diff options
| author | magumagu <magumagu9@gmail.com> | 2015-01-26 15:33:23 -0800 |
|---|---|---|
| committer | magumagu <magumagu9@gmail.com> | 2015-02-19 15:09:27 -0800 |
| commit | c0a4760f0efbb99274c33f30154a7f43aab70494 (patch) | |
| tree | 43f5702f9719d895a1637da55798145e38cfb7fe /Source/Core/VideoBackends/D3D/TextureCache.cpp | |
| parent | fbbbad98e93a0437c5124283cbf877f32eeceb86 (diff) | |
Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/TextureCache.cpp | 160 |
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, ¶ms, 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); } } |
