diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp | 1449 |
1 files changed, 1449 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp new file mode 100644 index 0000000000..82e95d2bf0 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp @@ -0,0 +1,1449 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "PSTextureEncoder.h" + +#include "D3DBase.h" +#include "D3DShader.h" +#include "GfxState.h" +#include "BPMemory.h" +#include "FramebufferManager.h" +#include "Render.h" +#include "HW/Memmap.h" +#include "TextureCache.h" + +// "Static mode" will compile a new EFB encoder shader for every combination of +// encoding configurations. It's compatible with Shader Model 4. + +// "Dynamic mode" will use the dynamic-linking feature of Shader Model 5. Only +// one shader needs to be compiled. + +// Unfortunately, the June 2010 DirectX SDK includes a broken HLSL compiler +// which cripples dynamic linking for us. +// See <http://www.gamedev.net/topic/587232-dx11-dynamic-linking-compilation-warnings/>. +// Dynamic mode is disabled for now. To enable it, uncomment the line below. + +//#define USE_DYNAMIC_MODE + +// FIXME: When Microsoft fixes their HLSL compiler, make Dolphin enable dynamic +// mode on Shader Model 5-compatible cards. + +namespace DX11 +{ + +union EFBEncodeParams +{ + struct + { + FLOAT NumHalfCacheLinesX; + FLOAT NumBlocksY; + FLOAT PosX; + FLOAT PosY; + FLOAT TexLeft; + FLOAT TexTop; + FLOAT TexRight; + FLOAT TexBottom; + }; + // Constant buffers must be a multiple of 16 bytes in size. + u8 pad[32]; // Pad to the next multiple of 16 bytes +}; + +static const char EFB_ENCODE_VS[] = +"// dolphin-emu EFB encoder vertex shader\n" + +"cbuffer cbParams : register(b0)\n" +"{\n" + "struct\n" // Should match EFBEncodeParams above + "{\n" + "float NumHalfCacheLinesX;\n" + "float NumBlocksY;\n" + "float PosX;\n" // Upper-left corner of source + "float PosY;\n" + "float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized) + "float TexTop;\n" + "float TexRight;\n" + "float TexBottom;\n" + "} Params;\n" +"}\n" + +"struct Output\n" +"{\n" + "float4 Pos : SV_Position;\n" + "float2 Coord : ENCODECOORD;\n" +"};\n" + +"Output main(in float2 Pos : POSITION)\n" +"{\n" + "Output result;\n" + "result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0.0, 1.0);\n" + "result.Coord = Pos * float2(Params.NumHalfCacheLinesX, Params.NumBlocksY);\n" + "return result;\n" +"}\n" +; + +static const char EFB_ENCODE_PS[] = +"// dolphin-emu EFB encoder pixel shader\n" + +// Input + +"cbuffer cbParams : register(b0)\n" +"{\n" + "struct\n" // Should match EFBEncodeParams above + "{\n" + "float NumHalfCacheLinesX;\n" + "float NumBlocksY;\n" + "float PosX;\n" // Upper-left corner of source + "float PosY;\n" + "float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized) + "float TexTop;\n" + "float TexRight;\n" + "float TexBottom;\n" + "} Params;\n" +"}\n" + +"Texture2D EFBTexture : register(t0);\n" +"sampler EFBSampler : register(s0);\n" + +// Constants + +"static const float2 INV_EFB_DIMS = float2(1.0/640.0, 1.0/528.0);\n" + +// FIXME: Is this correct? +"static const float3 INTENSITY_COEFFS = float3(0.257, 0.504, 0.098);\n" +"static const float INTENSITY_ADD = 16.0/255.0;\n" + +// Utility functions + +"uint4 Swap4_32(uint4 v) {\n" + "return (((v >> 24) & 0xFF) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000));\n" +"}\n" + +"uint4 UINT4_8888_BE(uint4 a, uint4 b, uint4 c, uint4 d) {\n" + "return (d << 24) | (c << 16) | (b << 8) | a;\n" +"}\n" + +"uint UINT_44444444_BE(uint a, uint b, uint c, uint d, uint e, uint f, uint g, uint h) {\n" + "return (g << 28) | (h << 24) | (e << 20) | (f << 16) | (c << 12) | (d << 8) | (a << 4) | b;\n" +"}\n" + +"uint UINT_1555(uint a, uint b, uint c, uint d) {\n" + "return (a << 15) | (b << 10) | (c << 5) | d;\n" +"}\n" + +"uint UINT_3444(uint a, uint b, uint c, uint d) {\n" + "return (a << 12) | (b << 8) | (c << 4) | d;\n" +"}\n" + +"uint UINT_565(uint a, uint b, uint c) {\n" + "return (a << 11) | (b << 5) | c;\n" +"}\n" + +"uint UINT_1616(uint a, uint b) {\n" + "return (a << 16) | b;\n" +"}\n" + +"uint Float8ToUint3(float v) {\n" + "return (uint)(v*255.0) >> 5;\n" +"}\n" + +"uint Float8ToUint4(float v) {\n" + "return (uint)(v*255.0) >> 4;\n" +"}\n" + +"uint Float8ToUint5(float v) {\n" + "return (uint)(v*255.0) >> 3;\n" +"}\n" + +"uint Float8ToUint6(float v) {\n" + "return (uint)(v*255.0) >> 2;\n" +"}\n" + +"uint EncodeRGB5A3(float4 pixel) {\n" + "if (pixel.a >= 224.0/255.0) {\n" + // Encode to ARGB1555 + "return UINT_1555(1, Float8ToUint5(pixel.r), Float8ToUint5(pixel.g), Float8ToUint5(pixel.b));\n" + "} else {\n" + // Encode to ARGB3444 + "return UINT_3444(Float8ToUint3(pixel.a), Float8ToUint4(pixel.r), Float8ToUint4(pixel.g), Float8ToUint4(pixel.b));\n" + "}\n" +"}\n" + +"uint