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w, "GetFramebuffer");
gpuStats.numReadbacks++;
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
// We may have blitted to a temp FBO.
RebindFramebuffer();
return retval;
@ -1880,7 +1876,7 @@ bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32
// No need to free on failure, that's the caller's job (it likely will reuse a buffer.)
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w, "GetDepthBuffer");
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
RebindFramebuffer();
return retval;
@ -1971,9 +1967,6 @@ void FramebufferManagerCommon::PackFramebufferSync_(VirtualFramebuffer *vfb, int
ERROR_LOG(G3D, "PackFramebufferSync_: Tried to readback to bad address %08x (stride = %d)", fb_address + dstByteOffset, vfb->fb_stride);
}
// A new command buffer will begin after CopyFrameBufferToMemorySync, so we need to trigger
// updates of any dynamic command buffer state by dirtying some stuff.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
gpuStats.numReadbacks++;
}
@ -2056,7 +2049,6 @@ void FramebufferManagerCommon::RebindFramebuffer() {
// Should this even happen? It could while debugging, but maybe we can just skip binding at all.
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "RebindFramebuffer_Bad");
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
}
std::vector<FramebufferInfo> FramebufferManagerCommon::GetFramebufferList() {

View file

@ -307,6 +307,8 @@ void DrawEngineD3D11::BeginFrame() {
NOTICE_LOG(G3D, buffer);
}
#endif
lastRenderStepId_ = -1;
}
VertexArrayInfoD3D11::~VertexArrayInfoD3D11() {
@ -325,6 +327,14 @@ void DrawEngineD3D11::DoFlush() {
gpuStats.numFlushes++;
gpuStats.numTrackedVertexArrays = (int)vai_.size();
// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
int curRenderStepId = draw_->GetCurrentStepId();
if (lastRenderStepId_ != curRenderStepId) {
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
lastRenderStepId_ = curRenderStepId;
}
// This is not done on every drawcall, we collect vertex data
// until critical state changes. That's when we draw (flush).

View file

@ -216,4 +216,6 @@ private:
// Hardware tessellation
TessellationDataTransferD3D11 *tessDataTransferD3D11;
int lastRenderStepId_ = -1;
};

View file

@ -83,7 +83,7 @@ static const D3DVERTEXELEMENT9 TransformedVertexElements[] = {
D3DDECL_END()
};
DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : vai_(256), vertexDeclMap_(64) {
DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vai_(256), vertexDeclMap_(64) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
decOptions_.expandAllWeightsToFloat = true;
decOptions_.expand8BitNormalsToFloat = true;
@ -299,14 +299,27 @@ static uint32_t SwapRB(uint32_t c) {
return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
}
void DrawEngineDX9::BeginFrame() {
DecimateTrackedVertexArrays();
lastRenderStepId_ = -1;
}
// The inline wrapper in the header checks for numDrawCalls == 0
void DrawEngineDX9::DoFlush() {
gpuStats.numFlushes++;
gpuStats.numTrackedVertexArrays = (int)vai_.size();
// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
int curRenderStepId = draw_->GetCurrentStepId();
if (lastRenderStepId_ != curRenderStepId) {
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
lastRenderStepId_ = curRenderStepId;
}
// This is not done on every drawcall, we should collect vertex data
// until critical state changes. That's when we draw (flush).
GEPrimitiveType prim = prevPrim_;
ApplyDrawState(prim);

View file

@ -123,7 +123,8 @@ public:
void DestroyDeviceObjects();
void ClearTrackedVertexArrays() override;
void DecimateTrackedVertexArrays();
void BeginFrame();
// So that this can be inlined
void Flush() {
@ -143,6 +144,7 @@ public:
protected:
// Not currently supported.
bool UpdateUseHWTessellation(bool enable) override { return false; }
void DecimateTrackedVertexArrays();
private:
void DoFlush();
@ -156,6 +158,7 @@ private:
void MarkUnreliable(VertexArrayInfoDX9 *vai);
LPDIRECT3DDEVICE9 device_ = nullptr;
Draw::DrawContext *draw_;
PrehashMap<VertexArrayInfoDX9 *, nullptr> vai_;
DenseHashMap<u32, IDirect3DVertexDeclaration9 *, nullptr> vertexDeclMap_;
@ -170,6 +173,8 @@ private:
// Hardware tessellation
TessellationDataTransferDX9 *tessDataTransferDX9;
int lastRenderStepId_ = -1;
};
} // namespace

View file

@ -282,7 +282,7 @@ void GPU_DX9::ReapplyGfxState() {
void GPU_DX9::BeginFrame() {
textureCacheDX9_->StartFrame();
drawEngine_.DecimateTrackedVertexArrays();
drawEngine_.BeginFrame();
depalShaderCache_.Decimate();
// fragmentTestCache_.Decimate();

View file

@ -156,6 +156,8 @@ void DrawEngineGLES::ClearInputLayoutMap() {
}
void DrawEngineGLES::BeginFrame() {
DecimateTrackedVertexArrays();
FrameData &frameData = frameData_[render_->GetCurFrame()];
render_->BeginPushBuffer(frameData.pushIndex);
render_->BeginPushBuffer(frameData.pushVertex);

