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Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/FramebufferManager.cpp275
1 files changed, 220 insertions, 55 deletions
diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
index f0118a20bf..a3c8064318 100644
--- a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
@@ -21,14 +21,8 @@ FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
-D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc;
-
D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
-ID3D12Resource*& 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; }
-ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
@@ -107,11 +101,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
- // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
- texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
- CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
- CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
-
// EFB depth buffer - primary depth buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
@@ -120,24 +109,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
- // Render buffer for AccessEFB (depth data)
- texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
- optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
- hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
- CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
-
- m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
-
- SAFE_RELEASE(buf12);
- D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");
-
- // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
- texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
- hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
- CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
-
- D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
-
if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
@@ -148,18 +119,12 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");
- texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
+ texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
+ m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");
-
- m_depth_resolve_depth_stencil_desc = {};
- m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE;
- m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE;
- m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
}
else
{
@@ -167,6 +132,8 @@ FramebufferManager::FramebufferManager()
m_efb.resolved_depth_tex = nullptr;
}
+ InitializeEFBAccessCopies();
+
s_xfbEncoder.Init();
}
@@ -174,17 +141,12 @@ FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
+ DestroyEFBAccessCopies();
+
SAFE_RELEASE(m_efb.color_tex);
+ SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
-
- D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
-
SAFE_RELEASE(m_efb.resolved_color_tex);
- SAFE_RELEASE(m_efb.depth_tex);
-
- D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);
-
- SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
@@ -211,25 +173,20 @@ void FramebufferManager::ResolveDepthTexture()
{
// ResolveSubresource does not work with depth textures.
// Instead, we use a shader that selects the minimum depth from all samples.
+ D3D::SetViewportAndScissor(0, 0, m_target_width, m_target_height);
- const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(m_target_width), static_cast<float>(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
- D3D::current_command_list->RSSetViewports(1, &vp12);
-
- m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12());
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
- D3D::SetLinearCopySampler();
-
- // Render a quad covering the entire target, writing SV_Depth.
const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(
FramebufferManager::GetEFBDepthTexture(),
&source_rect,
m_target_width,
m_target_height,
- StaticShaderCache::GetDepthCopyPixelShader(true),
+ StaticShaderCache::GetDepthResolveToColorPixelShader(),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(),
@@ -246,6 +203,215 @@ void FramebufferManager::ResolveDepthTexture()
g_renderer->RestoreAPIState();
}
+u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
+{
+ if (!m_efb.color_access_readback_map)
+ MapEFBColorAccessCopy();
+
+ u32 color;
+ size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
+ memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
+ return color;
+}
+
+float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
+{
+ if (!m_efb.depth_access_readback_map)
+ MapEFBDepthAccessCopy();
+
+ float depth;
+ size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
+ memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
+ return depth;
+}
+
+void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
+{
+ if (!m_efb.color_access_readback_map)
+ return;
+
+ size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
+ memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
+}
+
+void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
+{
+ if (!m_efb.depth_access_readback_map)
+ return;
+
+ size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
+ memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
+}
+
+void FramebufferManager::InitializeEFBAccessCopies()
+{
+ D3D12_CLEAR_VALUE optimized_color_clear_value = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
+ D3D12_CLEAR_VALUE optimized_depth_clear_value = { DXGI_FORMAT_R32_FLOAT, { 1.0f } };
+ CD3DX12_RESOURCE_DESC texdesc12;
+ ID3D12Resource* buf12;
+ HRESULT hr;
+
+ // EFB access - color resize buffer
+ texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
+ hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
+ CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
+ m_efb.color_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
+ D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer");
+ buf12->Release();
+
+ // EFB access - color staging/readback buffer
