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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/D3D/XFBEncoder.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/D3D/XFBEncoder.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/XFBEncoder.cpp374
1 files changed, 374 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
new file mode 100644
index 0000000000..bc6c66d29b
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
@@ -0,0 +1,374 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "XFBEncoder.h"
+
+#include "D3DBase.h"
+#include "D3DBlob.h"
+#include "D3DShader.h"
+#include "Render.h"
+#include "GfxState.h"
+#include "FramebufferManager.h"
+
+namespace DX11
+{
+
+union XFBEncodeParams
+{
+ struct
+ {
+ FLOAT Width; // Width and height of encoded XFB in luma pixels
+ FLOAT Height;
+ FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture
+ FLOAT TexTop;
+ FLOAT TexRight;
+ FLOAT TexBottom;
+ FLOAT Gamma;
+ };
+ // Constant buffers must be a multiple of 16 bytes in size
+ u8 pad[32]; // Pad to the next multiple of 16
+};
+
+static const char XFB_ENCODE_VS[] =
+"// dolphin-emu XFB encoder vertex shader\n"
+
+"cbuffer cbParams : register(b0)\n"
+"{\n"
+ "struct\n" // Should match XFBEncodeParams above
+ "{\n"
+ "float Width;\n"
+ "float Height;\n"
+ "float TexLeft;\n"
+ "float TexTop;\n"
+ "float TexRight;\n"
+ "float TexBottom;\n"
+ "float Gamma;\n"
+ "} Params;\n"
+"}\n"
+
+"struct Output\n"
+"{\n"
+ "float4 Pos : SV_Position;\n"
+ "float2 Coord : ENCODECOORD;\n"
+"};\n"
+
+"Output main(in float2 Pos : POSITION)\n"
+"{\n"
+ "Output result;\n"
+ "result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n"
+ "result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n"
+ "return result;\n"
+"}\n"
+;
+
+static const char XFB_ENCODE_PS[] =
+"// dolphin-emu XFB encoder pixel shader\n"
+
+"cbuffer cbParams : register(b0)\n"
+"{\n"
+ "struct\n" // Should match XFBEncodeParams above
+ "{\n"
+ "float Width;\n"
+ "float Height;\n"
+ "float TexLeft;\n"
+ "float TexTop;\n"
+ "float TexRight;\n"
+ "float TexBottom;\n"
+ "float Gamma;\n"
+ "} Params;\n"
+"}\n"
+
+"Texture2D EFBTexture : register(t0);\n"
+"sampler EFBSampler : register(s0);\n"
+
+// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
+// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
+"static const float3x4 RGB_TO_YCBCR = float3x4(\n"
+ "0.257, 0.504, 0.098, 16.0/255.0,\n"
+ "-0.148, -0.291, 0.439, 128.0/255.0,\n"
+ "0.439, -0.368, -0.071, 128.0/255.0\n"
+ ");\n"
+
+"float3 SampleEFB(float2 coord)\n"
+"{\n"
+ "float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
+ "return EFBTexture.Sample(EFBSampler, texCoord).rgb;\n"
+"}\n"
+
+"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
+"{\n"
+ "float2 baseCoord = Coord * float2(2,1);\n"
+ // FIXME: Shall we apply gamma here, or apply it below to the Y components?
+ // Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
+ "float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
+ "float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle
+ "float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right
+
+ "float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n"
+ "float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n"
+ "float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n"
+
+ // The Y components correspond to two EFB pixels, while the U and V are
+ // made from a blend of three EFB pixels.
+ "float y0 = yuvM.r;\n"
+ "float y1 = yuvR.r;\n"
+ "float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n"
+ "float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n"
+
+ "ocol0 = float4(y0, u0, y1, v0);\n"
+"}\n"
+;
+
+static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+};
+
+static const struct QuadVertex
+{
+ float posX;
+ float posY;
+} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
+
+XFBEncoder::XFBEncoder()
+ : m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
+ m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
+ m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
+ m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
+{ }
+
+void XFBEncoder::Init()
+{
+ HRESULT hr;
+
+ // Create output texture
+
+ // The pixel shader can generate one YUYV entry per pixel. One YUYV entry
+ // is created for every two EFB pixels.
