diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp | 190 |
1 files changed, 94 insertions, 96 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp index a052567102..0389085fae 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp @@ -23,155 +23,153 @@ #include "PixelShaderCache.h" #include "Render.h" #include "VertexShaderCache.h" +#include "XFBEncoder.h" #include "HW/Memmap.h" -namespace DX11 -{ +namespace DX11 { + +static XFBEncoder s_xfbEncoder; FramebufferManager::Efb FramebufferManager::m_efb; -D3DTexture2D* FramebufferManager::GetResolvedEFBColorTexture() +D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } +ID3D11Texture2D* &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; } +ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; } + +D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture() { if (g_ActiveConfig.iMultisampleMode) { - D3D::g_context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); - return m_efb.resolved_color_tex.get(); + D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + return m_efb.resolved_color_tex; } else - return m_efb.color_tex.get(); + return m_efb.color_tex; } -D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture() +D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture() { if (g_ActiveConfig.iMultisampleMode) { - D3D::g_context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); - return m_efb.resolved_color_tex.get(); + D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + return m_efb.resolved_color_tex; } else - return m_efb.depth_tex.get(); + return m_efb.depth_tex; } FramebufferManager::FramebufferManager() { - const unsigned int target_width = Renderer::GetTargetWidth(); - const unsigned int target_height = Renderer::GetTargetHeight(); + unsigned int target_width = Renderer::GetTargetWidth(); + unsigned int target_height = Renderer::GetTargetHeight(); DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode); + ID3D11Texture2D* buf; + D3D11_TEXTURE2D_DESC texdesc; + HRESULT hr; + // EFB color texture - primary render target - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, - 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(buf, "create EFB color texture (size: %dx%d)", target_width, target_height); - m_efb.color_tex.reset(new D3DTexture2D(buf, (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))); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); + m_efb.color_tex = new D3DTexture2D(buf, (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)); CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height); - D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture"); - D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); - D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view"); - } + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view"); // Temporary EFB color texture - used in ReinterpretPixelData - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, - 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(buf, "create EFB color temp texture (size: %dx%d)", target_width, target_height); - m_efb.color_temp_tex.reset(new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), - DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM)); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); + m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM); CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view"); - D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view"); - } + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); - m_efb.color_staging_buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(m_efb.color_staging_buf, "create EFB color staging buffer"); - D3D::SetDebugObjectName(m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); - } + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf); + CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); // EFB depth buffer - primary depth buffer - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(buf, "create EFB depth texture (size: %dx%d)", target_width, target_height); - m_efb.depth_tex.reset(new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), - DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1))); - D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture"); - D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); - D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); - } + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); + m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); // Render buffer for AccessEFB (depth data) - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(buf, "create EFB depth read texture"); - m_efb.depth_read_texture.reset(new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET)); - D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); - D3D::SetDebugObjectName(m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); - } + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr); + m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); - m_efb.depth_staging_buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(m_efb.depth_staging_buf, "create EFB depth staging buffer"); - D3D::SetDebugObjectName(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); - } + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf); + CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); if (g_ActiveConfig.iMultisampleMode) { // Framebuffer resolve textures (color+depth) - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, - 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - m_efb.resolved_color_tex.reset(new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM)); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height); - D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); - D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); - } - - { - auto texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE); - auto const buf = CreateTexture2DShared(&texdesc, NULL); - CHECK(buf, "create EFB depth resolve texture (size: %dx%d)", target_width, target_height); - m_efb.resolved_depth_tex.reset(new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS)); - D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); - D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view"); - } + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); + + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE); + hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); + m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS); + SAFE_RELEASE(buf); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view"); } else { m_efb.resolved_color_tex = NULL; m_efb.resolved_depth_tex = NULL; } + + s_xfbEncoder.Init(); } FramebufferManager::~FramebufferManager() { - m_efb.color_tex.reset(); - m_efb.color_staging_buf.reset(); - - m_efb.depth_tex.reset(); - m_efb.depth_staging_buf.reset(); - m_efb.depth_read_texture.reset(); - - m_efb.color_temp_tex.reset(); - - m_efb.resolved_color_tex.reset(); - m_efb.resolved_depth_tex.reset(); + s_xfbEncoder.Shutdown(); + + SAFE_RELEASE(m_efb.color_tex); + SAFE_RELEASE(m_efb.color_temp_tex); + SAFE_RELEASE(m_efb.color_staging_buf); + SAFE_RELEASE(m_efb.resolved_color_tex); + SAFE_RELEASE(m_efb.depth_tex); + SAFE_RELEASE(m_efb.depth_staging_buf); + SAFE_RELEASE(m_efb.depth_read_texture); + SAFE_RELEASE(m_efb.resolved_depth_tex); } void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) { u8* dst = Memory::GetPointer(xfbAddr); - m_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma); + s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma); } XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) @@ -216,8 +214,8 @@ void XFBSource::CopyEFB(float Gamma) // Copy EFB data to XFB and restore render target again const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight); - D3D::g_context->RSSetViewports(1, &vp); - D3D::g_context->OMSetRenderTargets(1, &tex->GetRTV(), NULL); + D3D::context->RSSetViewports(1, &vp); + D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL); D3D::SetLinearCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), @@ -225,7 +223,7 @@ void XFBSource::CopyEFB(float Gamma) PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),Gamma); - D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } |
