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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp268
1 files changed, 268 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
new file mode 100644
index 0000000000..485cf54ee3
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
@@ -0,0 +1,268 @@
+// Copyright 2011 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/D3DShader.h"
+#include "VideoBackends/D3D/D3DState.h"
+#include "VideoBackends/D3D/D3DUtil.h"
+#include "VideoBackends/D3D/FramebufferManager.h"
+#include "VideoBackends/D3D/PSTextureEncoder.h"
+#include "VideoBackends/D3D/Render.h"
+#include "VideoBackends/D3D/TextureCache.h"
+#include "VideoBackends/D3D/VertexShaderCache.h"
+
+#include "VideoCommon/TextureConversionShader.h"
+
+namespace DX11
+{
+
+struct EFBEncodeParams
+{
+ DWORD SrcLeft;
+ DWORD SrcTop;
+ DWORD DestWidth;
+ DWORD ScaleFactor;
+};
+
+PSTextureEncoder::PSTextureEncoder()
+ : m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
+ m_encodeParams(nullptr)
+{
+}
+
+void PSTextureEncoder::Init()
+{
+ m_ready = false;
+
+ HRESULT hr;
+
+ // Create output texture RGBA format
+ D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 1, D3D11_BIND_RENDER_TARGET);
+ hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
+ CHECK(SUCCEEDED(hr), "create efb encode output texture");
+ D3D::SetDebugObjectName(m_out, "efb encoder output texture");
+
+ // Create output render target view
+ D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
+ D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_B8G8R8A8_UNORM);
+ hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
+ CHECK(SUCCEEDED(hr), "create efb encode output render target view");
+ D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
+
+ // Create output staging buffer
+ t2dd.Usage = D3D11_USAGE_STAGING;
+ t2dd.BindFlags = 0;
+ t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
+ CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
+ D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
+
+ // Create constant buffer for uploading data to shaders
+ D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
+ D3D11_BIND_CONSTANT_BUFFER);
+ hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
+ CHECK(SUCCEEDED(hr), "create efb encode params buffer");
+ D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
+
+ m_ready = true;
+}
+
+void PSTextureEncoder::Shutdown()
+{
+ m_ready = false;
+
+ for (auto& it : m_staticShaders)
+ {
+ SAFE_RELEASE(it.second);
+ }
+ m_staticShaders.clear();
+
+ SAFE_RELEASE(m_encodeParams);
+ SAFE_RELEASE(m_outStage);
+ SAFE_RELEASE(m_outRTV);
+ SAFE_RELEASE(m_out);
+}
+
+size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
+ PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
+ bool isIntensity, bool scaleByHalf)
+{
+ if (!m_ready) // Make sure we initialized OK
+ return 0;
+
+ // Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600
+ // texture, which is invalid.
+ EFBRectangle correctSrc = srcRect;
+ correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
+
+ // Validate source rect size
+ if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0)
+ return 0;
+
+ HRESULT hr;
+
+ unsigned int blockW = BLOCK_WIDTHS[dstFormat];
+ unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
+
+ // Round up source dims to multiple of block size
+ unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1);
+ actualWidth = (actualWidth + blockW-1) & ~(blockW-1);
+ unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
+ actualHeight = (actualHeight + blockH-1) & ~(blockH-1);
+
+ unsigned int numBlocksX = actualWidth/blockW;
+ unsigned int numBlocksY = actualHeight/blockH;
+
+ unsigned int cacheLinesPerRow;
+ if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one
+ cacheLinesPerRow = numBlocksX*2;
+ else
+ cacheLinesPerRow = numBlocksX;
+ _assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check");
+
+ unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY;
+ _assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check");
+
+ size_t encodeSize = 0;
+
+ // Reset API
+ g_renderer->ResetAPIState();
+
+ // Set up all the state for EFB encoding
+
+ {
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow * 8), FLOAT(numBlocksY));
+ D3D::context->RSSetViewports(1, &vp);
+
+ EFBRectangle fullSrcRect;
+ fullSrcRect.left = 0;
+ fullSrcRect.top = 0;
+ fullSrcRect.right = EFB_WIDTH;
+ fullSrcRect.bottom = EFB_HEIGHT;
+ TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
+
+ D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
+
+ ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
+ FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
+ // FIXME: Instead of resolving EFB, it would be better to pick out a
+ // single sample from each pixel. The game may break if it isn't
+ // expecting the blurred edges around multisampled shapes.
+ FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
+
+ EFBEncodeParams params;
+ params.SrcLeft = correctSrc.left;
+ params.SrcTop = correctSrc.top;
+ params.DestWidth = actualWidth;
+ params.ScaleFactor = scaleByHalf ? 2 : 1;
+ D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
+ D3D::stateman->SetPixelConstants(m_encodeParams);
+
+ // Use linear filtering if (bScaleByHalf), use point filtering otherwise
+ if (scaleByHalf)
+ D3D::SetLinearCopySampler();
+ else
+ D3D::SetPointCopySampler();
+
+ D3D::drawShadedTexQuad(pEFB,
+ targetRect.AsRECT(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
+ SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf),
+ VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout());
+
+ // Copy to staging buffer
+ D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow * 8, numBlocksY, 1);
+ D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
+
+ // Transfer staging buffer to GameCube/Wii RAM
+ D3D11_MAPPED_SUBRESOURCE map = { 0 };
+ hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
+ CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
+
+ u8* src = (u8*)map.pData;
+ for (unsigned int y = 0; y < numBlocksY; ++y)
+ {
+ memcpy(dst, src, cacheLinesPerRow*32);
+ dst += bpmem.copyMipMapStrideChannels*32;
+ src += map.RowPitch;
+ }
+
+ D3D::context->Unmap(m_outStage, 0);
+
+ encodeSize = bpmem.copyMipMapStrideChannels*32 * numBlocksY;
+ }
+
+ // Restore API
+ g_renderer->RestoreAPIState();
+ D3D::context->OMSetRenderTargets(1,
+ &FramebufferManager::GetEFBColorTexture()->GetRTV(),
+ FramebufferManager::GetEFBDepthTexture()->GetDSV());
+
+ return encodeSize;
+}
+
+ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
+ bool isIntensity, bool scaleByHalf)
+{
+ size_t fetchNum = static_cast<size_t>(srcFormat);
+ size_t scaledFetchNum = scaleByHalf ? 1 : 0;
+ size_t intensityNum = isIntensity ? 1 : 0;
+ size_t generatorNum = dstFormat;
+
+ ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);
+
+ ComboMap::iterator it = m_staticShaders.find(key);
+ if (it == m_staticShaders.end())
+ {
+ INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
+ dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
+
+ u32 format = dstFormat;
+
+ if (srcFormat == PEControl::Z24)
+ {
+ format |= _GX_TF_ZTF;
+ if (dstFormat == 11)
+ format = GX_TF_Z16;
+ else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
+ format |= _GX_TF_CTF;
+ }
+ else
+ {
+ if (dstFormat > GX_TF_RGBA8 || (dstFormat < GX_TF_RGB565 && !isIntensity))
+ format |= _GX_TF_CTF;
+ }
+
+ D3DBlob* bytecode = nullptr;
+ const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_D3D);
+ if (!D3D::CompilePixelShader(shader, &bytecode))
+ {
+ WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
+ dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
+ m_staticShaders[key] = nullptr;
+ return nullptr;
+ }
+
+ ID3D11PixelShader* newShader;
+ HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
+ CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
+
+ char debugName[255] = {};
+ sprintf_s(debugName, "efb encoder pixel shader (dst:%d, src:%d, intensity:%d, scale:%d)",
+ dstFormat, srcFormat, isIntensity, scaleByHalf);
+ D3D::SetDebugObjectName(newShader, debugName);
+
+ it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
+ bytecode->Release();
+ }
+
+ return it->second;
+}
+
+}