EncodeRGB565(float4 pixel) {\n" + "return UINT_565(Float8ToUint5(pixel.r), Float8ToUint6(pixel.g), Float8ToUint5(pixel.b));\n" +"}\n" + +"float2 CalcTexCoord(float2 coord)\n" +"{\n" + // Add 0.5,0.5 to sample from the center of the EFB pixel + "float2 efbCoord = coord + float2(0.5,0.5);\n" + "return lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), efbCoord * INV_EFB_DIMS);\n" +"}\n" + +// Interface and classes for different source formats + +"float4 Fetch_0(float2 coord)\n" +"{\n" + "float2 texCoord = CalcTexCoord(coord);\n" + "float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n" + "result.a = 1.0;\n" + "return result;\n" +"}\n" + +"float4 Fetch_1(float2 coord)\n" +"{\n" + "float2 texCoord = CalcTexCoord(coord);\n" + "return EFBTexture.Sample(EFBSampler, texCoord);\n" +"}\n" + +"float4 Fetch_2(float2 coord)\n" +"{\n" + "float2 texCoord = CalcTexCoord(coord);\n" + "float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n" + "result.a = 1.0;\n" + "return result;\n" +"}\n" + +"float4 Fetch_3(float2 coord)\n" +"{\n" + "float2 texCoord = CalcTexCoord(coord);\n" + + "uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, texCoord).r;\n" + "uint4 bytes = uint4(\n" + "(depth24 >> 16) & 0xFF,\n" // r + "(depth24 >> 8) & 0xFF,\n" // g + "depth24 & 0xFF,\n" // b + "255);\n" // a + "return bytes / 255.0;\n" +"}\n" + +"#ifdef DYNAMIC_MODE\n" +"interface iFetch\n" +"{\n" + "float4 Fetch(float2 coord);\n" +"};\n" + +// Source format 0 +"class cFetch_0 : iFetch\n" +"{\n" + "float4 Fetch(float2 coord)\n" + "{ return Fetch_0(coord); }\n" +"};\n" + + +// Source format 1 +"class cFetch_1 : iFetch\n" +"{\n" + "float4 Fetch(float2 coord)\n" + "{ return Fetch_1(coord); }\n" +"};\n" + +// Source format 2 +"class cFetch_2 : iFetch\n" +"{\n" + "float4 Fetch(float2 coord)\n" + "{ return Fetch_2(coord); }\n" +"};\n" + +// Source format 3 +"class cFetch_3 : iFetch\n" +"{\n" + "float4 Fetch(float2 coord)\n" + "{ return Fetch_3(coord); }\n" +"};\n" + +// Declare fetch interface; must be set by application +"iFetch g_fetch;\n" +"#define IMP_FETCH g_fetch.Fetch\n" + +"#endif\n" // #ifdef DYNAMIC_MODE + +"#ifndef IMP_FETCH\n" +"#error No Fetch specified\n" +"#endif\n" + +// Interface and classes for different intensity settings (on or off) + +"float4 Intensity_0(float4 sample)\n" +"{\n" + "return sample;\n" +"}\n" + +"float4 Intensity_1(float4 sample)\n" +"{\n" + "sample.r = dot(INTENSITY_COEFFS, sample.rgb) + INTENSITY_ADD;\n" + // FIXME: Is this correct? What happens if you use one of the non-R + // formats with intensity on? + "sample = sample.rrrr;\n" + "return sample;\n" +"}\n" + +"#ifdef DYNAMIC_MODE\n" +"interface iIntensity\n" +"{\n" + "float4 Intensity(float4 sample);\n" +"};\n" + +// Intensity off +"class cIntensity_0 : iIntensity\n" +"{\n" + "float4 Intensity(float4 sample)\n" + "{ return Intensity_0(sample); }\n" +"};\n" + +// Intensity on +"class cIntensity_1 : iIntensity\n" +"{\n" + "float4 Intensity(float4 sample)\n" + "{ return Intensity_1(sample); }\n" +"};\n" + +// Declare intensity interface; must be set by application +"iIntensity g_intensity;\n" +"#define IMP_INTENSITY g_intensity.Intensity\n" + +"#endif\n" // #ifdef DYNAMIC_MODE + +"#ifndef IMP_INTENSITY\n" +"#error No Intensity specified\n" +"#endif\n" + + +// Interface and classes for different scale/filter settings (on or off) + +"float4 ScaledFetch_0(float2 coord)\n" +"{\n" + "return IMP_FETCH(float2(Params.PosX,Params.PosY) + coord);\n" +"}\n" + +"float4 ScaledFetch_1(float2 coord)\n" +"{\n" + "float2 ul = float2(Params.PosX,Params.PosY) + 2*coord;\n" + "float4 sample0 = IMP_FETCH(ul+float2(0,0));\n" + "float4 sample1 = IMP_FETCH(ul+float2(1,0));\n" + "float4 sample2 = IMP_FETCH(ul+float2(0,1));\n" + "float4 sample3 = IMP_FETCH(ul+float2(1,1));\n" + // Average all four samples together + // FIXME: Is this correct? + "return 0.25 * (sample0+sample1+sample2+sample3);\n" +"}\n" + +"#ifdef DYNAMIC_MODE\n" +"interface iScaledFetch\n" +"{\n" + "float4 ScaledFetch(float2 coord);\n" +"};\n" + +// Scale off +"class cScaledFetch_0 : iScaledFetch\n" +"{\n" + "float4 ScaledFetch(float2 coord)\n" + "{ return ScaledFetch_0(coord); }\n" +"};\n" + +// Scale on +"class cScaledFetch_1 : iScaledFetch\n" +"{\n" + "float4 ScaledFetch(float2 coord)\n" + "{ return ScaledFetch_1(coord); }\n" +"};\n" + +// Declare scaled fetch interface; must be set by application code +"iScaledFetch g_scaledFetch;\n" +"#define IMP_SCALEDFETCH g_scaledFetch.ScaledFetch\n" + +"#endif\n" // #ifdef DYNAMIC_MODE + +"#ifndef IMP_SCALEDFETCH\n" +"#error No ScaledFetch specified\n" +"#endif\n" + +// Main EFB-sampling function: performs all steps of fetching pixels, scaling, +// applying intensity function + +"float4 SampleEFB(float2 coord)\n" +"{\n" + // FIXME: Does intensity happen before or after scaling? Or does + // it matter? + "float4 sample = IMP_SCALEDFETCH(coord);\n" + "return IMP_INTENSITY(sample);\n" +"}\n" + +// Interfaces and classes for different destination formats + +"uint4 Generate_0(float2 cacheCoord)\n" // R4 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,8);\n" + "float2 subBlockUL = blockUL + float2(0, 4*(cacheCoord.x%2));\n" + + "float4 sample[32];\n" + "for (uint y = 0; y < 4; ++y) {\n" + "for (uint x = 0; x < 8; ++x) {\n" + "sample[y*8+x] = SampleEFB(subBlockUL+float2(x,y));\n" + "}\n" + "}\n" + + "uint dw[4];\n" + "for (uint i = 0; i < 4; ++i) {\n" + "dw[i] = UINT_44444444_BE(\n" + "Float8ToUint4(sample[8*i+0].r),\n" + "Float8ToUint4(sample[8*i+1].r),\n" + "Float8ToUint4(sample[8*i+2].r),\n" + "Float8ToUint4(sample[8*i+3].r),\n" + "Float8ToUint4(sample[8*i+4].r),\n" + "Float8ToUint4(sample[8*i+5].r),\n" + "Float8ToUint4(sample[8*i+6].r),\n" + "Float8ToUint4(sample[8*i+7].r)\n" + ");\n" + "}\n" + + "return uint4(dw[0], dw[1], dw[2], dw[3]);\n" +"}\n" + +// FIXME: Untested +"uint4 Generate_1(float2 cacheCoord)\n" // R8 (FIXME: Duplicate of R8 below?) +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.r, sample4.r, sample8.r, sampleC.r),\n" + "255*float4(sample1.r, sample5.r, sample9.r, sampleD.r),\n" + "255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r),\n" + "255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r)\n" + ");\n" + + "return dw4;\n" +"}\n" + +// FIXME: Untested +"uint4 Generate_2(float2 cacheCoord)\n" // A4 R4 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint dw0 = UINT_44444444_BE(\n" + "Float8ToUint4(sample0.a), Float8ToUint4(sample0.r),\n" + "Float8ToUint4(sample1.a), Float8ToUint4(sample1.r),\n" + "Float8ToUint4(sample2.a), Float8ToUint4(sample2.r),\n" + "Float8ToUint4(sample3.a), Float8ToUint4(sample3.r)\n" + ");\n" + "uint dw1 = UINT_44444444_BE(\n" + "Float8ToUint4(sample4.a), Float8ToUint4(sample4.r),\n" + "Float8ToUint4(sample5.a), Float8ToUint4(sample5.r),\n" + "Float8ToUint4(sample6.a), Float8ToUint4(sample6.r),\n" + "Float8ToUint4(sample7.a), Float8ToUint4(sample7.r)\n" + ");\n" + "uint dw2 = UINT_44444444_BE(\n" + "Float8ToUint4(sample8.a), Float8ToUint4(sample8.r),\n" + "Float8ToUint4(sample9.a), Float8ToUint4(sample9.r),\n" + "Float8ToUint4(sampleA.a), Float8ToUint4(sampleA.r),\n" + "Float8ToUint4(sampleB.a), Float8ToUint4(sampleB.r)\n" + ");\n" + "uint dw3 = UINT_44444444_BE(\n" + "Float8ToUint4(sampleC.a), Float8ToUint4(sampleC.r),\n" + "Float8ToUint4(sampleD.a), Float8ToUint4(sampleD.r),\n" + "Float8ToUint4(sampleE.a), Float8ToUint4(sampleE.r),\n" + "Float8ToUint4(sampleF.a), Float8ToUint4(sampleF.r)\n" + ");\n" + + "return uint4(dw0, dw1, dw2, dw3);\n" +"}\n" + +// FIXME: Untested +"uint4 Generate_3(float2 cacheCoord)\n" // A8 R8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.a, sample2.a, sample4.a, sample6.a),\n" + "255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n" + "255*float4(sample1.a, sample3.a, sample5.a, sample7.a),\n" + "255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n" + ");\n" + + "return dw4;\n" +"}\n" + +"uint4 Generate_4(float2 cacheCoord)\n" // R5 G6 B5 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint dw0 = UINT_1616(EncodeRGB565(sample0), EncodeRGB565(sample1));\n" + "uint dw1 = UINT_1616(EncodeRGB565(sample2), EncodeRGB565(sample3));\n" + "uint dw2 = UINT_1616(EncodeRGB565(sample4), EncodeRGB565(sample5));\n" + "uint dw3 = UINT_1616(EncodeRGB565(sample6), EncodeRGB565(sample7));\n" + + "return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n" +"}\n" + +"uint4 Generate_5(float2 cacheCoord)\n" // 1 R5 G5 B5 or 0 A3 R4 G4 G4 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint dw0 = UINT_1616(EncodeRGB5A3(sample0), EncodeRGB5A3(sample1));\n" + "uint dw1 = UINT_1616(EncodeRGB5A3(sample2), EncodeRGB5A3(sample3));\n" + "uint dw2 = UINT_1616(EncodeRGB5A3(sample4), EncodeRGB5A3(sample5));\n" + "uint dw3 = UINT_1616(EncodeRGB5A3(sample6), EncodeRGB5A3(sample7));\n" + + "return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n" +"}\n" + +"uint4 Generate_6(float2 cacheCoord)\n" // A8 R8 A8 R8 | G8 B8 G8 B8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(4,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint4 dw4;\n" + "if (cacheCoord.x % 4 < 2)\n" + "{\n" + // First cache line gets AR + "dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.a, sample2.a, sample4.a, sample6.a),\n" + "255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n" + "255*float4(sample1.a, sample3.a, sample5.a, sample7.a),\n" + "255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n" + ");\n" + "}\n" + "else\n" + "{\n" + // Second cache