2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								// Copyright 2011 Dolphin Emulator Project
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								// Licensed under GPLv2+
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								// Refer to the license.txt file included.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/PSTextureEncoder.h"
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "Core/HW/Memmap.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DBase.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DCommandListManager.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DShader.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DState.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/D3DUtil.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/FramebufferManager.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/Render.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/StaticShaderCache.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoBackends/D3D12/TextureCache.h"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#include "VideoCommon/TextureConversionShader.h"
							 | 
						
					
						
							
								
									
										
										
										
											2016-07-21 19:04:57 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#include "VideoCommon/VideoCommon.h"
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								namespace DX12
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								struct EFBEncodeParams
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  DWORD SrcLeft;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  DWORD SrcTop;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  DWORD DestWidth;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  DWORD ScaleFactor;
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								PSTextureEncoder::PSTextureEncoder()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void PSTextureEncoder::Init()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  // Create output texture RGBA format
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_RESOURCE_DESC out_tex_desc =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 0,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                   1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_CLEAR_VALUE optimized_clear_value = {DXGI_FORMAT_B8G8R8A8_UNORM, {0.0f, 0.0f, 0.0f, 1.0f}};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CheckHR(D3D::device12->CreateCommittedResource(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &out_tex_desc,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      D3D12_RESOURCE_STATE_COPY_SOURCE, &optimized_clear_value, IID_PPV_ARGS(&m_out)));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName12(m_out, "efb encoder output texture");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Create output render target view
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_RENDER_TARGET_VIEW_DESC tex_rtv_desc = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      DXGI_FORMAT_B8G8R8A8_UNORM,    // DXGI_FORMAT Format;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      D3D12_RTV_DIMENSION_TEXTURE2D  // D3D12_RTV_DIMENSION ViewDimension;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  tex_rtv_desc.Texture2D.MipSlice = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::rtv_descriptor_heap_mgr->Allocate(&m_out_rtv_cpu);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::device12->CreateRenderTargetView(m_out, &tex_rtv_desc, m_out_rtv_cpu);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Create output staging buffer
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CheckHR(D3D::device12->CreateCommittedResource(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      &CD3DX12_RESOURCE_DESC::Buffer(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          D3D::AlignValue(static_cast<unsigned int>(out_tex_desc.Width) * 4,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          out_tex_desc.Height),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_out_readback_buffer)));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName12(m_out_readback_buffer, "efb encoder output staging buffer");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Create constant buffer for uploading data to shaders. Need to align to 256 bytes.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  unsigned int encode_params_buffer_size = (sizeof(EFBEncodeParams) + 0xff) & ~0xff;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CheckHR(D3D::device12->CreateCommittedResource(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      &CD3DX12_RESOURCE_DESC::Buffer(encode_params_buffer_size), D3D12_RESOURCE_STATE_GENERIC_READ,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      nullptr, IID_PPV_ARGS(&m_encode_params_buffer)));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName12(m_encode_params_buffer, "efb encoder params buffer");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // NOTE: This upload buffer is okay to overwrite each time, since we block until completion when
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // it's used anyway.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_RANGE read_range = {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CheckHR(m_encode_params_buffer->Map(0, &read_range, &m_encode_params_buffer_data));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_ready = true;
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void PSTextureEncoder::Shutdown()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  m_ready = false;
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out_readback_buffer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_encode_params_buffer);
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  for (auto& it : m_static_shaders_blobs)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    SAFE_RELEASE(it);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  m_static_shaders_blobs.clear();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_static_shaders_map.clear();
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                              u32 num_blocks_y, u32 memory_stride,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                              PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                              bool is_intensity, bool scale_by_half)
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (!m_ready)  // Make sure we initialized OK
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->CPUAccessNotify();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Resolve MSAA targets before copying.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3DTexture2D* efb_source =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      (src_format == PEControl::Z24) ?
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          FramebufferManager::GetResolvedEFBDepthTexture() :
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          // EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          // single sample from each pixel. The game may break if it isn't
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          // expecting the blurred edges around multisampled shapes.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          FramebufferManager::GetResolvedEFBColorTexture();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // GetResolvedEFBDepthTexture will set the render targets, when MSAA is enabled
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // (since it needs to do a manual depth resolve). So make sure to set the RTs
