diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/XFBEncoder.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/XFBEncoder.cpp | 367 |
1 files changed, 0 insertions, 367 deletions
diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp deleted file mode 100644 index 696c5c35e0..0000000000 --- a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp +++ /dev/null @@ -1,367 +0,0 @@ -// Copyright 2011 Dolphin Emulator Project -// Licensed under GPLv2+ -// Refer to the license.txt file included. - -#include "VideoBackends/D3D/XFBEncoder.h" -#include "Common/CommonTypes.h" -#include "Common/Logging/Log.h" -#include "Common/MsgHandler.h" -#include "VideoBackends/D3D/D3DBase.h" -#include "VideoBackends/D3D/D3DBlob.h" -#include "VideoBackends/D3D/D3DShader.h" -#include "VideoBackends/D3D/D3DState.h" -#include "VideoBackends/D3D/FramebufferManager.h" -#include "VideoBackends/D3D/Render.h" - -namespace DX11 -{ -union XFBEncodeParams -{ - struct - { - FLOAT Width; // Width and height of encoded XFB in luma pixels - FLOAT Height; - FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture - FLOAT TexTop; - FLOAT TexRight; - FLOAT TexBottom; - FLOAT Gamma; - }; - // Constant buffers must be a multiple of 16 bytes in size - u8 pad[32]; // Pad to the next multiple of 16 -}; - -static const char XFB_ENCODE_VS[] = - "// dolphin-emu XFB encoder vertex shader\n" - - "cbuffer cbParams : register(b0)\n" - "{\n" - "struct\n" // Should match XFBEncodeParams above - "{\n" - "float Width;\n" - "float Height;\n" - "float TexLeft;\n" - "float TexTop;\n" - "float TexRight;\n" - "float TexBottom;\n" - "float Gamma;\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, 1);\n" - "result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n" - "return result;\n" - "}\n"; - -static const char XFB_ENCODE_PS[] = - "// dolphin-emu XFB encoder pixel shader\n" - - "cbuffer cbParams : register(b0)\n" - "{\n" - "struct\n" // Should match XFBEncodeParams above - "{\n" - "float Width;\n" - "float Height;\n" - "float TexLeft;\n" - "float TexTop;\n" - "float TexRight;\n" - "float TexBottom;\n" - "float Gamma;\n" - "} Params;\n" - "}\n" - - "Texture2DArray EFBTexture : register(t0);\n" - "sampler EFBSampler : register(s0);\n" - - // GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see - // <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion> - "static const float3x4 RGB_TO_YCBCR = float3x4(\n" - "0.257, 0.504, 0.098, 16.0/255.0,\n" - "-0.148, -0.291, 0.439, 128.0/255.0,\n" - "0.439, -0.368, -0.071, 128.0/255.0\n" - ");\n" - - "float3 SampleEFB(float2 coord)\n" - "{\n" - "float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), " - "float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n" - "return EFBTexture.Sample(EFBSampler, float3(texCoord, 0.0)).rgb;\n" - "}\n" - - "void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : " - "ENCODECOORD)\n" - "{\n" - // Multiplying X by 2, moves pixel centers from (x+0.5) to (2x+1) instead of (2x+0.5), so - // subtract 0.5 to compensate - "float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\n" - // FIXME: Shall we apply gamma here, or apply it below to the Y components? - // Be careful if you apply it to Y! The Y components are in the range (16..235) / 255. - "float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left - "float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle - "float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right - - "float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n" - "float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n" - "float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n" - - // The Y components correspond to two EFB pixels, while the U and V are - // made from a blend of three EFB pixels. - "float y0 = yuvM.r;\n" - "float y1 = yuvR.r;\n" - "float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n" - "float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n" - - "ocol0 = float4(y0, u0, y1, v0);\n" - "}\n"; - -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}}; - -XFBEncoder::XFBEncoder() - : m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr), - m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr), - m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr), m_xfbEncodeRastState(nullptr), - m_efbSampler(nullptr) -{ -} - -void XFBEncoder::Init() -{ - HRESULT hr; - - // Create output texture - - // The pixel shader can generate one YUYV entry per pixel. One YUYV entry - // is created for every two EFB pixels. - D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH / 2, - MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); - CHECK(SUCCEEDED(hr), "create xfb encoder output texture"); - D3D::SetDebugObjectName(m_out, "xfb 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_R8G8B8A8_UNORM); - hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); - CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv"); - D3D::SetDebugObjectName(m_outRTV, "xfb 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, nullptr, &m_outStage); - CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer"); - D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer"); - - // Create constant buffer for uploading params to shaders - - D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); - hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); - CHECK(SUCCEEDED(hr), "create xfb encode params buffer"); - D3D::SetDebugObjectName(m_encodeParams, "xfb 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 xfb encode quad vertex buffer"); - D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer"); - - // Create vertex shader - - D3DBlob* bytecode = nullptr; - if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode)) - { - ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile"); - return; - } - - hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); - CHECK(SUCCEEDED(hr), "create xfb encode vertex shader"); - D3D::SetDebugObjectName(m_vShader, "xfb 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 xfb encode quad vertex layout"); - D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout"); - - bytecode->Release(); - - // Create pixel shader - - m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS); - if (!m_pShader) - { - ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile"); - return; - } - D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader"); - - // Create blend state - - D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); - hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState); - CHECK(SUCCEEDED(hr), "create xfb encode blend state"); - D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb 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_xfbEncodeDepthState); - CHECK(SUCCEEDED(hr), "create xfb encode depth state"); - D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb 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_xfbEncodeRastState); - CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state"); - D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state"); - - // Create EFB texture sampler - - D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); - sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; - hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler); - CHECK(SUCCEEDED(hr), "create xfb encode texture sampler"); - D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler"); -} - -void XFBEncoder::Shutdown() -{ - SAFE_RELEASE(m_efbSampler); - SAFE_RELEASE(m_xfbEncodeRastState); - SAFE_RELEASE(m_xfbEncodeDepthState); - SAFE_RELEASE(m_xfbEncodeBlendState); - SAFE_RELEASE(m_pShader); - 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); -} - -void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma) -{ - HRESULT hr; - - // Reset API - - g_renderer->ResetAPIState(); - - // Set up all the state for XFB encoding - - D3D::stateman->SetPixelShader(m_pShader); - D3D::stateman->SetVertexShader(m_vShader); - D3D::stateman->SetGeometryShader(nullptr); - - D3D::stateman->PushBlendState(m_xfbEncodeBlendState); - D3D::stateman->PushDepthState(m_xfbEncodeDepthState); - D3D::stateman->PushRasterizerState(m_xfbEncodeRastState); - - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width / 2), FLOAT(height)); - D3D::context->RSSetViewports(1, &vp); - - D3D::stateman->SetInputLayout(m_quadLayout); - D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - UINT stride = sizeof(QuadVertex); - UINT offset = 0; - D3D::stateman->SetVertexBuffer(m_quad, stride, offset); - - TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect); - - XFBEncodeParams params = {0}; - params.Width = FLOAT(width); - params.Height = FLOAT(height); - 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(); - params.Gamma = gamma; - D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0); - - D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); - - ID3D11ShaderResourceView* pEFB = FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); - - D3D::stateman->SetVertexConstants(m_encodeParams); - D3D::stateman->SetPixelConstants(m_encodeParams); - D3D::stateman->SetTexture(0, pEFB); - D3D::stateman->SetSampler(0, m_efbSampler); - - // Encode! - - D3D::stateman->Apply(); - D3D::context->Draw(4, 0); - - // Copy to staging buffer - - D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width / 2, height, 1); - D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); - - // Clean up state - - D3D::context->OMSetRenderTargets(0, nullptr, nullptr); - - D3D::stateman->SetSampler(0, nullptr); - D3D::stateman->SetTexture(0, nullptr); - D3D::stateman->SetPixelConstants(nullptr); - D3D::stateman->SetVertexConstants(nullptr); - - D3D::stateman->SetPixelShader(nullptr); - D3D::stateman->SetVertexShader(nullptr); - - D3D::stateman->PopRasterizerState(); - D3D::stateman->PopDepthState(); - D3D::stateman->PopBlendState(); - - // 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 < height; ++y) - { - memcpy(dst, src, 2 * width); - dst += bpmem.copyMipMapStrideChannels * 32; - src += map.RowPitch; - } - - D3D::context->Unmap(m_outStage, 0); - - // Restore API - g_renderer->RestoreAPIState(); - D3D::stateman->Apply(); // force unbind efb texture as shader resource - FramebufferManager::BindEFBRenderTarget(); -} -} |