line gets GB + "dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n" + "255*float4(sample0.b, sample2.b, sample4.b, sample6.b),\n" + "255*float4(sample1.g, sample3.g, sample5.g, sample7.g),\n" + "255*float4(sample1.b, sample3.b, sample5.b, sample7.b)\n" + ");\n" + "}\n" + + "return dw4;\n" +"}\n" + +"uint4 Generate_7(float2 cacheCoord)\n" // A8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.a, sample4.a, sample8.a, sampleC.a),\n" + "255*float4(sample1.a, sample5.a, sample9.a, sampleD.a),\n" + "255*float4(sample2.a, sample6.a, sampleA.a, sampleE.a),\n" + "255*float4(sample3.a, sample7.a, sampleB.a, sampleF.a)\n" + ");\n" + + "return dw4;\n" +"}\n" + +"uint4 Generate_8(float2 cacheCoord)\n" // R8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.r, sample4.r, sample8.r, sampleC.r),\n" + "255*float4(sample1.r, sample5.r, sample9.r, sampleD.r),\n" + "255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r),\n" + "255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r)\n" + ");\n" + + "return dw4;\n" +"}\n" + +// FIXME: Untested +"uint4 Generate_9(float2 cacheCoord)\n" // G8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.g, sample4.g, sample8.g, sampleC.g),\n" + "255*float4(sample1.g, sample5.g, sample9.g, sampleD.g),\n" + "255*float4(sample2.g, sample6.g, sampleA.g, sampleE.g),\n" + "255*float4(sample3.g, sample7.g, sampleB.g, sampleF.g)\n" + ");\n" + + "return dw4;\n" +"}\n" + +"uint4 Generate_A(float2 cacheCoord)\n" // B8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(8,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n" + "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n" + "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n" + "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n" + "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n" + "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.b, sample4.b, sample8.b, sampleC.b),\n" + "255*float4(sample1.b, sample5.b, sample9.b, sampleD.b),\n" + "255*float4(sample2.b, sample6.b, sampleA.b, sampleE.b),\n" + "255*float4(sample3.b, sample7.b, sampleB.b, sampleF.b)\n" + ");\n" + + "return dw4;\n" +"}\n" + +"uint4 Generate_B(float2 cacheCoord)\n" // G8 R8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n" + "255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n" + "255*float4(sample1.g, sample3.g, sample5.g, sample7.g),\n" + "255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n" + ");\n" + + "return dw4;\n" +"}\n" + +// FIXME: Untested +"uint4 Generate_C(float2 cacheCoord)\n" // B8 G8 +"{\n" + "float2 blockCoord = floor(cacheCoord / float2(2,1));\n" + + "float2 blockUL = blockCoord * float2(4,4);\n" + "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n" + + "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n" + "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n" + "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n" + "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n" + "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n" + "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n" + "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n" + "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n" + + "uint4 dw4 = UINT4_8888_BE(\n" + "255*float4(sample0.b, sample2.b, sample4.b, sample6.b),\n" + "255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n" + "255*float4(sample1.b, sample3.b, sample5.b, sample7.b),\n" + "255*float4(sample1.g, sample3.g, sample5.g, sample7.g)\n" + ");\n" + + "return dw4;\n" +"}\n" + +"#ifdef DYNAMIC_MODE\n" +"interface iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord);\n" +"};\n" + +"class cGenerator_4 : iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord)\n" + "{ return Generate_4(cacheCoord); }\n" +"};\n" + +"class cGenerator_5 : iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord)\n" + "{ return Generate_5(cacheCoord); }\n" +"};\n" + +"class cGenerator_6 : iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord)\n" + "{ return Generate_6(cacheCoord); }\n" +"};\n" + +"class cGenerator_8 : iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord)\n" + "{ return Generate_8(cacheCoord); }\n" +"};\n" + +"class cGenerator_B : iGenerator\n" +"{\n" + "uint4 Generate(float2 cacheCoord)\n" + "{ return Generate_B(cacheCoord); }\n" +"};\n" + +// Declare generator interface; must be set by application +"iGenerator g_generator;\n" +"#define IMP_GENERATOR g_generator.Generate\n" + +"#endif\n" + +"#ifndef IMP_GENERATOR\n" +"#error No generator specified\n" +"#endif\n" + +"void main(out uint4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 fCacheCoord : ENCODECOORD)\n" +"{\n" + "float2 cacheCoord = floor(fCacheCoord);\n" + "ocol0 = IMP_GENERATOR(cacheCoord);\n" +"}\n" +; + +PSTextureEncoder::PSTextureEncoder() + : m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL), + m_encodeParams(NULL), + m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), + m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL), + m_efbEncodeRastState(NULL), m_efbSampler(NULL), + m_dynamicShader(NULL), m_classLinkage(NULL) +{ + for (size_t i = 0; i < 4; ++i) + m_fetchClass[i] = NULL; + for (size_t i = 0; i < 2; ++i) + m_scaledFetchClass[i] = NULL; + for (size_t i = 0; i < 2; ++i) + m_intensityClass[i] = NULL; + for (size_t i = 0; i < 16; ++i) + m_generatorClass[i] = NULL; +} + +static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 } +}; + +static const struct QuadVertex +{ + float posX; + float posY; +} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } }; + +void PSTextureEncoder::Init() +{ + m_ready = false; + + HRESULT hr; + + // Create output texture RGBA format + + // This format allows us to generate one cache line in two pixels. + D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( + DXGI_FORMAT_R32G32B32A32_UINT, + EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET); + hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out); + CHECK(SUCCEEDED(hr), "create efb encode output texture"); + D3D::SetDebugObjectName(m_out, "efb encoder output texture"); + + // Create output render target view + + D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out, + D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32G32B32A32_UINT); + hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); + CHECK(SUCCEEDED(hr), "create efb encode output render target view"); + D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv"); + + // Create output staging buffer + + t2dd.Usage = D3D11_USAGE_STAGING; + t2dd.BindFlags = 0; + t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage); + CHECK(SUCCEEDED(hr), "create efb encode output staging buffer"); + D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer"); + + // Create constant buffer for uploading data to shaders + + D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), + D3D11_BIND_CONSTANT_BUFFER); + hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams); + CHECK(SUCCEEDED(hr), "create efb encode params buffer"); + D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer"); + + // Create vertex quad + + bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER, + D3D11_USAGE_IMMUTABLE); + D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 }; + + hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad); + CHECK(SUCCEEDED(hr), "create efb encode quad vertex buffer"); + D3D::SetDebugObjectName(m_quad, "efb encoder quad vertex buffer"); + + // Create vertex shader + + D3DBlob* bytecode = NULL; + if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode)) + { + ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile"); + return; + } + + hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader); + CHECK(SUCCEEDED(hr), "create efb encode vertex shader"); + D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader"); + + // Create input layout for vertex quad using bytecode from vertex shader + + hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC, + sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC), + bytecode->Data(), bytecode->Size(), &m_quadLayout); + CHECK(SUCCEEDED(hr), "create efb encode quad vertex layout"); + D3D::SetDebugObjectName(m_quadLayout, "efb encoder quad layout"); + + bytecode->Release(); + + // Create pixel shader + +#ifdef USE_DYNAMIC_MODE + if (!InitDynamicMode()) +#else + if (!InitStaticMode()) +#endif + return; + + // Create blend state + + D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); + hr = D3D::device->CreateBlendState(&bld, &m_efbEncodeBlendState); + CHECK(SUCCEEDED(hr), "create efb encode blend state"); + D3D::SetDebugObjectName(m_efbEncodeBlendState, "efb encoder blend state"); + + // Create depth state + + D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); + dsd.DepthEnable = FALSE; + hr = D3D::device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState); + CHECK(SUCCEEDED(hr), "create efb encode depth state"); + D3D::SetDebugObjectName(m_efbEncodeDepthState, "efb encoder depth state"); + + // Create rasterizer state + + D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT()); + rd.CullMode = D3D11_CULL_NONE; + rd.DepthClipEnable = FALSE; + hr = D3D::device->CreateRasterizerState(&rd, &m_efbEncodeRastState); + CHECK(SUCCEEDED(hr), "create efb encode rast state"); + D3D::SetDebugObjectName(m_efbEncodeRastState, "efb encoder rast state"); + + // Create efb texture sampler + + D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); + sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler); + CHECK(SUCCEEDED(hr), "create efb