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-rw-r--r--Source/Core/VideoBackends/D3D/FramebufferManager.cpp303
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