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-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp351
1 files changed, 98 insertions, 253 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index cd737e7201..a696dba452 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -7,265 +7,35 @@
#include <algorithm>
#include <memory>
-#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
+#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/D3DUtil.h"
+#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
+
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/RenderBase.h"
+#include "VideoCommon/TextureConfig.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
+static const size_t MAX_COPY_BUFFERS = 32;
+static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
static std::unique_ptr<PSTextureEncoder> g_encoder;
-const size_t MAX_COPY_BUFFERS = 32;
-ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = {0};
-
-static DXGI_FORMAT GetDXGIFormatForHostFormat(HostTextureFormat format)
-{
- switch (format)
- {
- case HostTextureFormat::DXT1:
- return DXGI_FORMAT_BC1_UNORM;
-
- case HostTextureFormat::DXT3:
- return DXGI_FORMAT_BC2_UNORM;
-
- case HostTextureFormat::DXT5:
- return DXGI_FORMAT_BC3_UNORM;
-
- case HostTextureFormat::RGBA8:
- default:
- return DXGI_FORMAT_R8G8B8A8_UNORM;
- }
-}
-
-TextureCache::TCacheEntry::~TCacheEntry()
-{
- texture->Release();
-}
-
-void TextureCache::TCacheEntry::Bind(unsigned int stage)
-{
- D3D::stateman->SetTexture(stage, texture->GetSRV());
-}
-
-bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
-{
- // We can't dump compressed textures currently (it would mean drawing them to a RGBA8
- // framebuffer, and saving that). TextureCache does not call Save for custom textures
- // anyway, so this is fine for now.
- _assert_(config.format == HostTextureFormat::RGBA8);
-
- // Create a staging/readback texture with the dimensions of the specified mip level.
- u32 mip_width = std::max(config.width >> level, 1u);
- u32 mip_height = std::max(config.height >> level, 1u);
- CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1,
- 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
-
- ID3D11Texture2D* staging_texture;
- HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture);
- if (FAILED(hr))
- {
- WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
- return false;
- }
-
- // Copy the selected mip level to the staging texture.
- CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1);
- D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, texture->GetTex(),
- D3D11CalcSubresource(level, 0, config.levels), &src_box);
-
- // Map the staging texture to client memory, and encode it as a .png image.
- D3D11_MAPPED_SUBRESOURCE map;
- hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map);
- if (FAILED(hr))
- {
- WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
- staging_texture->Release();
- return false;
- }
-
- bool encode_result =
- TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height);
- D3D::context->Unmap(staging_texture, 0);
- staging_texture->Release();
-
- return encode_result;
-}
-
-void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
- const MathUtil::Rectangle<int>& srcrect,
- const MathUtil::Rectangle<int>& dstrect)
-{
- TCacheEntry* srcentry = (TCacheEntry*)source;
- if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
- {
- D3D11_BOX srcbox;
- srcbox.left = srcrect.left;
- srcbox.top = srcrect.top;
- srcbox.right = srcrect.right;
- srcbox.bottom = srcrect.bottom;
- srcbox.front = 0;
- srcbox.back = srcentry->config.layers;
-
- D3D::context->CopySubresourceRegion(texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
- srcentry->texture->GetTex(), 0, &srcbox);
- return;
- }
- else if (!config.rendertarget)
- {
- return;
- }
- g_renderer->ResetAPIState(); // reset any game specific settings
-
- const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
- float(dstrect.GetWidth()), float(dstrect.GetHeight()));
-
- D3D::stateman->UnsetTexture(texture->GetSRV());
- D3D::stateman->Apply();
-
- D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
