summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/FramebufferManager.cpp78
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();