View file

@ -150,7 +150,6 @@ public:
void DeviceRestore(Draw::DrawContext *draw);
void ClearTrackedVertexArrays() override;
void DecimateTrackedVertexArrays();
void BeginFrame();
void EndFrame();
@ -186,6 +185,7 @@ public:
protected:
bool UpdateUseHWTessellation(bool enable) override;
void DecimateTrackedVertexArrays();
private:
void InitDeviceObjects();

View file

@ -373,7 +373,6 @@ void GPU_GLES::ReapplyGfxState() {
void GPU_GLES::BeginFrame() {
textureCacheGL_->StartFrame();
drawEngine_.DecimateTrackedVertexArrays();
depalShaderCache_.Decimate();
fragmentTestCache_.Decimate();

View file

@ -673,6 +673,8 @@ public:
// Flush state like scissors etc so the caller can do its own custom drawing.
virtual void FlushState() {}
virtual int GetCurrentStepId() const = 0;
protected:
ShaderModule *vsPresets_[VS_MAX_PRESET];
ShaderModule *fsPresets_[FS_MAX_PRESET];

View file

@ -158,6 +158,10 @@ public:
void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override;
int GetCurrentStepId() const override {
return stepId_;
}
private:
void ApplyCurrentState();
@ -166,6 +170,7 @@ private:
ID3D11DeviceContext *context_;
ID3D11Device1 *device1_;
ID3D11DeviceContext1 *context1_;
int stepId_ = -1;
ID3D11Texture2D *bbRenderTargetTex_ = nullptr; // NOT OWNED
ID3D11RenderTargetView *bbRenderTargetView_ = nullptr;
@ -353,6 +358,7 @@ void D3D11DrawContext::HandleEvent(Event ev, int width, int height, void *param1
// Make sure that we don't eliminate the next time the render target is set.
curRenderTargetView_ = nullptr;
curDepthStencilView_ = nullptr;
stepId_ = 0;
break;
}
}
@ -1394,11 +1400,13 @@ void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x
D3D11_BOX srcBox{ (UINT)x, (UINT)y, (UINT)z, (UINT)(x + width), (UINT)(y + height), (UINT)(z + depth) };
context_->CopySubresourceRegion(dstTex, dstLevel, dstX, dstY, dstZ, srcTex, level, &srcBox);
}
stepId_++;
}
bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter, const char *tag) {
// Unfortunately D3D11 has no equivalent to this, gotta render a quad. Well, in some cases we can issue a copy instead.
Crash();
stepId_++;
return false;
}
@ -1519,6 +1527,7 @@ bool D3D11DrawContext::CopyFramebufferToMemorySync(Framebuffer *src, int channel
if (!useGlobalPacktex) {
packTex->Release();
}
stepId_++;
return true;
}
@ -1562,6 +1571,8 @@ void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo, const Ren
if (mask && curDepthStencilView_) {
context_->ClearDepthStencilView(curDepthStencilView_, mask, rp.clearDepth, rp.clearStencil);
}
stepId_++;
}
// color must be 0, for now.

View file

@ -599,11 +599,16 @@ public:
void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override;
int GetCurrentStepId() const override {
return stepId_;
}
private:
LPDIRECT3D9 d3d_;
LPDIRECT3D9EX d3dEx_;
LPDIRECT3DDEVICE9 device_;
LPDIRECT3DDEVICE9EX deviceEx_;
int stepId_ = -1;
int adapterId_ = -1;
D3DADAPTER_IDENTIFIER9 identifier_{};
D3DCAPS9 d3dCaps_;
@ -1160,6 +1165,7 @@ void D3D9Context::BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPa
dxstate.scissorRect.restore();
dxstate.viewport.restore();
stepId_++;
}
uintptr_t D3D9Context::GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) {
@ -1187,10 +1193,6 @@ uintptr_t D3D9Context::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit
}
}
LPDIRECT3DSURFACE9 fbo_get_color_for_read(D3D9Framebuffer *fbo) {
return fbo->surf;
}
void D3D9Context::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int color) {
D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo;
switch (channelBit) {
@ -1228,6 +1230,7 @@ bool D3D9Context::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int
RECT dstRect{ (LONG)dstX1, (LONG)dstY1, (LONG)dstX2, (LONG)dstY2 };
LPDIRECT3DSURFACE9 srcSurf = src ? src->surf : deviceRTsurf;
LPDIRECT3DSURFACE9 dstSurf = dst ? dst->surf : deviceRTsurf;
stepId_++;
return SUCCEEDED(device_->StretchRect(srcSurf, &srcRect, dstSurf, &dstRect, filter == FB_BLIT_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT));
}
@ -1245,6 +1248,9 @@ void D3D9Context::HandleEvent(Event ev, int width, int height, void *param1, voi
device_->GetRenderTarget(0, &deviceRTsurf);
device_->GetDepthStencilSurface(&deviceDSsurf);
break;
case Event::PRESENTED:
stepId_ = 0;
break;
}
}

View file

@ -478,6 +478,10 @@ public:
void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override {}
int GetCurrentStepId() const {
return renderManager_.GetCurrentStepId();
}
private:
void ApplySamplers();

View file

@ -482,6 +482,10 @@ public:
void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override;
int GetCurrentStepId() const {
return renderManager_.GetCurrentStepId();
}
private:
VulkanTexture *GetNullTexture();
VulkanContext *vulkan_ = nullptr;