// Copyright (c) 2017- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include #include "base/display.h" #include "math/lin/matrix4x4.h" #include "ext/native/thin3d/thin3d.h" #include "base/basictypes.h" #include "Common/ColorConv.h" #include "Common/MathUtil.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Debugger/Stepping.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Common/ShaderTranslation.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/DrawEngineD3D11.h" #ifdef _M_SSE #include #endif static const char *vscode = "struct VS_IN {\n" " float4 ObjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" "};" "struct VS_OUT {\n" " float2 Uv : TEXCOORD0;\n" " float4 ProjPos : SV_Position;\n" "};\n" "VS_OUT main(VS_IN In) {\n" " VS_OUT Out;\n" " Out.ProjPos = In.ObjPos;\n" " Out.Uv = In.Uv;\n" " return Out;\n" "}\n"; static const char *pscode = "SamplerState samp : register(s0);\n" "Texture2D tex : register(t0);\n" "struct PS_IN {\n" " float2 Uv : TEXCOORD0;\n" "};\n" "float4 main( PS_IN In ) : SV_Target {\n" " float4 c = tex.Sample(samp, In.Uv);\n" " return c;\n" "}\n"; const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_QuadVertexElements[2] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, }, }; FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw) : FramebufferManagerCommon(draw) { device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE); context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); featureLevel_ = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL); std::vector bytecode; std::string errorMsg; quadVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode, featureLevel_); quadPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode), featureLevel_); ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, ARRAY_SIZE(g_QuadVertexElements), bytecode.data(), bytecode.size(), &quadInputLayout_)); // STRIP geometry static const float fsCoord[20] = { -1.0f,-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; D3D11_BUFFER_DESC vb{}; vb.ByteWidth = 20 * 4; vb.Usage = D3D11_USAGE_IMMUTABLE; vb.CPUAccessFlags = 0; vb.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA data{ fsCoord }; ASSERT_SUCCESS(device_->CreateBuffer(&vb, &data, &fsQuadBuffer_)); vb.Usage = D3D11_USAGE_DYNAMIC; vb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &quadBuffer_)); D3D11_TEXTURE2D_DESC desc{}; desc.CPUAccessFlags = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Width = 1; desc.Height = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &nullTexture_)); ASSERT_SUCCESS(device_->CreateShaderResourceView(nullTexture_, nullptr, &nullTextureView_)); uint32_t nullData[1]{}; context_->UpdateSubresource(nullTexture_, 0, nullptr, nullData, 1, 0); ShaderTranslationInit(); presentation_->SetLanguage(HLSL_D3D11); preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM; } FramebufferManagerD3D11::~FramebufferManagerD3D11() { ShaderTranslationShutdown(); // Drawing cleanup if (quadVertexShader_) quadVertexShader_->Release(); if (quadPixelShader_) quadPixelShader_->Release(); quadInputLayout_->Release(); quadBuffer_->Release(); fsQuadBuffer_->Release(); // Stencil cleanup for (int i = 0; i < 256; i++) { if (stencilMaskStates_[i]) stencilMaskStates_[i]->Release(); } if (stencilUploadPS_) stencilUploadPS_->Release(); if (stencilUploadVS_) stencilUploadVS_->Release(); if (stencilUploadInputLayout_) stencilUploadInputLayout_->Release(); if (stencilValueBuffer_) stencilValueBuffer_->Release(); if (nullTextureView_) nullTextureView_->Release(); if (nullTexture_) nullTexture_->Release(); } void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) { textureCacheD3D11_ = tc; textureCache_ = tc; } void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) { shaderManagerD3D11_ = sm; shaderManager_ = sm; } void FramebufferManagerD3D11::SetDrawEngine(DrawEngineD3D11 *td) { drawEngineD3D11_ = td; drawEngine_ = td; } void FramebufferManagerD3D11::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) { struct Coord { Lin::Vec3 pos; float u, v; }; Coord coord[4] = { {{x, y, 0}, u0, v0}, {{x + w, y, 0}, u1, v0}, {{x + w, y + h,0}, u1, v1}, {{x, y + h, 0}, u0, v1}, }; static const short indices[4] = { 0, 1, 3, 2 }; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break; case ROTATION_LOCKED_VERTICAL: rotation = 1; break; case ROTATION_LOCKED_VERTICAL180: rotation = 3; break; } for (int i = 0; i < 4; i++) { temp[i * 2] = coord[((i + rotation) & 3)].u; temp[i * 2 + 1] = coord[((i + rotation) & 3)].v; } for (int i = 0; i < 4; i++) { coord[i].u = temp[i * 2]; coord[i].v = temp[i * 2 + 1]; } } float invDestW = 1.0f / (destW * 0.5f); float invDestH = 1.0f / (destH * 0.5f); for (int i = 0; i < 4; i++) { coord[i].pos.x = coord[i].pos.x * invDestW - 1.0f; coord[i].pos.y = -(coord[i].pos.y * invDestH - 1.0f); } if (g_display_rotation != DisplayRotation::ROTATE_0) { for (int i = 0; i < 4; i++) { // backwards notation, should fix that... coord[i].pos = coord[i].pos * g_display_rot_matrix; } } // The above code is for FAN geometry but we can only do STRIP. So rearrange it a little. D3D11_MAPPED_SUBRESOURCE map; context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); float *dest = (float *)map.pData; memcpy(dest, coord, sizeof(Coord)); memcpy(dest + 5, coord + 1, sizeof(Coord)); memcpy(dest + 10, coord + 3, sizeof(Coord)); memcpy(dest + 15, coord + 2, sizeof(Coord)); context_->Unmap(quadBuffer_, 0); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->PSSetSamplers(0, 1, (flags & DRAWTEX_LINEAR) ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp); UINT stride = 20; UINT offset = 0; context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset); context_->Draw(4, 0); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE); } void FramebufferManagerD3D11::Bind2DShader() { context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, 0, 0); context_->VSSetShader(quadVertexShader_, 0, 0); } void FramebufferManagerD3D11::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) { if (!useBufferedRendering_ || !vfb->fbo) { return; } // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. // For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts. // (it uses 565 to write zeros to the buffer, then 4444 to actually render the shadow.) // // The best way to do this may ultimately be to create a new FBO (combine with any resize?) // and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex // to exactly reproduce in 4444 and 8888 formats. if (old == GE_FORMAT_565) { draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[D3D11_COLOR_WRITE_ENABLE_ALPHA], nullptr, 