- D3D::context->RSSetViewports(1, &vp);
- D3D::SetLinearCopySampler();
- D3D11_RECT srcRC;
- srcRC.left = srcrect.left;
- srcRC.right = srcrect.right;
- srcRC.top = srcrect.top;
- srcRC.bottom = srcrect.bottom;
- D3D::drawShadedTexQuad(srcentry->texture->GetSRV(), &srcRC, srcentry->config.width,
- srcentry->config.height, PixelShaderCache::GetColorCopyProgram(false),
- VertexShaderCache::GetSimpleVertexShader(),
- VertexShaderCache::GetSimpleInputLayout(),
- GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
-
- D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
- FramebufferManager::GetEFBDepthTexture()->GetDSV());
-
- g_renderer->RestoreAPIState();
-}
-void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
- const u8* buffer, size_t buffer_size)
+std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
- size_t src_pitch = CalculateHostTextureLevelPitch(config.format, row_length);
- D3D::context->UpdateSubresource(texture->GetTex(), level, nullptr, buffer,
- static_cast<UINT>(src_pitch), 0);
-}
-
-TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
-{
- DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(config.format);
- if (config.rendertarget)
- {
- return new TCacheEntry(
- config, D3DTexture2D::Create(config.width, config.height,
- (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET |
- (int)D3D11_BIND_SHADER_RESOURCE),
- D3D11_USAGE_DEFAULT, dxgi_format, 1, config.layers));
- }
- else
- {
- const D3D11_TEXTURE2D_DESC texdesc =
- CD3D11_TEXTURE2D_DESC(dxgi_format, config.width, config.height, 1, config.levels,
- D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0);
-
- ID3D11Texture2D* pTexture;
- const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
- CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
-
- TCacheEntry* const entry =
- new TCacheEntry(config, new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
-
- // TODO: better debug names
- D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(),
- "a texture of the TextureCache");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(),
- "shader resource view of a texture of the TextureCache");
-
- SAFE_RELEASE(pTexture);
-
- return entry;
- }
-}
-
-void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
- bool scaleByHalf, unsigned int cbufid,
- const float* colmat)
-{
- // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
- // This is because multisampled texture reads go through Load, not Sample, and the linear
- // filter is ignored.
- bool multisampled = (g_ActiveConfig.iMultisamples > 1);
- ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
- FramebufferManager::GetEFBDepthTexture()->GetSRV() :
- FramebufferManager::GetEFBColorTexture()->GetSRV();
- if (multisampled && scaleByHalf)
- {
- multisampled = false;
- efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
- FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
- }
-
- g_renderer->ResetAPIState();
-
- // stretch picture with increased internal resolution
- const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)config.width, (float)config.height);
- D3D::context->RSSetViewports(1, &vp);
-
- // set transformation
- if (nullptr == efbcopycbuf[cbufid])
- {
- const D3D11_BUFFER_DESC cbdesc =
- CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
- D3D11_SUBRESOURCE_DATA data;
- data.pSysMem = colmat;
- HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
- CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
- D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid],
- "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
- }
- D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
-
- const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
- // TODO: try targetSource.asRECT();
- const D3D11_RECT sourcerect =
- CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
-
- // Use linear filtering if (bScaleByHalf), use point filtering otherwise
- if (scaleByHalf)
- D3D::SetLinearCopySampler();
- else
- D3D::SetPointCopySampler();
-
- // Make sure we don't draw with the texture set as both a source and target.
- // (This can happen because we don't unbind textures when we free them.)
- D3D::stateman->UnsetTexture(texture->GetSRV());
- D3D::stateman->Apply();
-
- D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
-
- // Create texture copy
- D3D::drawShadedTexQuad(
- efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
- is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
- PixelShaderCache::GetColorMatrixProgram(multisampled),
- VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
- GeometryShaderCache::GetCopyGeometryShader());
-
- D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
- FramebufferManager::GetEFBDepthTexture()->GetDSV());
-
- g_renderer->RestoreAPIState();
+ return std::make_unique<DXTexture>(config);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
@@ -356,14 +126,16 @@ void main(
}
)HLSL";
-void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted,
- void* palette, TlutFormat format)
+void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
+ TlutFormat format)
{
+ DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
+ DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
- const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width,
- (float)unconverted->config.height);
+ const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(source->GetWidth()),
+ static_cast<float>(source->GetHeight()));
D3D::context->RSSetViewports(1, &vp);
D3D11_BOX box{0, 0, 0, 512, 1, 1};
@@ -372,29 +144,27 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
D3D::stateman->SetTexture(1, palette_buf_srv);
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
- float params[4] = {(unconverted->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
+ float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(palette_uniform);
- const D3D11_RECT sourcerect =
- CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height);
+ const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
- D3D::stateman->UnsetTexture(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
+ D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
D3D::stateman->Apply();
- D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(),
+ D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
nullptr);
// Create texture copy
- D3D::drawShadedTexQuad(static_cast<TCacheEntry*>(unconverted)->texture->GetSRV(), &sourcerect,
- unconverted->config.width, unconverted->config.height,
- palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
- VertexShaderCache::GetSimpleInputLayout(),
- GeometryShaderCache::GetCopyGeometryShader());
+ D3D::drawShadedTexQuad(
+ source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
+ source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
@@ -444,7 +214,7 @@ TextureCache::TextureCache()
TextureCache::~TextureCache()
{
for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
- SAFE_RELEASE(efbcopycbuf[k]);
+ SAFE_RELEASE(s_efbcopycbuf[k]);
g_encoder->Shutdown();
g_encoder.reset();
@@ -455,4 +225,79 @@ TextureCache::~TextureCache()
for (ID3D11PixelShader*& shader : palette_pixel_shader)
SAFE_RELEASE(shader);
}
+
+void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
+ const EFBRectangle& src_rect, bool scale_by_half,
+ unsigned int cbuf_id, const float* colmat)
+{
+ auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
+
+ // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
+ // This is because multisampled texture reads go through Load, not Sample, and the linear
+ // filter is ignored.
+ bool multisampled = (g_ActiveConfig.iMultisamples > 1);
+ ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
+ FramebufferManager::GetEFBDepthTexture()->GetSRV() :
+ FramebufferManager::GetEFBColorTexture()->GetSRV();
+ if (multisampled && scale_by_half)
+ {
+ multisampled = false;
+ efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
+ FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
+ }
+
+ g_renderer->ResetAPIState();
+
+ // stretch picture with increased internal resolution
+ const D3D11_VIEWPORT vp =
+ CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(destination_texture->GetConfig().width),
+ static_cast<float>(destination_texture->GetConfig().height));
+ D3D::context->RSSetViewports(1, &vp);
+
+ // set transformation
+ if (nullptr == s_efbcopycbuf[cbuf_id])
+ {
+ const D3D11_BUFFER_DESC cbdesc =
+ CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
+ D3D11_SUBRESOURCE_DATA data;
+ data.pSysMem = colmat;
+ HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
+ CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_efbcopycbuf[cbuf_id],
+ "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
+ }
+ D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
+
+ const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
+ // TODO: try targetSource.asRECT();
+ const D3D11_RECT sourcerect =
+ CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
+
+ // Use linear filtering if (bScaleByHalf), use point filtering otherwise
+ if (scale_by_half)
+ D3D::SetLinearCopySampler();
+ else
+ D3D::SetPointCopySampler();
+
+ // Make sure we don't draw with the texture set as both a source and target.
+ // (This can happen because we don't unbind textures when we free them.)
+ D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
+ D3D::stateman->Apply();
+
+ D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
+ nullptr);
+
+ // Create texture copy
+ D3D::drawShadedTexQuad(
+ efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
+ is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
+ PixelShaderCache::GetColorMatrixProgram(multisampled),
+ VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
+ GeometryShaderCache::GetCopyGeometryShader());
+
+ D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
+ FramebufferManager::GetEFBDepthTexture()->GetDSV());
+
+ g_renderer->RestoreAPIState();
+}
}