+ m_efb.color_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
+ hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
+ D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
+
+ // EFB access - depth resize buffer
+ texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
+ hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
+ CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
+ m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
+ D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer");
+ buf12->Release();
+
+ // EFB access - depth staging/readback buffer
+ m_efb.depth_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
+ hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
+ D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
+}
+
+void FramebufferManager::MapEFBColorAccessCopy()
+{
+ D3D::command_list_mgr->CPUAccessNotify();
+
+ ID3D12Resource* src_resource;
+ if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
+ {
+ // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
+ m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
+ D3D::SetPointCopySampler();
+ D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
+
+ CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
+ D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
+ StaticShaderCache::GetColorCopyPixelShader(true),
+ StaticShaderCache::GetSimpleVertexShader(),
+ StaticShaderCache::GetSimpleVertexShaderInputLayout(),
+ {}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
+
+ m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ src_resource = m_efb.color_access_resize_tex->GetTex12();
+ }
+ else
+ {
+ // Can source the EFB buffer
+ m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ src_resource = m_efb.color_tex->GetTex12();
+ }
+
+ // Copy to staging resource
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch } };
+ CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
+ CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
+ D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
+
+ // Block until completion
+ D3D::command_list_mgr->ExecuteQueuedWork(true);
+
+ // Restore EFB resource state if it was sourced from here
+ if (src_resource == m_efb.color_tex->GetTex12())
+ m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ // Restore state after resetting command list
+ D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+ g_renderer->RestoreAPIState();
+
+ // Resource copy has finished, so safe to map now
+ m_efb.color_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
+}
+
+void FramebufferManager::MapEFBDepthAccessCopy()
+{
+ D3D::command_list_mgr->CPUAccessNotify();
+
+ ID3D12Resource* src_resource;
+ if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
+ {
+ // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
+ m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
+ D3D::SetPointCopySampler();
+ D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
+
+ CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
+ D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
+ (g_ActiveConfig.iMultisamples > 1) ? StaticShaderCache::GetDepthResolveToColorPixelShader() : StaticShaderCache::GetColorCopyPixelShader(false),
+ StaticShaderCache::GetSimpleVertexShader(),
+ StaticShaderCache::GetSimpleVertexShaderInputLayout(),
+ {}, 1.0f, 0, DXGI_FORMAT_R32_FLOAT, false, false);
+
+ m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ src_resource = m_efb.depth_access_resize_tex->GetTex12();
+ }
+ else
+ {
+ // Can source the EFB buffer
+ m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ src_resource = m_efb.depth_tex->GetTex12();
+ }
+
+ // Copy to staging resource
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0,{ DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch } };
+ CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
+ CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
+ D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
+
+ // Block until completion
+ D3D::command_list_mgr->ExecuteQueuedWork(true);
+
+ // Restore EFB resource state if it was sourced from here
+ if (src_resource == m_efb.depth_tex->GetTex12())
+ m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+
+ // Restore state after resetting command list
+ D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+ g_renderer->RestoreAPIState();
+
+ // Resource copy has finished, so safe to map now
+ m_efb.depth_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
+}
+
+void FramebufferManager::InvalidateEFBAccessCopies()
+{
+ if (m_efb.color_access_readback_map)
+ {
+ m_efb.color_access_readback_buffer->Unmap(0, nullptr);
+ m_efb.color_access_readback_map = nullptr;
+ }
+
+ if (m_efb.depth_access_readback_map)
+ {
+ m_efb.depth_access_readback_buffer->Unmap(0, nullptr);
+ m_efb.depth_access_readback_map = nullptr;
+ }
+}
+
+void FramebufferManager::DestroyEFBAccessCopies()
+{
+ InvalidateEFBAccessCopies();
+
+ SAFE_RELEASE(m_efb.color_access_resize_tex);
+ D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_access_readback_buffer);
+ m_efb.color_access_readback_buffer = nullptr;
+
+ SAFE_RELEASE(m_efb.depth_access_resize_tex);
+ D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_access_readback_buffer);
+ m_efb.depth_access_readback_buffer = nullptr;
+}
+
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
// DX12's XFB decoder does not use this function.
@@ -255,8 +421,7 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
void XFBSource::CopyEFB(float gamma)
{
// Copy EFB data to XFB and restore render target again
- const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(texWidth), static_cast<float>(texHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
- D3D::current_command_list->RSSetViewports(1, &vp12);
+ D3D::SetViewportAndScissor(0, 0, texWidth, texHeight);
const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight);