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authorJules Blok <jules.blok@gmail.com>2014-11-14 00:24:53 +0100
committerJules Blok <jules.blok@gmail.com>2014-12-14 13:28:42 +0100
commita689db0e48f399974ae3cc0c75f9e54a7423afe0 (patch)
tree2a08bf7a507f84b2e47f3b2483c9dc16e6934e46 /Source/Core/VideoBackends/D3D/Render.cpp
parente53705784b8717d9c7a5e9d8de1aa2d2fe7b5624 (diff)
D3D: Add 3D vision support.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp55
1 files changed, 55 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index 7593d2810f..a76b14e29c 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -55,6 +55,18 @@ ID3D11DepthStencilState* resetdepthstate = nullptr;
ID3D11RasterizerState* resetraststate = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
+static D3DTexture2D* s_3d_vision_texture = nullptr;
+
+typedef struct _Nv_Stereo_Image_Header
+{
+ unsigned int dwSignature;
+ unsigned int dwWidth;
+ unsigned int dwHeight;
+ unsigned int dwBPP;
+ unsigned int dwFlags;
+} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
+
+#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
struct
@@ -183,6 +195,24 @@ void CreateScreenshotTexture(const TargetRectangle& rc)
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
}
+void Create3DVisionTexture(int width, int height)
+{
+ // Create a staging texture for 3D vision with signature information in the last row.
+ // Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
+ D3D11_SUBRESOURCE_DATA sysData;
+ sysData.SysMemPitch = 4 * width * 2;
+ sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
+ LPNVSTEREOIMAGEHEADER header = (LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
+ header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
+ header->dwWidth = width * 2;
+ header->dwHeight = height + 1;
+ header->dwBPP = 32;
+ header->dwFlags = 0;
+
+ s_3d_vision_texture = D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
+ delete[] sysData.pSysMem;
+}
+
Renderer::Renderer(void *&window_handle)
{
D3D::Create((HWND)window_handle);
@@ -776,6 +806,30 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
}
+ else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
+ {
+ if (!s_3d_vision_texture)
+ Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
+
+ D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
+ D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(X + s_backbuffer_width), (float)Y, (float)Width, (float)Height);
+
+ // Render to staging texture which is double the width of the backbuffer
+ D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
+
+ D3D::context->RSSetViewports(1, &leftVp);
+ D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 0);
+
+ D3D::context->RSSetViewports(1, &rightVp);
+ D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
+
+ // Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
+ // recognize the signature and automatically include the right eye frame.
+ D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
+ D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0, s_3d_vision_texture->GetTex(), 0, &box);
+
+ D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
+ }
else
{
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
@@ -972,6 +1026,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);
+ SAFE_RELEASE(s_3d_vision_texture);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
}