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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/D3D/FramebufferManager.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/FramebufferManager.cpp218
1 files changed, 218 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
new file mode 100644
index 0000000000..e010068bce
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
@@ -0,0 +1,218 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "VideoConfig.h"
+
+#include "D3DBase.h"
+#include "D3DUtil.h"
+#include "FramebufferManager.h"
+#include "PixelShaderCache.h"
+#include "Render.h"
+#include "VertexShaderCache.h"
+#include "XFBEncoder.h"
+#include "HW/Memmap.h"
+
+namespace DX11 {
+
+static XFBEncoder s_xfbEncoder;
+
+FramebufferManager::Efb FramebufferManager::m_efb;
+
+D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
+ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
+
+D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
+D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
+ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
+
+D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
+{
+ if (g_ActiveConfig.iMultisampleMode)
+ {
+ D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
+ return m_efb.resolved_color_tex;
+ }
+ else
+ return m_efb.color_tex;
+}
+
+D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
+{
+ if (g_ActiveConfig.iMultisampleMode)
+ {
+ D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
+ return m_efb.resolved_color_tex;
+ }
+ else
+ return m_efb.depth_tex;
+}
+
+FramebufferManager::FramebufferManager()
+{
+ unsigned int target_width = Renderer::GetTargetWidth();
+ unsigned int target_height = Renderer::GetTargetHeight();
+ DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
+
+ ID3D11Texture2D* buf;
+ D3D11_TEXTURE2D_DESC texdesc;
+ HRESULT hr;
+
+ // 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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));
+ CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
+ SAFE_RELEASE(buf);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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));
+ CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
+ SAFE_RELEASE(buf);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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));
+ SAFE_RELEASE(buf);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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);
+ SAFE_RELEASE(buf);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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)");
+
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
+ m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
+ CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
+ SAFE_RELEASE(buf);
+ 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);
+ hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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);
+ SAFE_RELEASE(buf);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
+ }
+ else
+ {
+ m_efb.resolved_color_tex = NULL;
+ m_efb.resolved_depth_tex = NULL;
+ }
+
+ s_xfbEncoder.Init();
+}
+
+FramebufferManager::~FramebufferManager()
+{
+ s_xfbEncoder.Shutdown();
+
+ SAFE_RELEASE(m_efb.color_tex);
+ SAFE_RELEASE(m_efb.color_temp_tex);
+ SAFE_RELEASE(m_efb.color_staging_buf);
+ SAFE_RELEASE(m_efb.resolved_color_tex);
+ SAFE_RELEASE(m_efb.depth_tex);
+ SAFE_RELEASE(m_efb.depth_staging_buf);
+ SAFE_RELEASE(m_efb.depth_read_texture);
+ SAFE_RELEASE(m_efb.resolved_depth_tex);
+}
+
+void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
+{
+ u8* dst = Memory::GetPointer(xfbAddr);
+ s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
+}
+
+XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
+{
+ 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));
+}
+
+void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
+{
+ TargetRectangle targetSource;
+
+ targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
+ targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
+ targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
+ targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
+
+ *width = targetSource.right - targetSource.left;
+ *height = targetSource.bottom - targetSource.top;
+}
+
+void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
+ const MathUtil::Rectangle<float> &drawrc) const
+{
+ D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
+ texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
+ VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
+}
+
+void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
+{
+ // DX11's XFB decoder does not use this function.
+ // YUYV data is decoded in Render::Swap.
+}
+
+void XFBSource::CopyEFB(float Gamma)
+{
+ g_renderer->ResetAPIState(); // reset any game specific settings
+
+ // Copy EFB data to XFB and restore render target again
+ const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
+
+ D3D::context->RSSetViewports(1, &vp);
+ D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
+ D3D::SetLinearCopySampler();
+
+ D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
+ Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
+ PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout(),Gamma);
+
+ D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
+ FramebufferManager::GetEFBDepthTexture()->GetDSV());
+
+ g_renderer->RestoreAPIState();
+}
+
+} // namespace DX11 \ No newline at end of file