GPU/HW: Elide buffer copy in scanout and fix flipped display

This commit is contained in:
Connor McLaughlin
2019-11-04 01:45:03 +10:00
parent ac45f3892c
commit a397979d72
8 changed files with 55 additions and 61 deletions

View File

@ -130,7 +130,7 @@ void D3D11HostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y,
}
}
void D3D11HostDisplay::SetDisplayTexture(void* texture, u32 offset_x, u32 offset_y, u32 width, u32 height,
void D3D11HostDisplay::SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height,
u32 texture_width, u32 texture_height, float aspect_ratio)
{
m_display_srv = static_cast<ID3D11ShaderResourceView*>(texture);
@ -249,29 +249,29 @@ bool D3D11HostDisplay::CreateSwapChainRTV()
bool D3D11HostDisplay::CreateD3DResources()
{
static constexpr char fullscreen_quad_vertex_shader[] = R"(
void main(in uint vertex_id : SV_VertexID,
out float2 v_tex0 : TEXCOORD0,
out float4 o_pos : SV_Position)
{
v_tex0 = float2(float((vertex_id << 1) & 2u), float(vertex_id & 2u));
o_pos = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
}
)";
static constexpr char display_pixel_shader[] = R"(
cbuffer UBOBlock : register(b0)
{
float4 u_src_rect;
};
void main(in uint vertex_id : SV_VertexID,
out float2 v_tex0 : TEXCOORD0,
out float4 o_pos : SV_Position)
{
float2 pos = float2(float((vertex_id << 1) & 2u), float(vertex_id & 2u));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
o_pos = float4(pos * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
}
)";
static constexpr char display_pixel_shader[] = R"(
Texture2D samp0 : register(t0);
SamplerState samp0_ss : register(s0);
void main(in float2 v_tex0 : TEXCOORD0,
out float4 o_col0 : SV_Target)
{
float2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw;
o_col0 = samp0.Sample(samp0_ss, coords);
o_col0 = samp0.Sample(samp0_ss, v_tex0);
}
)";
@ -381,7 +381,7 @@ void D3D11HostDisplay::RenderDisplay()
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
std::memcpy(map.pointer, uniforms, sizeof(uniforms));
m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
m_context->PSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray());
m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray());
const CD3D11_VIEWPORT vp(static_cast<float>(vp_left), static_cast<float>(vp_top), static_cast<float>(vp_width),
static_cast<float>(vp_height));

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@ -28,7 +28,7 @@ public:
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride) override;
void SetDisplayTexture(void* texture, u32 offset_x, u32 offset_y, u32 width, u32 height, u32 texture_width,
void SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height, u32 texture_width,
u32 texture_height, float aspect_ratio) override;
void SetDisplayLinearFiltering(bool enabled) override;
@ -70,10 +70,10 @@ private:
D3D11::StreamBuffer m_display_uniform_buffer;
ID3D11ShaderResourceView* m_display_srv = nullptr;
u32 m_display_offset_x = 0;
u32 m_display_offset_y = 0;
u32 m_display_width = 0;
u32 m_display_height = 0;
s32 m_display_offset_x = 0;
s32 m_display_offset_y = 0;
s32 m_display_width = 0;
s32 m_display_height = 0;
u32 m_display_texture_width = 0;
u32 m_display_texture_height = 0;
float m_display_aspect_ratio = 1.0f;

View File

@ -28,7 +28,7 @@ public:
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
// TODO: Set pack width
Assert(initial_data_stride == (width * sizeof(u32)));
Assert(!initial_data || initial_data_stride == (width * sizeof(u32)));
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, initial_data);
@ -109,7 +109,7 @@ void OpenGLHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y,
glBindTexture(GL_TEXTURE_2D, old_texture_binding);
}
void OpenGLHostDisplay::SetDisplayTexture(void* texture, u32 offset_x, u32 offset_y, u32 width, u32 height,
void OpenGLHostDisplay::SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height,
u32 texture_width, u32 texture_height, float aspect_ratio)
{
m_display_texture_id = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texture));
@ -210,13 +210,14 @@ bool OpenGLHostDisplay::CreateGLResources()
static constexpr char fullscreen_quad_vertex_shader[] = R"(
#version 330 core
uniform vec4 u_src_rect;
out vec2 v_tex0;
void main()
{
v_tex0 = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(v_tex0 * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
gl_Position.y = -gl_Position.y;
vec2 pos = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
gl_Position = vec4(pos * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
}
)";
@ -224,15 +225,13 @@ void main()
#version 330 core
uniform sampler2D samp0;
uniform vec4 u_src_rect;
in vec2 v_tex0;
out vec4 o_col0;
void main()
{
vec2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw;
o_col0 = texture(samp0, coords);
o_col0 = texture(samp0, v_tex0);
}
)";

View File

@ -22,7 +22,7 @@ public:
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride) override;
void SetDisplayTexture(void* texture, u32 offset_x, u32 offset_y, u32 width, u32 height, u32 texture_width,
void SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height, u32 texture_width,
u32 texture_height, float aspect_ratio) override;
void SetDisplayLinearFiltering(bool enabled) override;
@ -49,10 +49,10 @@ private:
GL::Program m_display_program;
GLuint m_display_vao = 0;
GLuint m_display_texture_id = 0;
u32 m_display_offset_x = 0;
u32 m_display_offset_y = 0;
u32 m_display_width = 0;
u32 m_display_height = 0;
s32 m_display_offset_x = 0;
s32 m_display_offset_y = 0;
s32 m_display_width = 0;
s32 m_display_height = 0;
u32 m_display_texture_width = 0;
u32 m_display_texture_height = 0;
float m_display_aspect_ratio = 1.0f;