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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/FramebufferManager.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp453
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