diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/FramebufferManager.cpp | 78 |
1 files changed, 40 insertions, 38 deletions
diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp index a3c8064318..f7cfb2b9a7 100644 --- a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp @@ -15,8 +15,6 @@ namespace DX12 { -static XFBEncoder s_xfbEncoder; - FramebufferManager::Efb FramebufferManager::m_efb; unsigned int FramebufferManager::m_target_width; unsigned int FramebufferManager::m_target_height; @@ -42,7 +40,12 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() for (int i = 0; i < m_efb.slices; i++) { - D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); + D3D::current_command_list->ResolveSubresource( + m_efb.resolved_color_tex->GetTex12(), + D3D12CalcSubresource(0, i, 0, 1, m_efb.slices), + m_efb.color_tex->GetTex12(), + D3D12CalcSubresource(0, i, 0, 1, m_efb.slices), + DXGI_FORMAT_R8G8B8A8_UNORM); } m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); @@ -91,13 +94,13 @@ FramebufferManager::FramebufferManager() texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, 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, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)); - m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + m_efb.color_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); // Temporary EFB color texture - used in ReinterpretPixelData texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); CheckHR(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))); - m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + m_efb.color_temp_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture"); @@ -105,7 +108,7 @@ FramebufferManager::FramebufferManager() 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))); - m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); + m_efb.depth_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture"); @@ -115,14 +118,14 @@ FramebufferManager::FramebufferManager() texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1); 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 color resolve texture (size: %dx%d)", m_target_width, m_target_height); - m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + m_efb.resolved_color_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); 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_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_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + m_efb.resolved_depth_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, 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"); } @@ -133,14 +136,10 @@ FramebufferManager::FramebufferManager() } InitializeEFBAccessCopies(); - - s_xfbEncoder.Init(); } FramebufferManager::~FramebufferManager() { - s_xfbEncoder.Shutdown(); - DestroyEFBAccessCopies(); SAFE_RELEASE(m_efb.color_tex); @@ -153,14 +152,16 @@ FramebufferManager::~FramebufferManager() void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma) { u8* dst = Memory::GetPointer(xfbAddr); - s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma); + D3DTexture2D* src_texture = GetResolvedEFBColorTexture(); + TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc); + g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect, m_target_width, m_target_height, gamma); } std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) { return std::make_unique<XFBSource>(D3DTexture2D::Create(target_width, target_height, - (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), - D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers); + TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, + DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers); } void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height) @@ -197,12 +198,18 @@ void FramebufferManager::ResolveDepthTexture() FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); - D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); } +void FramebufferManager::RestoreEFBRenderTargets() +{ + D3D::current_command_list->OMSetRenderTargets(1, + &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, + &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); +} + u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y) { if (!m_efb.color_access_readback_map) @@ -255,7 +262,7 @@ void FramebufferManager::InitializeEFBAccessCopies() 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); + m_efb.color_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM); D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer"); buf12->Release(); @@ -269,7 +276,7 @@ void FramebufferManager::InitializeEFBAccessCopies() 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); + m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT); D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer"); buf12->Release(); @@ -317,19 +324,16 @@ void FramebufferManager::MapEFBColorAccessCopy() 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(); + // Block until completion - state is automatically restored + D3D::command_list_mgr->ExecuteQueuedWork(true); // 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)); + D3D12_RANGE read_range = { 0, m_efb.color_access_readback_pitch * EFB_HEIGHT }; + m_efb.color_access_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&m_efb.color_access_readback_map)); } void FramebufferManager::MapEFBDepthAccessCopy() @@ -344,7 +348,7 @@ void FramebufferManager::MapEFBDepthAccessCopy() 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); + D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_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, @@ -369,32 +373,31 @@ void FramebufferManager::MapEFBDepthAccessCopy() 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(); + // Block until completion - state is automatically restored + D3D::command_list_mgr->ExecuteQueuedWork(true); // 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)); + D3D12_RANGE read_range = { 0, m_efb.depth_access_readback_pitch * EFB_HEIGHT }; + m_efb.depth_access_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&m_efb.depth_access_readback_map)); } void FramebufferManager::InvalidateEFBAccessCopies() { + D3D12_RANGE write_range = {}; + if (m_efb.color_access_readback_map) { - m_efb.color_access_readback_buffer->Unmap(0, nullptr); + m_efb.color_access_readback_buffer->Unmap(0, &write_range); 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_buffer->Unmap(0, &write_range); m_efb.depth_access_readback_map = nullptr; } } @@ -414,8 +417,8 @@ void FramebufferManager::DestroyEFBAccessCopies() void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { - // DX12's XFB decoder does not use this function. - // YUYV data is decoded in Render::Swap. + u8* src = Memory::GetPointer(xfbAddr); + g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight); } void XFBSource::CopyEFB(float gamma) @@ -448,7 +451,6 @@ void XFBSource::CopyEFB(float gamma) FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); - D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); |
