diff options
| author | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-14 13:42:45 +0100 |
|---|---|---|
| committer | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-14 13:42:45 +0100 |
| commit | 21ac9aa715d7bfc24e52474c2511892ed4ad6ac8 (patch) | |
| tree | 5f0bbfc8bb3ee85a9210b1ef7e6a25d203e83b93 /Source/Core/VideoBackends/D3D/FramebufferManager.cpp | |
| parent | 5aa1d4733d30c2779bd857940699c01d079fe80f (diff) | |
| parent | 6c7bed25a541a3093a9e9e6c43751b34592e42c0 (diff) | |
Merge pull request #1612 from Armada651/d3d-stereo-3d
D3D: Add geometry shader stereoscopy support.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/FramebufferManager.cpp | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index aeaaf6b8e8..a1b66dc3e7 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -57,8 +57,10 @@ FramebufferManager::FramebufferManager() D3D11_TEXTURE2D_DESC texdesc; HRESULT hr; + m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; + // EFB color texture - primary render target - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); @@ -69,7 +71,7 @@ FramebufferManager::FramebufferManager() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view"); // Temporary EFB color texture - used in ReinterpretPixelData - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); @@ -80,13 +82,13 @@ FramebufferManager::FramebufferManager() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf); CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); // EFB depth buffer - primary depth buffer - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); @@ -96,7 +98,7 @@ FramebufferManager::FramebufferManager() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); // Render buffer for AccessEFB (depth data) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr); m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); @@ -105,7 +107,7 @@ FramebufferManager::FramebufferManager() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf); CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); @@ -113,7 +115,7 @@ FramebufferManager::FramebufferManager() if (g_ActiveConfig.iMultisampleMode) { // Framebuffer resolve textures (color+depth) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height); @@ -121,7 +123,7 @@ FramebufferManager::FramebufferManager() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS); @@ -162,7 +164,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un { return new XFBSource(D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), - D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM)); + D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBLayers()), FramebufferManager::GetEFBLayers()); } void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) @@ -206,7 +208,7 @@ void XFBSource::CopyEFB(float Gamma) D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(), - VertexShaderCache::GetSimpleInputLayout(),Gamma); + VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); |