encode texture sampler"); + D3D::SetDebugObjectName(m_efbSampler, "efb encoder texture sampler"); + + m_ready = true; +} + +void PSTextureEncoder::Shutdown() +{ + m_ready = false; + + for (size_t i = 0; i < 4; ++i) + SAFE_RELEASE(m_fetchClass[i]); + for (size_t i = 0; i < 2; ++i) + SAFE_RELEASE(m_scaledFetchClass[i]); + for (size_t i = 0; i < 2; ++i) + SAFE_RELEASE(m_intensityClass[i]); + for (size_t i = 0; i < 16; ++i) + SAFE_RELEASE(m_generatorClass[i]); + m_linkageArray.clear(); + + SAFE_RELEASE(m_classLinkage); + SAFE_RELEASE(m_dynamicShader); + + for (ComboMap::iterator it = m_staticShaders.begin(); + it != m_staticShaders.end(); ++it) + { + SAFE_RELEASE(it->second); + } + m_staticShaders.clear(); + + SAFE_RELEASE(m_efbSampler); + SAFE_RELEASE(m_efbEncodeRastState); + SAFE_RELEASE(m_efbEncodeDepthState); + SAFE_RELEASE(m_efbEncodeBlendState); + SAFE_RELEASE(m_quadLayout); + SAFE_RELEASE(m_vShader); + SAFE_RELEASE(m_quad); + SAFE_RELEASE(m_encodeParams); + SAFE_RELEASE(m_outStage); + SAFE_RELEASE(m_outRTV); + SAFE_RELEASE(m_out); +} + +size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, + unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, + bool scaleByHalf) +{ + if (!m_ready) // Make sure we initialized OK + return 0; + + // Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600 + // texture, which is invalid. + EFBRectangle correctSrc = srcRect; + correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT); + + // Validate source rect size + if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0) + return 0; + + HRESULT hr; + + unsigned int blockW = BLOCK_WIDTHS[dstFormat]; + unsigned int blockH = BLOCK_HEIGHTS[dstFormat]; + + // Round up source dims to multiple of block size + unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1); + actualWidth = (actualWidth + blockW-1) & ~(blockW-1); + unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1); + actualHeight = (actualHeight + blockH-1) & ~(blockH-1); + + unsigned int numBlocksX = actualWidth/blockW; + unsigned int numBlocksY = actualHeight/blockH; + + unsigned int cacheLinesPerRow; + if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one + cacheLinesPerRow = numBlocksX*2; + else + cacheLinesPerRow = numBlocksX; + _assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check"); + + unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY; + _assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check"); + + size_t encodeSize = 0; + + // Reset API + + g_renderer->ResetAPIState(); + + // Set up all the state for EFB encoding + +#ifdef USE_DYNAMIC_MODE + if (SetDynamicShader(dstFormat, srcFormat, isIntensity, scaleByHalf)) +#else + if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf)) +#endif + { + D3D::context->VSSetShader(m_vShader, NULL, 0); + + D3D::stateman->PushBlendState(m_efbEncodeBlendState); + D3D::stateman->PushDepthState(m_efbEncodeDepthState); + D3D::stateman->PushRasterizerState(m_efbEncodeRastState); + D3D::stateman->Apply(); + + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY)); + D3D::context->RSSetViewports(1, &vp); + + D3D::context->IASetInputLayout(m_quadLayout); + D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + UINT stride = sizeof(QuadVertex); + UINT offset = 0; + D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset); + + EFBRectangle fullSrcRect; + fullSrcRect.left = 0; + fullSrcRect.top = 0; + fullSrcRect.right = EFB_WIDTH; + fullSrcRect.bottom = EFB_HEIGHT; + TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect); + + EFBEncodeParams params = { 0 }; + params.NumHalfCacheLinesX = FLOAT(cacheLinesPerRow*2); + params.NumBlocksY = FLOAT(numBlocksY); + params.PosX = FLOAT(correctSrc.left); + params.PosY = FLOAT(correctSrc.top); + params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth(); + params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight(); + params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth(); + params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight(); + D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0); + + D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams); + + D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL); + + ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ? + FramebufferManager::GetEFBDepthTexture()->GetSRV() : + // FIXME: Instead of resolving EFB, it would be better to pick out a + // single sample from each pixel. The game may break if it isn't + // expecting the blurred edges around multisampled shapes. + FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); + + D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams); + D3D::context->PSSetShaderResources(0, 1, &pEFB); + D3D::context->PSSetSamplers(0, 1, &m_efbSampler); + + // Encode! + + D3D::context->Draw(4, 