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-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp190
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());
}