0xFFFFFFFF); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, nullptr, 0); context_->VSSetShader(quadVertexShader_, nullptr, 0); context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_); context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DClamp); context_->PSSetShaderResources(0, 1, &nullTextureView_); shaderManagerD3D11_->DirtyLastShader(); D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f }; context_->RSSetViewports(1, &vp); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->Draw(4, 0); textureCache_->ForgetLastTexture(); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE); } } static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) { size_t x = 0; #ifdef _M_SSE size_t sseSize = (c / 4) * 4; const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF); const __m128i dstMask = _mm_set1_epi32(0xFF000000); __m128i *dst = (__m128i *)dstp; const __m128i *src = (const __m128i *)srcp; for (; x < sseSize; x += 4) { const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask); const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask); _mm_store_si128(dst, _mm_or_si128(bits24, bits8)); dst++; src++; } #endif // Copy the remaining pixels that didn't fit in SSE. for (; x < c; ++x) { memcpy(dstp + x, srcp + x, 3); } } void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) { bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0; bool matchingSize = src->width == dst->width && src->height == dst->height; bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight; if (matchingDepthBuffer && matchingSize && matchingRenderSize) { // TODO: Currently, this copies depth AND stencil, which is a problem. See #9740. draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT); RebindFramebuffer(); dst->last_frame_depth_updated = gpuStats.numFlips; } } void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { if (!framebuffer->fbo || !useBufferedRendering_) { ID3D11ShaderResourceView *view = nullptr; context_->PSSetShaderResources(stage, 1, &view); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } // currentRenderVfb_ will always be set when this is called, except from the GE debugger. // Let's just not bother with the copy in that case. bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0; if (GPUStepping::IsStepping()) { skipCopy = true; } // Currently rendering to this framebuffer. Need to make a copy. if (!skipCopy && framebuffer == currentRenderVfb_) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); RebindFramebuffer(); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } else { ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags); // Badness on D3D11 to bind the currently rendered-to framebuffer as a texture. ID3D11ShaderResourceView *view = nullptr; context_->PSSetShaderResources(stage, 1, &view); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } } bool FramebufferManagerD3D11::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) { nvfb->colorDepth = Draw::FBO_8888; nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth }); if (!(nvfb->fbo)) { ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }); return true; } void FramebufferManagerD3D11::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) { // Nothing to do here. } void FramebufferManagerD3D11::SimpleBlit( Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2, bool linearFilter) { int destW, destH, srcW, srcH; draw_->GetFramebufferDimensions(src, &srcW, &srcH); draw_->GetFramebufferDimensions(dest, &destW, &destH); if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) { // Optimize to a copy draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT); return; } float dX = 1.0f / (float)destW; float dY = 1.0f / (float)destH; float sX = 1.0f / (float)srcW; float sY = 1.0f / (float)srcH; struct Vtx { float x, y, z, u, v; }; Vtx vtx[4] = { { -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX1, sY * srcY1 }, { -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX2, sY * srcY1 }, { -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX1, sY * srcY2 }, { -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX2, sY * srcY2 }, }; D3D11_MAPPED_SUBRESOURCE map; ASSERT_SUCCESS(context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map)); memcpy(map.pData, vtx, 4 * sizeof(Vtx)); context_->Unmap(quadBuffer_, 0); // Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily). draw_->BindTexture(0, nullptr); draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }); draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0); Bind2DShader(); D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f }; context_->RSSetViewports(1, &vp); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->PSSetSamplers(0, 1, linearFilter ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp); UINT stride = sizeof(Vtx); UINT offset = 0; context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset); context_->Draw(4, 0); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE); } void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. if (useBufferedRendering_) { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }); } return; } float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth; float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight; const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2; if (srcBpp != bpp && bpp != 0) { srcXFactor = (srcXFactor * bpp) / srcBpp; } int srcX1 = srcX * srcXFactor; int srcX2 = (srcX + w) * srcXFactor; int srcY1 = srcY * srcYFactor; int srcY2 = (srcY + h) * srcYFactor; float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth; float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight; const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2; if (dstBpp != bpp && bpp != 0) { dstXFactor = (dstXFactor * bpp) / dstBpp; } int dstX1 = dstX * dstXFactor; int dstX2 = (dstX + w) * dstXFactor; int dstY1 = dstY * dstYFactor; int dstY2 = (dstY + h) * dstYFactor; // Direct3D doesn't support rect -> self. Draw::Framebuffer *srcFBO = src->fbo; if (src == dst) { Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth); SimpleBlit(tempFBO, dstX1, dstY1, dstX2, dstY2, src->fbo, srcX1, srcY1, srcX2, srcY2, false); srcFBO = tempFBO; } SimpleBlit( dst->fbo, dstX1, dstY1, dstX2, dstY2, srcFBO, srcX1, srcY1, srcX2, srcY2, false); } // Nobody calls this yet. void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } const u32 z_address = vfb->z_address; // TODO } void FramebufferManagerD3D11::EndFrame() { } void FramebufferManagerD3D11::DeviceLost() { DestroyAllFBOs(); }