diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/FramebufferManager.cpp | 303 |
1 files changed, 0 insertions, 303 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp deleted file mode 100644 index 5a2088f40d..0000000000 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ /dev/null @@ -1,303 +0,0 @@ -// Copyright 2010 Dolphin Emulator Project -// Licensed under GPLv2+ -// Refer to the license.txt file included. - -#include "VideoBackends/D3D/FramebufferManager.h" - -#include <memory> -#include <utility> - -#include "Common/CommonTypes.h" -#include "Core/HW/Memmap.h" -#include "VideoBackends/D3D/D3DBase.h" -#include "VideoBackends/D3D/D3DState.h" -#include "VideoBackends/D3D/D3DUtil.h" -#include "VideoBackends/D3D/GeometryShaderCache.h" -#include "VideoBackends/D3D/PixelShaderCache.h" -#include "VideoBackends/D3D/Render.h" -#include "VideoBackends/D3D/VertexShaderCache.h" -#include "VideoCommon/VideoConfig.h" - -namespace DX11 -{ -static bool s_integer_efb_render_target = false; - -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; -} - -D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture() -{ - return m_efb.color_read_texture; -} -ID3D11Texture2D*& FramebufferManager::GetEFBColorStagingBuffer() -{ - return m_efb.color_staging_buf; -} - -D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() -{ - return m_efb.depth_tex; -} -D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() -{ - return m_efb.depth_read_texture; -} -ID3D11Texture2D*& FramebufferManager::GetEFBDepthStagingBuffer() -{ - return m_efb.depth_staging_buf; -} - -D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() -{ - if (g_ActiveConfig.iMultisamples > 1) - { - for (int i = 0; i < m_efb.slices; i++) - D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), - D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), - D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); - return m_efb.resolved_color_tex; - } - else - { - return m_efb.color_tex; - } -} - -D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture() -{ - if (g_ActiveConfig.iMultisamples > 1) - { - // ResolveSubresource does not work with depth textures. - // Instead, we use a shader that selects the minimum depth from all samples. - g_renderer->ResetAPIState(); - - CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height); - D3D::context->RSSetViewports(1, &viewport); - D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr); - - const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height); - D3D::drawShadedTexQuad( - m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height, - PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(), - VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); - - g_renderer->RestoreAPIState(); - return m_efb.resolved_depth_tex; - } - else - { - return m_efb.depth_tex; - } -} - -void FramebufferManager::SwapReinterpretTexture() -{ - std::swap(m_efb.color_tex, m_efb.color_temp_tex); - std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv); -} - -void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled) -{ - if (s_integer_efb_render_target == enabled) - return; - - // We only use UINT render targets for logic ops, which is only supported with D3D11.1. - if (!D3D::device1) - return; - - s_integer_efb_render_target = enabled; - BindEFBRenderTarget(); -} - -void FramebufferManager::BindEFBRenderTarget(bool bind_depth) -{ - ID3D11RenderTargetView* rtv = - s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV(); - ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr; - D3D::context->OMSetRenderTargets(1, &rtv, dsv); -} - -FramebufferManager::FramebufferManager(int target_width, int target_height) -{ - static constexpr std::array<float, 4> clear_color = {0.0f, 0.0f, 0.0f, 1.0f}; - m_target_width = static_cast<unsigned int>(std::max(target_width, 1)); - m_target_height = static_cast<unsigned int>(std::max(target_height, 1)); - DXGI_SAMPLE_DESC sample_desc; - sample_desc.Count = g_ActiveConfig.iMultisamples; - sample_desc.Quality = 0; - - ID3D11Texture2D* buf; - D3D11_TEXTURE2D_DESC texdesc; - HRESULT hr; - - m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1; - - // EFB color texture - primary render target - texdesc = - CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, 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)", 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)); - - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture"); - D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); - D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view"); - D3D::context->ClearRenderTargetView(m_efb.color_tex->GetRTV(), clear_color.data()); - - // Temporary EFB color texture - used in ReinterpretPixelData - texdesc = - CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, 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)", 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)); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(), - "EFB color temp texture shader resource view"); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(), - "EFB color temp texture render target view"); - D3D::context->ClearRenderTargetView(m_efb.color_temp_tex->GetRTV(), clear_color.data()); - - // Integer render targets for EFB, used for logic op - CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(), - g_ActiveConfig.iMultisamples > 1 ? - D3D11_RTV_DIMENSION_TEXTURE2DMS : - D3D11_RTV_DIMENSION_TEXTURE2D, - DXGI_FORMAT_R8G8B8A8_UINT); - hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc, - &m_efb.color_int_rtv); - CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr); - hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc, - &m_efb.color_temp_int_rtv); - CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr); - - // Render buffer for AccessEFB (color data) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr); - m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.color_read_texture->GetTex(), - "EFB color read texture (used in Renderer::AccessEFB)"); - D3D::SetDebugObjectName( - m_efb.color_read_texture->GetRTV(), - "EFB color read texture render target view (used in Renderer::AccessEFB)"); - - // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, - D3D11_CPU_ACCESS_READ); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf); - CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr); - D3D::SetDebugObjectName(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_R32_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)", 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_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture"); - D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); - D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); - D3D::context->ClearDepthStencilView(m_efb.depth_tex->GetDSV(), D3D11_CLEAR_DEPTH, 0.0f, 0); - - // Render buffer for AccessEFB (depth data) - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr); - m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(), - "EFB depth read texture (used in Renderer::AccessEFB)"); - D3D::SetDebugObjectName( - m_efb.depth_read_texture->GetRTV(), - "EFB depth read texture render target view (used in Renderer::AccessEFB)"); - - // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, - D3D11_CPU_ACCESS_READ); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf); - CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr); - D3D::SetDebugObjectName(m_efb.depth_staging_buf, - "EFB depth staging texture (used for Renderer::AccessEFB)"); - - if (g_ActiveConfig.iMultisamples > 1) - { - // Framebuffer resolve textures (color+depth) - 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); - CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, - m_target_height, hr); - m_efb.resolved_color_tex = - new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); - D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(), - "EFB color resolve texture shader resource view"); - - texdesc = - CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, - 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); - 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_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), - DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT); - SAFE_RELEASE(buf); - D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); - D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(), - "EFB depth resolve texture shader resource view"); - } - else - { - m_efb.resolved_color_tex = nullptr; - m_efb.resolved_depth_tex = nullptr; - } - s_integer_efb_render_target = false; -} - -FramebufferManager::~FramebufferManager() -{ - SAFE_RELEASE(m_efb.color_tex); - SAFE_RELEASE(m_efb.color_int_rtv); - SAFE_RELEASE(m_efb.color_temp_tex); - SAFE_RELEASE(m_efb.color_temp_int_rtv); - SAFE_RELEASE(m_efb.color_staging_buf); - SAFE_RELEASE(m_efb.color_read_texture); - SAFE_RELEASE(m_efb.resolved_color_tex); - SAFE_RELEASE(m_efb.depth_tex); - SAFE_RELEASE(m_efb.depth_staging_buf); - SAFE_RELEASE(m_efb.depth_read_texture); - SAFE_RELEASE(m_efb.resolved_depth_tex); -} - -} // namespace DX11 |