+ D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
+ DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
+ D3D11_BIND_RENDER_TARGET);
+ hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
+ CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
+ D3D::SetDebugObjectName(m_out, "xfb 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_R8G8B8A8_UNORM);
+ hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
+ CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
+ D3D::SetDebugObjectName(m_outRTV, "xfb 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, NULL, &m_outStage);
+ CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
+ D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
+
+ // Create constant buffer for uploading params to shaders
+
+ D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
+ D3D11_BIND_CONSTANT_BUFFER);
+ hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
+ CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
+ D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
+
+ // Create vertex quad
+
+ bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
+ D3D11_USAGE_IMMUTABLE);
+ D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
+
+ hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
+ CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
+ D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
+
+ // Create vertex shader
+
+ D3DBlob* bytecode = NULL;
+ if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
+ {
+ ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
+ return;
+ }
+
+ hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
+ CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
+ D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
+
+ // Create input layout for vertex quad using bytecode from vertex shader
+
+ hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
+ sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
+ bytecode->Data(), bytecode->Size(), &m_quadLayout);
+ CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
+ D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
+
+ bytecode->Release();
+
+ // Create pixel shader
+
+ m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
+ if (!m_pShader)
+ {
+ ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
+ return;
+ }
+ D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");
+
+ // Create blend state
+
+ D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
+ hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
+ CHECK(SUCCEEDED(hr), "create xfb encode blend state");
+ D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
+
+ // Create depth state
+
+ D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
+ dsd.DepthEnable = FALSE;
+ hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
+ CHECK(SUCCEEDED(hr), "create xfb encode depth state");
+ D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
+
+ // Create rasterizer state
+
+ D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
+ rd.CullMode = D3D11_CULL_NONE;
+ rd.DepthClipEnable = FALSE;
+ hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
+ CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
+ D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
+
+ // Create EFB texture sampler
+
+ D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
+ // FIXME: Should we really use point sampling here?
+ sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
+ CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
+ D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
+}
+
+void XFBEncoder::Shutdown()
+{
+ SAFE_RELEASE(m_efbSampler);
+ SAFE_RELEASE(m_xfbEncodeRastState);
+ SAFE_RELEASE(m_xfbEncodeDepthState);
+ SAFE_RELEASE(m_xfbEncodeBlendState);
+ SAFE_RELEASE(m_pShader);
+ SAFE_RELEASE(m_quadLayout);
+ SAFE_RELEASE(m_vShader);
+ SAFE_RELEASE(m_quad);
+ SAFE_RELEASE(m_encodeParams);
+ SAFE_RELEASE(m_outStage);
+ SAFE_RELEASE(m_outRTV);
+ SAFE_RELEASE(m_out);
+}
+
+void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
+{
+ HRESULT hr;
+
+ // Reset API
+
+ g_renderer->ResetAPIState();
+
+ // Set up all the state for XFB encoding
+
+ D3D::context->PSSetShader(m_pShader, NULL, 0);
+ D3D::context->VSSetShader(m_vShader, NULL, 0);
+
+ D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
+ D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
+ D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
+ D3D::stateman->Apply();
+
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
+ D3D::context->RSSetViewports(1, &vp);
+
+ D3D::context->IASetInputLayout(m_quadLayout);
+ D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ UINT stride = sizeof(QuadVertex);
+ UINT offset = 0;
+ D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
+
+ TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
+
+ XFBEncodeParams params = { 0 };
+ params.Width = FLOAT(width);
+ params.Height = FLOAT(height);
+ params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
+ params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
+ params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
+ params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
+ params.Gamma = gamma;
+ D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
+
+ D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
+
+ D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
+
+ ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
+
+ D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
+ D3D::context->PSSetShaderResources(0, 1, &pEFB);
+ D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
+
+ // Encode!
+
+ D3D::context->Draw(4, 0);
+
+ // Copy to staging buffer
+
+ D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1);
+ D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
+
+ // Clean up state
+
+ IUnknown* nullDummy = NULL;
+
+ D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
+ D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
+ D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
+
+ D3D::context->OMSetRenderTargets(0, NULL, NULL);
+
+ D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
+
+ D3D::stateman->PopRasterizerState();
+ D3D::stateman->PopDepthState();
+ D3D::stateman->PopBlendState();
+
+ D3D::context->PSSetShader(NULL, NULL, 0);
+ D3D::context->VSSetShader(NULL, NULL, 0);
+
+ // 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");
+
+ u8* src = (u8*)map.pData;
+ for (unsigned int y = 0; y < height; ++y)
+ {
+ memcpy(dst, src, 2*width);
+ dst += bpmem.copyMipMapStrideChannels*32;
+ src += map.RowPitch;
+ }
+
+ D3D::context->Unmap(m_outStage, 0);
+
+ // Restore API
+
+ g_renderer->RestoreAPIState();
+ D3D::context->OMSetRenderTargets(1,
+ &FramebufferManager::GetEFBColorTexture()->GetRTV(),
+ FramebufferManager::GetEFBDepthTexture()->GetDSV());
+}
+
+}