diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/XFBEncoder.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/XFBEncoder.cpp | 374 |
1 files changed, 374 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp new file mode 100644 index 0000000000..bc6c66d29b --- /dev/null +++ b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp @@ -0,0 +1,374 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "XFBEncoder.h" + +#include "D3DBase.h" +#include "D3DBlob.h" +#include "D3DShader.h" +#include "Render.h" +#include "GfxState.h" +#include "FramebufferManager.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" + +"Texture2D 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, texCoord).rgb;\n" +"}\n" + +"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n" +"{\n" + "float2 baseCoord = Coord * float2(2,1);\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(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL), + m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL), + m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL), + m_xfbEncodeRastState(NULL), m_efbSampler(NULL) +{ } + +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, NULL, &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, NULL, &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, NULL, &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 = NULL; + if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode)) + { + ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile"); + return; + } + + hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &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, sizeof(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()); + // FIXME: Should we really use point sampling here? + sd.Filter = D3D11_FILTER_MIN_MAG_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::context->PSSetShader(m_pShader, NULL, 0); + D3D::context->VSSetShader(m_vShader, NULL, 0); + + D3D::stateman->PushBlendState(m_xfbEncodeBlendState); + D3D::stateman->PushDepthState(m_xfbEncodeDepthState); + D3D::stateman->PushRasterizerState(m_xfbEncodeRastState); + D3D::stateman->Apply(); + + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height)); + 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); + + 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, NULL, ¶ms, 0, 0); + + D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams); + + D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL); + + ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->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, width/2, height, 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 < 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::context->OMSetRenderTargets(1, + &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); +} + +} |