0); + + // Copy to staging buffer + + D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2, numBlocksY, 1); + D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); + + // Clean up state + + IUnknown* nullDummy = NULL; + + D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy); + D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy); + D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); + + D3D::context->OMSetRenderTargets(0, NULL, NULL); + + D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); + + D3D::stateman->PopRasterizerState(); + D3D::stateman->PopDepthState(); + D3D::stateman->PopBlendState(); + + D3D::context->PSSetShader(NULL, NULL, 0); + D3D::context->VSSetShader(NULL, NULL, 0); + + // Transfer staging buffer to GameCube/Wii RAM + + D3D11_MAPPED_SUBRESOURCE map = { 0 }; + hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map); + CHECK(SUCCEEDED(hr), "map staging buffer"); + + u8* src = (u8*)map.pData; + for (unsigned int y = 0; y < numBlocksY; ++y) + { + memcpy(dst, src, cacheLinesPerRow*32); + dst += bpmem.copyMipMapStrideChannels*32; + src += map.RowPitch; + } + + D3D::context->Unmap(m_outStage, 0); + + encodeSize = bpmem.copyMipMapStrideChannels*32 * numBlocksY; + } + + // Restore API + + g_renderer->RestoreAPIState(); + D3D::context->OMSetRenderTargets(1, + &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); + + return encodeSize; +} + +bool PSTextureEncoder::InitStaticMode() +{ + // Nothing to really do. + return true; +} + +static const char* FETCH_FUNC_NAMES[4] = { + "Fetch_0", "Fetch_1", "Fetch_2", "Fetch_3" +}; + +static const char* SCALEDFETCH_FUNC_NAMES[2] = { + "ScaledFetch_0", "ScaledFetch_1" +}; + +static const char* INTENSITY_FUNC_NAMES[2] = { + "Intensity_0", "Intensity_1" +}; + +bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcFormat, + bool isIntensity, bool scaleByHalf) +{ + size_t fetchNum = srcFormat; + size_t scaledFetchNum = scaleByHalf ? 1 : 0; + size_t intensityNum = isIntensity ? 1 : 0; + size_t generatorNum = dstFormat; + + ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf); + + ComboMap::iterator it = m_staticShaders.find(key); + if (it == m_staticShaders.end()) + { + const char* generatorFuncName = NULL; + switch (generatorNum) + { + case 0x0: generatorFuncName = "Generate_0"; break; + case 0x1: generatorFuncName = "Generate_1"; break; + case 0x2: generatorFuncName = "Generate_2"; break; + case 0x3: generatorFuncName = "Generate_3"; break; + case 0x4: generatorFuncName = "Generate_4"; break; + case 0x5: generatorFuncName = "Generate_5"; break; + case 0x6: generatorFuncName = "Generate_6"; break; + case 0x7: generatorFuncName = "Generate_7"; break; + case 0x8: generatorFuncName = "Generate_8"; break; + case 0x9: generatorFuncName = "Generate_9"; break; + case 0xA: generatorFuncName = "Generate_A"; break; + case 0xB: generatorFuncName = "Generate_B"; break; + case 0xC: generatorFuncName = "Generate_C"; break; + default: + WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum); + m_staticShaders[key] = NULL; + return false; + } + + INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d", + dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); + + // Shader permutation not found, so compile it + D3DBlob* bytecode = NULL; + D3D_SHADER_MACRO macros[] = { + { "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] }, + { "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] }, + { "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] }, + { "IMP_GENERATOR", generatorFuncName }, + { NULL, NULL } + }; + if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) + { + WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile", + dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); + // Add dummy shader to map to prevent trying to compile over and + // over again + m_staticShaders[key] = NULL; + return false; + } + + ID3D11PixelShader* newShader; + HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader); + CHECK(SUCCEEDED(hr), "create efb encoder pixel shader"); + + it = m_staticShaders.insert(std::make_pair(key, newShader)).first; + bytecode->Release(); + } + + if (it != m_staticShaders.end()) + { + if (it->second) + { + D3D::context->PSSetShader(it->second, NULL, 0); + return true; + } + else + return false; + } + else + return false; +} + +bool PSTextureEncoder::InitDynamicMode() +{ + HRESULT hr; + + D3D_SHADER_MACRO macros[] = { + { "DYNAMIC_MODE", NULL }, + { NULL, NULL } + }; + + D3DBlob* bytecode = NULL; + if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) + { + ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile"); + return false; + } + + hr = D3D::device->CreateClassLinkage(&m_classLinkage); + CHECK(SUCCEEDED(hr), "create efb encode class