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path: root/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/FramebufferManager.cpp41
1 files changed, 18 insertions, 23 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
index 8aaeef9c7c..705abdbde3 100644
--- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
@@ -18,6 +18,8 @@ namespace DX11 {
static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
+unsigned int FramebufferManager::m_target_width;
+unsigned int FramebufferManager::m_target_height;
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
@@ -52,8 +54,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
FramebufferManager::FramebufferManager()
{
- unsigned int target_width = Renderer::GetTargetWidth();
- unsigned int target_height = Renderer::GetTargetHeight();
+ m_target_width = Renderer::GetTargetWidth();
+ m_target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
ID3D11Texture2D* buf;
@@ -63,22 +65,22 @@ FramebufferManager::FramebufferManager()
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// EFB color texture - primary render target
- texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
+ texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
- CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
+ CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
- CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", target_width, target_height);
+ CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
// Temporary EFB color texture - used in ReinterpretPixelData
- texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
+ texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
- CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
+ CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
- CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
+ CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
@@ -91,9 +93,9 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer - primary depth buffer
- texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
+ texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
- CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
+ CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
@@ -118,17 +120,17 @@ FramebufferManager::FramebufferManager()
if (g_ActiveConfig.iMultisampleMode)
{
// Framebuffer resolve textures (color+depth)
- texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
+ texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
- CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
+ CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
- texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
+ texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
- CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
+ CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
@@ -172,15 +174,8 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
- TargetRectangle targetSource;
-
- targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
- targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
- targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
- targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
-
- *width = targetSource.right - targetSource.left;
- *height = targetSource.bottom - targetSource.top;
+ *width = m_target_width;
+ *height = m_target_height;
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)