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| author | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
| commit | 7dfced21a2e5aac7195e0e1ad76468e30306766b (patch) | |
| tree | bd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/FramebufferManager.cpp | |
| parent | c25be031fc1031d795157d8344b87b7841145197 (diff) | |
| parent | 7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff) | |
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/FramebufferManager.cpp | 209 |
1 files changed, 209 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..03cea928f0 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -0,0 +1,209 @@ +// Copyright 2010 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "Core/HW/Memmap.h" +#include "VideoBackends/D3D/D3DBase.h" +#include "VideoBackends/D3D/D3DUtil.h" +#include "VideoBackends/D3D/FramebufferManager.h" +#include "VideoBackends/D3D/GeometryShaderCache.h" +#include "VideoBackends/D3D/PixelShaderCache.h" +#include "VideoBackends/D3D/Render.h" +#include "VideoBackends/D3D/VertexShaderCache.h" +#include "VideoBackends/D3D/XFBEncoder.h" +#include "VideoCommon/VideoConfig.h" + +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; } +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) + { + 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::GetResolvedEFBDepthTexture() +{ + if (g_ActiveConfig.iMultisampleMode) + { + for (int i = 0; i < m_efb.slices; i++) + D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS); + return m_efb.resolved_depth_tex; + } + else + return m_efb.depth_tex; +} + +FramebufferManager::FramebufferManager() +{ + m_target_width = Renderer::GetTargetWidth(); + m_target_height = Renderer::GetTargetHeight(); + DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode); + + 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)); + CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_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, 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)); + CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_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, 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, 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_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, 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); + 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, 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)"); + + if (g_ActiveConfig.iMultisampleMode) + { + // 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); + 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)", m_target_width, m_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, m_target_width, m_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)", m_target_width, m_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 = 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.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, unsigned int layers) +{ + 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, 1, layers), layers); +} + +void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *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. +} + +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(), nullptr); + D3D::SetLinearCopySampler(); + + D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), + Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true), + VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), + GeometryShaderCache::GetCopyGeometryShader(), Gamma); + + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); + + g_renderer->RestoreAPIState(); +} + +} // namespace DX11 |