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // afterwards.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const u32 words_per_row = bytes_per_row / sizeof(u32);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetViewportAndScissor(0, 0, words_per_row, num_blocks_y);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  constexpr EFBRectangle full_src_rect(0, 0, EFB_WIDTH, EFB_HEIGHT);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  TargetRectangle target_rect = g_renderer->ConvertEFBRectangle(full_src_rect);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_COPY_SOURCE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                       D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::current_command_list->OMSetRenderTargets(1, &m_out_rtv_cpu, FALSE, nullptr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  EFBEncodeParams params;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  params.SrcLeft = src_rect.left;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  params.SrcTop = src_rect.top;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  params.DestWidth = native_width;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  params.ScaleFactor = scale_by_half ? 2 : 1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  memcpy(m_encode_params_buffer_data, ¶ms, sizeof(params));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::current_command_list->SetGraphicsRootConstantBufferView(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUVirtualAddress());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Use linear filtering if (bScaleByHalf), use point filtering otherwise
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (scale_by_half)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    D3D::SetLinearCopySampler();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    D3D::SetPointCopySampler();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::DrawShadedTexQuad(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      SetStaticShader(format, src_format, is_intensity, scale_by_half),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      StaticShaderCache::GetSimpleVertexShader(),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Copy to staging buffer
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_TEXTURE_COPY_LOCATION dst_location = {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.pResource = m_out_readback_buffer;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Offset = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Footprint.Width = EFB_WIDTH * 4;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Footprint.Height = EFB_HEIGHT / 4;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Footprint.Depth = 1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_TEXTURE_COPY_LOCATION src_location = {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  src_location.pResource = m_out;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  src_location.SubresourceIndex = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_RENDER_TARGET,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                       D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // State is automatically restored after executing command list.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::command_list_mgr->ExecuteQueuedWork(true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Transfer staging buffer to GameCube/Wii RAM
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  void* readback_data_map;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * num_blocks_y};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CheckHR(m_out_readback_buffer->Map(0, &read_range, &readback_data_map));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  u8* src = static_cast<u8*>(readback_data_map);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  u32 read_stride = std::min(bytes_per_row, dst_location.PlacedFootprint.Footprint.RowPitch);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (unsigned int y = 0; y < num_blocks_y; ++y)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    memcpy(dst, src, read_stride);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst += memory_stride;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    src += dst_location.PlacedFootprint.Footprint.RowPitch;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D12_RANGE write_range = {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_out_readback_buffer->Unmap(0, &write_range);
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                                        PEControl::PixelFormat src_format,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                                        bool is_intensity, bool scale_by_half)
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  size_t fetch_num = static_cast<size_t>(src_format);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  size_t scaled_fetch_num = scale_by_half ? 1 : 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  size_t intensity_num = is_intensity ? 1 : 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  size_t generator_num = dst_format;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ComboMap::iterator it = m_static_shaders_map.find(key);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (it == m_static_shaders_map.end())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, "
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    "is_intensity %d, scale_by_half %d",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								             dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u32 format = dst_format;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (src_format == PEControl::Z24)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      format |= _GX_TF_ZTF;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      if (dst_format == 11)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        format = GX_TF_Z16;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        format |= _GX_TF_CTF;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      if (dst_format > GX_TF_RGBA8 || (dst_format < GX_TF_RGB565 && !is_intensity))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        format |= _GX_TF_CTF;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ID3DBlob* bytecode = nullptr;
							 | 
						
					
						
							
								
									
										
										
										
											2016-07-21 19:04:57 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    if (!D3D::CompilePixelShader(shader, &bytecode))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, "
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                      "scale_by_half %d failed to compile",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								               dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								               scale_by_half ? 1 : 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      m_static_shaders_blobs[key] = {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      return {};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    D3D12_SHADER_BYTECODE new_shader = {bytecode->GetBufferPointer(), bytecode->GetBufferSize()};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    it = m_static_shaders_map.emplace(key, new_shader).first;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Keep track of the ID3DBlobs, so we can free them upon shutdown.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    m_static_shaders_blobs.push_back(bytecode);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return it->second;
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |