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authorNeoBrainX <NeoBrainX@googlemail.com>2011-04-30 14:08:58 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2011-04-30 14:08:58 +0000
commit3e384cac7f97d7a577e54443711d8a436cc35ea5 (patch)
treec6aa9d4a9e210bc106a332ab01c03afa97fa1963 /Source
parent6577a5deb6658149e4cfa50678fec56cd0a21f26 (diff)
Fix EFB format change emulation in D3D11 if MSAA is enabled.
Fixes issue 4346. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7496 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp191
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h4
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.cpp4
3 files changed, 137 insertions, 62 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
index d5b1628f11..d1b20cd3a4 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
@@ -48,8 +48,8 @@ SharedPtr<ID3D11PixelShader> s_ColorMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2];
SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ClearProgram;
-SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8;
-SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6;
+SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8[2];
+SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6[2];
SharedPtr<ID3D11Buffer> pscbuf;
@@ -62,6 +62,7 @@ const char clear_program_code[] = {
"}\n"
};
+// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
const char color_copy_program_code[] = {
"sampler samp0 : register(s0);\n"
"Texture2D Tex0 : register(t0);\n"
@@ -158,66 +159,141 @@ const char depth_matrix_program_msaa[] = {
"}\n"
};
-ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8()
+const char reint_rgba6_to_rgb8[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2D Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
+ " int4 dst8;\n"
+ " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
+ " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
+ " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
+ " dst8.a = 255;\n"
+ " ocol0 = (float4)dst8 / 255.f;\n"
+ "}"
+};
+
+const char reint_rgba6_to_rgb8_msaa[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int width, height, samples;\n"
+ " Tex0.GetDimensions(width, height, samples);\n"
+ " float4 texcol = 0;\n"
+ " for(int i = 0; i < samples; ++i)\n"
+ " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ " texcol /= samples;\n"
+ " int4 src6 = round(texcol * 63.f);\n"
+ " int4 dst8;\n"
+ " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
+ " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
+ " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
+ " dst8.a = 255;\n"
+ " ocol0 = (float4)dst8 / 255.f;\n"
+ "}"
+};
+
+const char reint_rgb8_to_rgba6[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2D Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
+ " int4 dst6;\n"
+ " dst6.r = src8.r >> 2;\n"
+ " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
+ " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
+ " dst6.a = src8.b & 0x3F;\n"
+ " ocol0 = (float4)dst6 / 63.f;\n"
+ "}\n"
+};
+
+const char reint_rgb8_to_rgba6_msaa[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int width, height, samples;\n"
+ " Tex0.GetDimensions(width, height, samples);\n"
+ " float4 texcol = 0;\n"
+ " for(int i = 0; i < samples; ++i)\n"
+ " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ " texcol /= samples;\n"
+ " int4 src8 = round(texcol * 255.f);\n"
+ " int4 dst6;\n"
+ " dst6.r = src8.r >> 2;\n"
+ " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
+ " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
+ " dst6.a = src8.b & 0x3F;\n"
+ " ocol0 = (float4)dst6 / 63.f;\n"
+ "}\n"
+};
+
+
+ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
{
- // TODO: MSAA support..
- const char code[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2D Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
- "{\n"
- " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
- " int4 dst8;\n"
- " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
- " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
- " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
- " dst8.a = 255;\n"
- " ocol0 = (float4)dst8 / 255.f;\n"
- "}"
- };
-
- if (!s_rgba6_to_rgb8)
+ if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{
- s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
- CHECK(s_rgba6_to_rgb8, "Create RGBA6 to RGB8 pixel shader");
- D3D::SetDebugObjectName(s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader");
+ if (!s_rgba6_to_rgb8[0])
+ {
+ s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(reint_rgba6_to_rgb8));
+ CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
+ D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
+ }
+ return s_rgba6_to_rgb8[0];
}
-
- return s_rgba6_to_rgb8;
+ else if (!s_rgba6_to_rgb8[1])
+ {
+ // create MSAA shader for current AA mode
+ char buf[1024];
+ const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
+
+ s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
+
+ CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
+ D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
+ }
+ return s_rgba6_to_rgb8[1];
}
-ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6()
+ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
{
- // TODO: MSAA support..
- const char code[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2D Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
- "{\n"
- " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
- " int4 dst6;\n"
- " dst6.r = src8.r >> 2;\n"
- " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
- " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
- " dst6.a = src8.b & 0x3F;\n"
- " ocol0 = (float4)dst6 / 63.f;\n"
- "}\n"
- };
-
- if (!s_rgb8_to_rgba6)
+ if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{
- s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
- CHECK(s_rgb8_to_rgba6, "Create RGB8 to RGBA6 pixel shader");
- D3D::SetDebugObjectName(s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader");
+ if (!s_rgb8_to_rgba6[0])
+ {
+ s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(reint_rgb8_to_rgba6));
+ CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
+ D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
+ }
+ return s_rgb8_to_rgba6[0];
}
+ else if (!s_rgb8_to_rgba6[1])
+ {
+ // create MSAA shader for current AA mode
+ char buf[1024];
+ const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
- return s_rgb8_to_rgba6;
+ s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
+
+ CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
+ D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
+ }
+ return s_rgb8_to_rgba6[1];
}
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
@@ -228,7 +304,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
}
else if (!s_ColorCopyProgram[1])
{
- // TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@@ -250,7 +325,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
}
else if (!s_ColorMatrixProgram[1])
{
- // TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@@ -272,7 +346,6 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
}
else if (!s_DepthMatrixProgram[1])
{
- // TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@@ -374,20 +447,22 @@ void PixelShaderCache::InvalidateMSAAShaders()
s_ColorCopyProgram[1].reset();
s_ColorMatrixProgram[1].reset();
s_DepthMatrixProgram[1].reset();
+ s_rgb8_to_rgba6[1].reset();
+ s_rgba6_to_rgb8[1].reset();
}
void PixelShaderCache::Shutdown()
{
pscbuf.reset();
- s_rgba6_to_rgb8.reset();
- s_rgb8_to_rgba6.reset();
s_ClearProgram.reset();
for (int i = 0; i < 2; ++i)
{
s_ColorCopyProgram[i].reset();
s_ColorMatrixProgram[i].reset();
s_DepthMatrixProgram[i].reset();
+ s_rgba6_to_rgb8[i].reset();
+ s_rgb8_to_rgba6[i].reset();
}
Clear();
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
index 332c307faa..5377ad47a8 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h
@@ -44,8 +44,8 @@ public:
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
- static ID3D11PixelShader* ReinterpRGBA6ToRGB8();
- static ID3D11PixelShader* ReinterpRGB8ToRGBA6();
+ static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
+ static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
index e03a7d2ea0..418b03ea40 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
@@ -781,8 +781,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
ID3D11PixelShader* pixel_shader;
- if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
- else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
+ if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
+ else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
else
{
PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);