HostDisplay: Use streaming for sw renderer display

This commit is contained in:
Connor McLaughlin
2022-09-11 01:54:01 +10:00
parent c27026aed5
commit 0b3461338c
16 changed files with 495 additions and 541 deletions

View File

@ -21,7 +21,7 @@ static constexpr std::array<DXGI_FORMAT, static_cast<u32>(HostDisplayPixelFormat
s_display_pixel_format_mapping = {{DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM}};
class D3D12HostDisplayTexture : public HostDisplayTexture
class D3D12HostDisplayTexture final : public HostDisplayTexture
{
public:
D3D12HostDisplayTexture(D3D12::Texture texture) : m_texture(std::move(texture)) {}
@ -45,6 +45,16 @@ public:
return HostDisplayPixelFormat::Count;
}
bool BeginUpdate(u32 width, u32 height, void** out_buffer, u32* out_pitch) override
{
return m_texture.BeginStreamUpdate(0, 0, width, height, out_buffer, out_pitch);
}
void EndUpdate(u32 x, u32 y, u32 width, u32 height) override
{
m_texture.EndStreamUpdate(x, y, width, height);
}
const D3D12::Texture& GetTexture() const { return m_texture; }
D3D12::Texture& GetTexture() { return m_texture; }
@ -107,13 +117,6 @@ std::unique_ptr<HostDisplayTexture> D3D12HostDisplay::CreateTexture(u32 width, u
return std::make_unique<D3D12HostDisplayTexture>(std::move(tex));
}
void D3D12HostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height,
const void* texture_data, u32 texture_data_stride)
{
static_cast<D3D12HostDisplayTexture*>(texture)->GetTexture().LoadData(x, y, width, height, texture_data,
texture_data_stride);
}
bool D3D12HostDisplay::DownloadTexture(const void* texture_handle, HostDisplayPixelFormat texture_format, u32 x, u32 y,
u32 width, u32 height, void* out_data, u32 out_data_stride)
{
@ -139,36 +142,6 @@ bool D3D12HostDisplay::SupportsDisplayPixelFormat(HostDisplayPixelFormat format)
return g_d3d12_context->SupportsTextureFormat(dfmt);
}
bool D3D12HostDisplay::BeginSetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, void** out_buffer,
u32* out_pitch)
{
ClearDisplayTexture();
const DXGI_FORMAT dxgi_format = s_display_pixel_format_mapping[static_cast<u32>(format)];
if (m_display_pixels_texture.GetWidth() < width || m_display_pixels_texture.GetHeight() < height ||
m_display_pixels_texture.GetFormat() != dxgi_format)
{
if (!m_display_pixels_texture.Create(width, height, 1, dxgi_format, dxgi_format, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_FLAG_NONE))
{
return false;
}
}
if (!m_display_pixels_texture.BeginStreamUpdate(0, 0, width, height, out_buffer, out_pitch))
return false;
SetDisplayTexture(&m_display_pixels_texture, format, m_display_pixels_texture.GetWidth(),
m_display_pixels_texture.GetHeight(), 0, 0, static_cast<u32>(width), static_cast<u32>(height));
return true;
}
void D3D12HostDisplay::EndSetDisplayPixels()
{
m_display_pixels_texture.EndStreamUpdate(0, 0, static_cast<u32>(m_display_texture_view_width),
static_cast<u32>(m_display_texture_view_height));
}
bool D3D12HostDisplay::GetHostRefreshRate(float* refresh_rate)
{
if (m_swap_chain && IsFullscreen())
@ -772,10 +745,13 @@ void D3D12HostDisplay::RenderDisplay(ID3D12GraphicsCommandList* cmdlist, s32 lef
s32 texture_view_y, s32 texture_view_width, s32 texture_view_height,
bool linear_filter)
{
const float uniforms[4] = {static_cast<float>(texture_view_x) / static_cast<float>(texture_width),
static_cast<float>(texture_view_y) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - 0.5f) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) - 0.5f) / static_cast<float>(texture_height)};
const float position_adjust = linear_filter ? 0.5f : 0.0f;
const float size_adjust = linear_filter ? 1.0f : 0.0f;
const float uniforms[4] = {
(static_cast<float>(texture_view_x) + position_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_y) + position_adjust) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - size_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) - size_adjust) / static_cast<float>(texture_height)};
if (!m_display_uniform_buffer.ReserveMemory(sizeof(uniforms), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
Panic("Failed to reserve UBO space");