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authorMarkus Wick <degasus@users.noreply.github.com>2017-12-06 09:28:52 +0100
committerGitHub <noreply@github.com>2017-12-06 09:28:52 +0100
commitcde02b5b5f5d300d9a5cb04233aee5e45b42bc93 (patch)
tree49a457a6d93769a0efe384bcd17befec29966376 /Source/Core/VideoBackends
parent08da19fc87fc69d241a2d61e437ec0704d6e8b87 (diff)
parentd0601c0a8372780ae3412d25bf81561d23e89ac1 (diff)
Merge pull request #6239 from stenzek/d3d-videocommon-efbtotex
D3D: Use VideoCommon EFB-to-Texture Shaders
Diffstat (limited to 'Source/Core/VideoBackends')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp159
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.h2
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp71
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.h7
4 files changed, 42 insertions, 197 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 3625cf4e0c..664ecec3a2 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -38,9 +38,7 @@ LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
-ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
-ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr;
@@ -104,106 +102,6 @@ const char color_copy_program_code_msaa[] = {
"ocol0 /= SAMPLES;\n"
"}\n"};
-const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "float4 texcol = Tex0.Sample(samp0,uv0);\n"
- "texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
- "ocol0 = "
- "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix["
- "1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3]))"
- " + cColMatrix[4];\n"
- "}\n"};
-
-const char color_matrix_program_code_msaa[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "int width, height, slices, samples;\n"
- "Tex0.GetDimensions(width, height, slices, samples);\n"
- "float4 texcol = 0;\n"
- "for(int i = 0; i < SAMPLES; ++i)\n"
- " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- "texcol /= SAMPLES;\n"
- "texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
- "ocol0 = "
- "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
- "texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"};
-
-const char depth_matrix_program[] = {"sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0){\n"
- " float4 texcol = Tex0.Sample(samp0,uv0);\n"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
-
- // Convert to Z24 format
- " int4 workspace;\n"
- " workspace.r = (depth >> 16) & 255;\n"
- " workspace.g = (depth >> 8) & 255;\n"
- " workspace.b = depth & 255;\n"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // Normalize components to [0.0..1.0]
- " texcol = float4(workspace) / 255.0;\n"
-
- // Apply color matrix
- " ocol0 = "
- "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),"
- "dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + "
- "cColMatrix[4];\n"
- "}\n"};
-
-const char depth_matrix_program_msaa[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0){\n"
- " int width, height, slices, samples;\n"
- " Tex0.GetDimensions(width, height, slices, samples);\n"
- " float4 texcol = 0;\n"
- " for(int i = 0; i < SAMPLES; ++i)\n"
- " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- " texcol /= SAMPLES;\n"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
-
- // Convert to Z24 format
- " int4 workspace;\n"
- " workspace.r = (depth >> 16) & 255;\n"
- " workspace.g = (depth >> 8) & 255;\n"
- " workspace.b = depth & 255;\n"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // Normalize components to [0.0..1.0]
- " texcol = float4(workspace) / 255.0;\n"
-
- // Apply color matrix
- " ocol0 = "
- "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
- "texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"};
-
const char depth_resolve_program[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
@@ -368,49 +266,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
}
}
-ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
-{
- if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_ColorMatrixProgram[0];
- }
- else if (s_ColorMatrixProgram[1])
- {
- return s_ColorMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf =
- StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
- s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
- D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
- return s_ColorMatrixProgram[1];
- }
-}
-
-ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
-{
- if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_DepthMatrixProgram[0];
- }
- else if (s_DepthMatrixProgram[1])
- {
- return s_DepthMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
- s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader");
- D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
- return s_DepthMatrixProgram[1];
- }
-}
-
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
@@ -490,16 +345,6 @@ void PixelShaderCache::Init()
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
- // used for color conversion
- s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
- CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
- D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
-
- // used for depth copy
- s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
- CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
- D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
-
Clear();
SETSTAT(stats.numPixelShadersCreated, 0);
@@ -557,8 +402,6 @@ void PixelShaderCache::Clear()
void PixelShaderCache::InvalidateMSAAShaders()
{
SAFE_RELEASE(s_ColorCopyProgram[1]);
- SAFE_RELEASE(s_ColorMatrixProgram[1]);
- SAFE_RELEASE(s_DepthMatrixProgram[1]);
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
SAFE_RELEASE(s_DepthResolveProgram);
@@ -574,8 +417,6 @@ void PixelShaderCache::Shutdown()
for (int i = 0; i < 2; ++i)
{
SAFE_RELEASE(s_ColorCopyProgram[i]);
- SAFE_RELEASE(s_ColorMatrixProgram[i]);
- SAFE_RELEASE(s_DepthMatrixProgram[i]);
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
}
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.h b/Source/Core/VideoBackends/D3D/PixelShaderCache.h
index 18979cc8ef..9a0faed9e5 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.h
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.h
@@ -32,9 +32,7 @@ public:
static ID3D11Buffer* GetConstantBuffer();
- static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
- static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram();
static ID3D11PixelShader* GetDepthResolveProgram();
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index a7eab7c041..cca8448421 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -29,8 +29,6 @@
namespace DX11
{
-static const size_t MAX_COPY_BUFFERS = 32;
-static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
static std::unique_ptr<PSTextureEncoder> g_encoder;
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
@@ -207,17 +205,16 @@ TextureCache::TextureCache()
TextureCache::~TextureCache()
{
- for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
- SAFE_RELEASE(s_efbcopycbuf[k]);
-
g_encoder->Shutdown();
g_encoder.reset();
SAFE_RELEASE(palette_buf);
SAFE_RELEASE(palette_buf_srv);
SAFE_RELEASE(palette_uniform);
- for (ID3D11PixelShader*& shader : palette_pixel_shader)
+ for (auto*& shader : palette_pixel_shader)
SAFE_RELEASE(shader);
+ for (auto& iter : m_efb_to_tex_pixel_shaders)
+ SAFE_RELEASE(iter.second);
}
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
@@ -227,20 +224,25 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
{
auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
- // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
- // This is because multisampled texture reads go through Load, not Sample, and the linear
- // filter is ignored.
- bool multisampled = (g_ActiveConfig.iMultisamples > 1);
- ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
- FramebufferManager::GetEFBDepthTexture()->GetSRV() :
- FramebufferManager::GetEFBColorTexture()->GetSRV();
- if (multisampled && scale_by_half)
+ bool multisampled = g_ActiveConfig.iMultisamples > 1;
+ ID3D11ShaderResourceView* efb_tex_srv;
+ if (multisampled)
+ {
+ efb_tex_srv = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
+ FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
+ }
+ else
{
- multisampled = false;
- efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
- FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
+ efb_tex_srv = is_depth_copy ? FramebufferManager::GetEFBDepthTexture()->GetSRV() :
+ FramebufferManager::GetEFBColorTexture()->GetSRV();
}
+ auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
+ scale_by_half);
+ ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
+ if (!pixel_shader)
+ return;
+
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
@@ -249,20 +251,6 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
static_cast<float>(destination_texture->GetConfig().height));
D3D::context->RSSetViewports(1, &vp);
- // set transformation
- if (nullptr == s_efbcopycbuf[cbuf_id])
- {
- const D3D11_BUFFER_DESC cbdesc =
- CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
- D3D11_SUBRESOURCE_DATA data;
- data.pSysMem = colmat;
- HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
- CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
- D3D::SetDebugObjectName(s_efbcopycbuf[cbuf_id],
- "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
- }
- D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
-
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
// TODO: try targetSource.asRECT();
const D3D11_RECT sourcerect =
@@ -284,13 +272,24 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
// Create texture copy
D3D::drawShadedTexQuad(
- efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
- is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
- PixelShaderCache::GetColorMatrixProgram(multisampled),
- VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
- GeometryShaderCache::GetCopyGeometryShader());
+ efb_tex_srv, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
+ pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}
+
+ID3D11PixelShader*
+TextureCache::GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid)
+{
+ auto iter = m_efb_to_tex_pixel_shaders.find(uid);
+ if (iter != m_efb_to_tex_pixel_shaders.end())
+ return iter->second;
+
+ ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::D3D, uid.GetUidData());
+ ID3D11PixelShader* shader = D3D::CompileAndCreatePixelShader(code.GetBuffer());
+ m_efb_to_tex_pixel_shaders.emplace(uid, shader);
+ return shader;
+}
}
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.h b/Source/Core/VideoBackends/D3D/TextureCache.h
index d650c04d4c..3f48ddb6f7 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.h
+++ b/Source/Core/VideoBackends/D3D/TextureCache.h
@@ -4,8 +4,11 @@
#pragma once
+#include <map>
+
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
+#include "VideoCommon/TextureConverterShaderGen.h"
class AbstractTexture;
struct TextureConfig;
@@ -39,9 +42,13 @@ private:
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
+ ID3D11PixelShader* GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid);
+
ID3D11Buffer* palette_buf;
ID3D11ShaderResourceView* palette_buf_srv;
ID3D11Buffer* palette_uniform;
ID3D11PixelShader* palette_pixel_shader[3];
+
+ std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;
};
}