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authorPierre Bourdon <delroth@gmail.com>2015-02-20 01:11:25 +0100
committerPierre Bourdon <delroth@gmail.com>2015-02-20 01:11:25 +0100
commit8b095a0178b408cd3acab952958c85381180293a (patch)
tree2bc88c42aa394cd3447ea8d592a818186299d0fb /Source/Core/VideoBackends/D3D/TextureCache.cpp
parent0360e01eaf917df16a00840aebb3b4a924778777 (diff)
parent074397c12dd95b6c5119054ed6674043fb4641cc (diff)
Merge pull request #2059 from magumagu/palette-convert
Decode EFB copies used as paletted textures.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp160
1 files changed, 159 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index 73d45f9ad2..45b2cadee8 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -4,6 +4,7 @@
#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"
@@ -14,6 +15,7 @@
#include "VideoBackends/D3D/TextureEncoder.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/ImageWrite.h"
+#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
@@ -179,17 +181,167 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
size_in_bytes = (u32)encoded_size;
- TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
+ TextureCache::MakeRangeDynamic(dstAddr, (u32)encoded_size);
this->hash = hash;
}
}
+const char palette_shader[] =
+R"HLSL(
+sampler samp0 : register(s0);
+Texture2DArray Tex0 : register(t0);
+Buffer<uint> Tex1 : register(t1);
+uniform float Multiply;
+
+uint Convert3To8(uint v)
+{
+ // Swizzle bits: 00000123 -> 12312312
+ return (v << 5) | (v << 2) | (v >> 1);
+}
+
+uint Convert4To8(uint v)
+{
+ // Swizzle bits: 00001234 -> 12341234
+ return (v << 4) | v;
+}
+
+uint Convert5To8(uint v)
+{
+ // Swizzle bits: 00012345 -> 12345123
+ return (v << 3) | (v >> 2);
+}
+
+uint Convert6To8(uint v)
+{
+ // Swizzle bits: 00123456 -> 12345612
+ return (v << 2) | (v >> 4);
+}
+
+float4 DecodePixel_RGB5A3(uint val)
+{
+ int r,g,b,a;
+ if ((val&0x8000))
+ {
+ r=Convert5To8((val>>10) & 0x1f);
+ g=Convert5To8((val>>5 ) & 0x1f);
+ b=Convert5To8((val ) & 0x1f);
+ a=0xFF;
+ }
+ else
+ {
+ a=Convert3To8((val>>12) & 0x7);
+ r=Convert4To8((val>>8 ) & 0xf);
+ g=Convert4To8((val>>4 ) & 0xf);
+ b=Convert4To8((val ) & 0xf);
+ }
+ return float4(r, g, b, a) / 255;
+}
+
+float4 DecodePixel_RGB565(uint val)
+{
+ int r, g, b, a;
+ r = Convert5To8((val >> 11) & 0x1f);
+ g = Convert6To8((val >> 5) & 0x3f);
+ b = Convert5To8((val) & 0x1f);
+ a = 0xFF;
+ return float4(r, g, b, a) / 255;
+}
+
+float4 DecodePixel_IA8(uint val)
+{
+ int i = val & 0xFF;
+ int a = val >> 8;
+ return float4(i, i, i, a) / 255;
+}
+
+void main(
+ out float4 ocol0 : SV_Target,
+ in float4 pos : SV_Position,
+ in float3 uv0 : TEXCOORD0)
+{
+ uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
+ src = Tex1.Load(src);
+ src = ((src << 8) & 0xFF00) | (src >> 8);
+ ocol0 = DECODE(src);
+}
+)HLSL";
+
+void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format)
+{
+ g_renderer->ResetAPIState();
+
+ // stretch picture with increased internal resolution
+ const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width, (float)unconverted->config.height);
+ D3D::context->RSSetViewports(1, &vp);
+
+ D3D11_BOX box{ 0, 0, 0, 512, 1, 1 };
+ D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0);
+
+ D3D::stateman->SetTexture(1, palette_buf_srv);
+
+ // TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
+ float params[4] = { unconverted->format == 0 ? 15.f : 255.f };
+ D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
+ D3D::stateman->SetPixelConstants(palette_uniform);
+
+ const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height);
+
+ D3D::SetPointCopySampler();
+
+ // Make sure we don't draw with the texture set as both a source and target.
+ // (This can happen because we don't unbind textures when we free them.)
+ D3D::stateman->UnsetTexture(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
+
+ D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(), nullptr);
+
+ // Create texture copy
+ D3D::drawShadedTexQuad(
+ static_cast<TCacheEntry*>(unconverted)->texture->GetSRV(),
+ &sourcerect, unconverted->config.width, unconverted->config.height,
+ palette_pixel_shader[format],
+ VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
+ GeometryShaderCache::GetCopyGeometryShader());
+
+ D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
+
+ g_renderer->RestoreAPIState();
+}
+
+ID3D11PixelShader *GetConvertShader(const char* Type)
+{
+ std::string shader = "#define DECODE DecodePixel_";
+ shader.append(Type);
+ shader.append("\n");
+ shader.append(palette_shader);
+ return D3D::CompileAndCreatePixelShader(shader);
+}
+
TextureCache::TextureCache()
{
// FIXME: Is it safe here?
g_encoder = new PSTextureEncoder;
g_encoder->Init();
+
+ palette_buf = nullptr;
+ palette_buf_srv = nullptr;
+ palette_uniform = nullptr;
+ palette_pixel_shader[GX_TL_IA8] = GetConvertShader("IA8");
+ palette_pixel_shader[GX_TL_RGB565] = GetConvertShader("RGB565");
+ palette_pixel_shader[GX_TL_RGB5A3] = GetConvertShader("RGB5A3");
+ auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
+ HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
+ CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");
+ D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer");
+ // TODO: C14X2 format.
+ auto outlutUavDesc = CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0);
+ hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv);
+ CHECK(SUCCEEDED(hr), "create palette decoder lut srv");
+ D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv");
+ const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
+ hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform);
+ CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)palette_uniform, "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
TextureCache::~TextureCache()
@@ -200,6 +352,12 @@ TextureCache::~TextureCache()
g_encoder->Shutdown();
delete g_encoder;
g_encoder = nullptr;
+
+ SAFE_RELEASE(palette_buf);
+ SAFE_RELEASE(palette_buf_srv);
+ SAFE_RELEASE(palette_uniform);
+ for (ID3D11PixelShader*& shader : palette_pixel_shader)
+ SAFE_RELEASE(shader);
}
}