diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/FramebufferManager.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff) | |
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/FramebufferManager.cpp | 453 |
1 files changed, 265 insertions, 188 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index 8ed0e88765..bb761b8a5b 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -18,235 +18,312 @@ namespace DX11 { - static XFBEncoder s_xfbEncoder; FramebufferManager::Efb FramebufferManager::m_efb; unsigned int FramebufferManager::m_target_width; unsigned int FramebufferManager::m_target_height; -D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } -D3DTexture2D* &FramebufferManager::GetEFBColorReadTexture() { return m_efb.color_read_texture; } -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.iMultisamples > 1) - { - for (int i = 0; i < m_efb.slices; i++) - D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); - return m_efb.resolved_color_tex; - } - else - { - return m_efb.color_tex; - } +D3DTexture2D*& FramebufferManager::GetEFBColorTexture() +{ + return m_efb.color_tex; } - -D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture() +D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture() { - if (g_ActiveConfig.iMultisamples > 1) - { - // ResolveSubresource does not work with depth textures. - // Instead, we use a shader that selects the minimum depth from all samples. - g_renderer->ResetAPIState(); - - CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height); - D3D::context->RSSetViewports(1, &viewport); - D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr); + return m_efb.color_read_texture; +} +ID3D11Texture2D*& FramebufferManager::GetEFBColorStagingBuffer() +{ + return m_efb.color_staging_buf; +} - const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height); - D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height, - PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(), - VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); +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; +} - D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); - g_renderer->RestoreAPIState(); +D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() +{ + if (g_ActiveConfig.iMultisamples > 1) + { + for (int i = 0; i < m_efb.slices; i++) + D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), + D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), + D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); + return m_efb.resolved_color_tex; + } + else + { + return m_efb.color_tex; + } +} - return m_efb.resolved_depth_tex; - } - else - { - return m_efb.depth_tex; - } +D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture() +{ + if (g_ActiveConfig.iMultisamples > 1) + { + // ResolveSubresource does not work with depth textures. + // Instead, we use a shader that selects the minimum depth from all samples. + g_renderer->ResetAPIState(); + + CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height); + D3D::context->RSSetViewports(1, &viewport); + D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr); + + const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height); + D3D::drawShadedTexQuad( + m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height, + PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(), + VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); + + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); + g_renderer->RestoreAPIState(); + + return m_efb.resolved_depth_tex; + } + else + { + return m_efb.depth_tex; + } } FramebufferManager::FramebufferManager() { - m_target_width = Renderer::GetTargetWidth(); - m_target_height = Renderer::GetTargetHeight(); - if (m_target_height < 1) - { - m_target_height = 1; - } - if (m_target_width < 1) - { - m_target_width = 1; - } - DXGI_SAMPLE_DESC sample_desc; - sample_desc.Count = g_ActiveConfig.iMultisamples; - sample_desc.Quality = 0; - - ID3D11Texture2D* buf; - 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, m_target_width, m_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)", m_target_width, m_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)); - 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, m_target_width, m_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)", m_target_width, m_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)); - 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"); - - // Render buffer for AccessEFB (color data) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - CHECK(hr==S_OK, "create EFB color read texture (hr=%#x)", hr); - m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB color read texture (used in Renderer::AccessEFB)"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB color 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_R8G8B8A8_UNORM, 1, 1, 1, 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_R32_TYPELESS, m_target_width, m_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)", m_target_width, m_target_height, hr); - m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, 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, 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); - 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, 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)"); - - if (g_ActiveConfig.iMultisamples > 1) - { - // Framebuffer resolve textures (color+depth) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - CHECK(hr==S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); - m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); - 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_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); - m_efb.resolved_depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT); - 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 = nullptr; - m_efb.resolved_depth_tex = nullptr; - } - - s_xfbEncoder.Init(); + m_target_width = Renderer::GetTargetWidth(); + m_target_height = Renderer::GetTargetHeight(); + if (m_target_height < 1) + { + m_target_height = 1; + } + if (m_target_width < 1) + { + m_target_width = 1; + } + DXGI_SAMPLE_DESC sample_desc; + sample_desc.Count = g_ActiveConfig.iMultisamples; + sample_desc.Quality = 0; + + ID3D11Texture2D* buf; + 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, m_target_width, m_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)", m_target_width, + m_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)); + 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, m_target_width, m_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)", m_target_width, + m_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)); + 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"); + + // Render buffer for AccessEFB (color data) + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); + CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr); + m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), + "EFB color read texture (used in Renderer::AccessEFB)"); + D3D::SetDebugObjectName( + (ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), + "EFB color 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_R8G8B8A8_UNORM, 1, 1, 1, 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_R32_TYPELESS, m_target_width, m_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)", m_target_width, + m_target_height, hr); + m_efb.depth_tex = new D3DTexture2D( + buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), + DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, 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, 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); + 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, 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)"); + + if (g_ActiveConfig.iMultisamples > 1) + { + // Framebuffer resolve textures (color+depth) + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, + m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, + D3D11_USAGE_DEFAULT, 0, 1); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); + CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, + m_target_height, hr); + m_efb.resolved_color_tex = + new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); + 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_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, + 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); + CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, + m_target_height, hr); + m_efb.resolved_depth_tex = new D3DTexture2D( + buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), + DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT); + 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 = nullptr; + m_efb.resolved_depth_tex = nullptr; + } + + 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.color_read_texture); - 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); + 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.color_read_texture); + 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 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) +void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, + const EFBRectangle& sourceRc, float Gamma) { - u8* dst = Memory::GetPointer(xfbAddr); - // below div2 due to dx using pixel width - s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, Gamma); + u8* dst = Memory::GetPointer(xfbAddr); + // below div2 due to dx using pixel width + s_xfbEncoder.Encode(dst, fbStride / 2, fbHeight, sourceRc, Gamma); } -std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) +std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, + unsigned int target_height, + unsigned int layers) { - return std::make_unique<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, 1, layers), layers); + return std::make_unique<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, 1, layers), + layers); } -void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height) +void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height) { - *width = m_target_width; - *height = m_target_height; + *width = m_target_width; + *height = m_target_height; } 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. + // 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 + 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); - const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight); + // Copy EFB data to XFB and restore render target again + const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight); + const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight); - D3D::context->RSSetViewports(1, &vp); - D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr); - D3D::SetPointCopySampler(); + D3D::context->RSSetViewports(1, &vp); + D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr); + D3D::SetPointCopySampler(); - D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, - Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true), - VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), - GeometryShaderCache::GetCopyGeometryShader(), Gamma); + D3D::drawShadedTexQuad( + FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, Renderer::GetTargetWidth(), + Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true), + VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), + GeometryShaderCache::GetCopyGeometryShader(), Gamma); - D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), - FramebufferManager::GetEFBDepthTexture()->GetDSV()); + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); - g_renderer->RestoreAPIState(); + g_renderer->RestoreAPIState(); } } // namespace DX11 |
