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Nothing has generated or used a geometry shader since the GS paths were removed - GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had no callers at all. Removes ShaderStage::Geometry and everything hanging off it: the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's UsesGeometryShader(). Also stop enabling the Vulkan geometryShader device feature, since we no longer have any use for it. Kept on purpose: the device feature is still listed in the feature dumps (like other capabilities we don't use), and the Vulkan shader cache header keeps its now-always-zero geometry shader count so the on-disk format stays compatible.
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cstdint>
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#include <vector>
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#include <d3d11.h>
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#include <wrl/client.h>
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class PushBufferD3D11 {
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public:
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PushBufferD3D11(ID3D11Device *device, size_t size, D3D11_BIND_FLAG bindFlags) : size_(size) {
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D3D11_BUFFER_DESC desc{};
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desc.BindFlags = bindFlags;
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desc.ByteWidth = (UINT)size;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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device->CreateBuffer(&desc, nullptr, &buffer_);
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}
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PushBufferD3D11(PushBufferD3D11 &) = delete;
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~PushBufferD3D11() {
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}
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ID3D11Buffer *Buf() const {
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return buffer_.Get();
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}
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// Should be done each frame
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void Reset() {
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pos_ = 0;
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nextMapDiscard_ = true;
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}
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uint8_t *BeginPush(ID3D11DeviceContext *context, UINT *offset, size_t size, int align = 16) {
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D3D11_MAPPED_SUBRESOURCE map;
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pos_ = (pos_ + align - 1) & ~(align - 1);
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if (pos_ + size > size_) {
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// Wrap! Note that with this method, since we return the same buffer as before, you have to do the draw immediately after,
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// can't defer like in Vulkan. We instead let the driver handle the invalidation etc.
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pos_ = 0;
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nextMapDiscard_ = true;
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}
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context->Map(buffer_.Get(), 0, nextMapDiscard_ ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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nextMapDiscard_ = false;
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*offset = (UINT)pos_;
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uint8_t *retval = (uint8_t *)map.pData + pos_;
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pos_ += size;
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return retval;
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}
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void EndPush(ID3D11DeviceContext *context) {
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context->Unmap(buffer_.Get(), 0);
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}
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private:
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Microsoft::WRL::ComPtr<ID3D11Buffer> buffer_;
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size_t pos_ = 0;
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size_t size_;
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bool nextMapDiscard_ = false;
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};
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std::vector<uint8_t> CompileShaderToBytecodeD3D11(const char *code, size_t codeSize, const char *target, UINT flags, std::string *errorMessage = nullptr);
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HRESULT CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut, D3D_FEATURE_LEVEL featureLevel, UINT flags, ID3D11VertexShader **);
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HRESULT CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags, ID3D11PixelShader **);
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HRESULT CreateComputeShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags, ID3D11ComputeShader **);
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#define ASSERT_SUCCESS(x) \
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if (!SUCCEEDED((x))) \
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Crash();
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