linkage"); + D3D::SetDebugObjectName(m_classLinkage, "efb encoder class linkage"); + + hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), m_classLinkage, &m_dynamicShader); + CHECK(SUCCEEDED(hr), "create efb encode pixel shader"); + D3D::SetDebugObjectName(m_dynamicShader, "efb encoder pixel shader"); + + // Use D3DReflect + + ID3D11ShaderReflection* reflect = NULL; + hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect); + CHECK(SUCCEEDED(hr), "reflect on efb encoder shader"); + + // Get number of slots and create dynamic linkage array + + UINT numSlots = reflect->GetNumInterfaceSlots(); + m_linkageArray.resize(numSlots, NULL); + + // Get interface slots + + ID3D11ShaderReflectionVariable* var = reflect->GetVariableByName("g_fetch"); + m_fetchSlot = var->GetInterfaceSlot(0); + + var = reflect->GetVariableByName("g_scaledFetch"); + m_scaledFetchSlot = var->GetInterfaceSlot(0); + + var = reflect->GetVariableByName("g_intensity"); + m_intensitySlot = var->GetInterfaceSlot(0); + + var = reflect->GetVariableByName("g_generator"); + m_generatorSlot = var->GetInterfaceSlot(0); + + INFO_LOG(VIDEO, "Fetch slot %d, scaledFetch slot %d, intensity slot %d, generator slot %d", + m_fetchSlot, m_scaledFetchSlot, m_intensitySlot, m_generatorSlot); + + // Class instances will be created at the time they are used + + for (size_t i = 0; i < 4; ++i) + m_fetchClass[i] = NULL; + for (size_t i = 0; i < 2; ++i) + m_scaledFetchClass[i] = NULL; + for (size_t i = 0; i < 2; ++i) + m_intensityClass[i] = NULL; + for (size_t i = 0; i < 16; ++i) + m_generatorClass[i] = NULL; + + reflect->Release(); + bytecode->Release(); + + return true; +} + +static const char* FETCH_CLASS_NAMES[4] = { + "cFetch_0", "cFetch_1", "cFetch_2", "cFetch_3" +}; + +static const char* SCALEDFETCH_CLASS_NAMES[2] = { + "cScaledFetch_0", "cScaledFetch_1" +}; + +static const char* INTENSITY_CLASS_NAMES[2] = { + "cIntensity_0", "cIntensity_1" +}; + +bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat, + unsigned int srcFormat, bool isIntensity, bool scaleByHalf) +{ + size_t fetchNum = srcFormat; + size_t scaledFetchNum = scaleByHalf ? 1 : 0; + size_t intensityNum = isIntensity ? 1 : 0; + size_t generatorNum = dstFormat; + + // FIXME: Not all the possible generators are available as classes yet. + // When dynamic mode is usable, implement them. + const char* generatorName = NULL; + switch (generatorNum) + { + case 0x4: generatorName = "cGenerator_4"; break; + case 0x5: generatorName = "cGenerator_5"; break; + case 0x6: generatorName = "cGenerator_6"; break; + case 0x8: generatorName = "cGenerator_8"; break; + case 0xB: generatorName = "cGenerator_B"; break; + default: + WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum); + return false; + } + + // Make sure class instances are available + if (!m_fetchClass[fetchNum]) + { + INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X", + FETCH_CLASS_NAMES[fetchNum], dstFormat); + HRESULT hr = m_classLinkage->CreateClassInstance( + FETCH_CLASS_NAMES[fetchNum], 0, 0, 0, 0, &m_fetchClass[fetchNum]); + CHECK(SUCCEEDED(hr), "create fetch class instance"); + } + if (!m_scaledFetchClass[scaledFetchNum]) + { + INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X", + SCALEDFETCH_CLASS_NAMES[scaledFetchNum], dstFormat); + HRESULT hr = m_classLinkage->CreateClassInstance( + SCALEDFETCH_CLASS_NAMES[scaledFetchNum], 0, 0, 0, 0, + &m_scaledFetchClass[scaledFetchNum]); + CHECK(SUCCEEDED(hr), "create scaled fetch class instance"); + } + if (!m_intensityClass[intensityNum]) + { + INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X", + INTENSITY_CLASS_NAMES[intensityNum], dstFormat); + HRESULT hr = m_classLinkage->CreateClassInstance( + INTENSITY_CLASS_NAMES[intensityNum], 0, 0, 0, 0, + &m_intensityClass[intensityNum]); + CHECK(SUCCEEDED(hr), "create intensity class instance"); + } + if (!m_generatorClass[generatorNum]) + { + INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X", + generatorName, dstFormat); + HRESULT hr = m_classLinkage->CreateClassInstance( + generatorName, 0, 0, 0, 0, &m_generatorClass[generatorNum]); + CHECK(SUCCEEDED(hr), "create generator class instance"); + } + + // Assemble dynamic linkage array + if (m_fetchSlot != UINT(-1)) + m_linkageArray[m_fetchSlot] = m_fetchClass[fetchNum]; + if (m_scaledFetchSlot != UINT(-1)) + m_linkageArray[m_scaledFetchSlot] = m_scaledFetchClass[scaledFetchNum]; + if (m_intensitySlot != UINT(-1)) + m_linkageArray[m_intensitySlot] = m_intensityClass[intensityNum]; + if (m_generatorSlot != UINT(-1)) + m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum]; + + D3D::context->PSSetShader(m_dynamicShader, + m_linkageArray.empty() ? NULL : &m_linkageArray[0], + (UINT)m_linkageArray.size()); + + return true; +} + +} |
