GPU/HW: Track dirty area of VRAM shadow texture via drawing area

This commit is contained in:
Connor McLaughlin
2019-11-05 19:19:49 +10:00
parent 65197d4350
commit afbec85f89
9 changed files with 95 additions and 117 deletions

View File

@ -107,7 +107,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr);
m_context->RSSetState(m_cull_none_rasterizer_state.Get());
SetViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
m_drawing_area_changed = true;
SetScissorFromDrawingArea();
m_batch_ubo_dirty = true;
}
@ -172,11 +172,6 @@ void GPU_HW_D3D11::DrawRendererStatsWindow()
ImGui::End();
}
void GPU_HW_D3D11::InvalidateVRAMReadCache()
{
m_vram_read_texture_dirty = true;
}
void GPU_HW_D3D11::MapBatchVertexPointer(u32 required_vertices)
{
Assert(!m_batch_start_vertex_ptr);
@ -536,12 +531,8 @@ void GPU_HW_D3D11::SetDrawState(BatchRenderMode render_mode)
if (m_drawing_area_changed)
{
m_drawing_area_changed = false;
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
CD3D11_RECT rc(left, top, right, bottom);
m_context->RSSetScissorRects(1, &rc);
m_vram_dirty_rect.Include(m_drawing_area);
SetScissorFromDrawingArea();
}
if (m_batch_ubo_dirty)
@ -549,11 +540,18 @@ void GPU_HW_D3D11::SetDrawState(BatchRenderMode render_mode)
UploadUniformBlock(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
m_batch_ubo_dirty = false;
}
if (m_vram_read_texture_dirty)
UpdateVRAMReadTexture();
}
void GPU_HW_D3D11::UpdateDrawingArea()
void GPU_HW_D3D11::SetScissorFromDrawingArea()
{
m_drawing_area_changed = true;
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
CD3D11_RECT rc(left, top, right, bottom);
m_context->RSSetScissorRects(1, &rc);
}
void GPU_HW_D3D11::UpdateDisplay()
@ -659,7 +657,7 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
InvalidateVRAMReadCache();
InvalidateVRAMReadTexture();
}
void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
@ -678,7 +676,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
DrawUtilityShader(m_vram_write_pixel_shader.Get(), uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
InvalidateVRAMReadCache();
InvalidateVRAMReadTexture();
m_stats.num_vram_writes++;
}
@ -693,13 +691,14 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1);
m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_texture, 0, &src_box);
InvalidateVRAMReadCache();
InvalidateVRAMReadTexture();
}
void GPU_HW_D3D11::UpdateVRAMReadTexture()
{
m_stats.num_vram_read_texture_updates++;
m_vram_read_texture_dirty = false;
m_vram_dirty_rect.SetInvalid();
const CD3D11_BOX src_box(0, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 1);
m_context->CopySubresourceRegion(m_vram_read_texture, 0, 0, 0, 0, m_vram_texture, 0, &src_box);
@ -711,9 +710,6 @@ void GPU_HW_D3D11::FlushRender()
if (vertex_count == 0)
return;
if (m_vram_read_texture_dirty)
UpdateVRAMReadTexture();
m_stats.num_batches++;
m_stats.num_vertices += vertex_count;