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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <memory>
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								#include "Core/HW/Memmap.h"
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								#include "VideoBackends/D3D/D3DBase.h"
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								#include "VideoBackends/D3D/D3DState.h"
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								#include "VideoBackends/D3D/D3DUtil.h"
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								#include "VideoBackends/D3D/FramebufferManager.h"
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								#include "VideoBackends/D3D/GeometryShaderCache.h"
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								#include "VideoBackends/D3D/PixelShaderCache.h"
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								#include "VideoBackends/D3D/Render.h"
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								#include "VideoBackends/D3D/VertexShaderCache.h"
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								#include "VideoBackends/D3D/XFBEncoder.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX11
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								{
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								static XFBEncoder s_xfbEncoder;
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								FramebufferManager::Efb FramebufferManager::m_efb;
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								unsigned int FramebufferManager::m_target_width;
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								unsigned int FramebufferManager::m_target_height;
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								D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
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								{
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								  return m_efb.color_tex;
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								}
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								D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture()
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								{
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								  return m_efb.color_read_texture;
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								}
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								ID3D11Texture2D*& FramebufferManager::GetEFBColorStagingBuffer()
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								{
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								  return m_efb.color_staging_buf;
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								}
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								D3DTexture2D*& FramebufferManager::GetEFBDepthTexture()
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								{
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								  return m_efb.depth_tex;
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								}
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								D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture()
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								{
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								  return m_efb.depth_read_texture;
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								}
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								ID3D11Texture2D*& FramebufferManager::GetEFBDepthStagingBuffer()
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								{
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								  return m_efb.depth_staging_buf;
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								}
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								D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
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								{
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								  if (g_ActiveConfig.iMultisamples > 1)
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								  {
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								    for (int i = 0; i < m_efb.slices; i++)
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								      D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(),
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								                                       D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(),
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								                                       D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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								    return m_efb.resolved_color_tex;
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								  }
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								  else
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								  {
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								    return m_efb.color_tex;
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								  }
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								}
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								D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
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								{
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								  if (g_ActiveConfig.iMultisamples > 1)
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								  {
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								    // ResolveSubresource does not work with depth textures.
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								    // Instead, we use a shader that selects the minimum depth from all samples.
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								    g_renderer->ResetAPIState();
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								    CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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								    D3D::context->RSSetViewports(1, &viewport);
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								    D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr);
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								    const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
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								    D3D::drawShadedTexQuad(
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								        m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
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								        PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
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								        VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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								    D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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								                                     FramebufferManager::GetEFBDepthTexture()->GetDSV());
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								    g_renderer->RestoreAPIState();
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								    return m_efb.resolved_depth_tex;
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								  }
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								  else
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								  {
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								    return m_efb.depth_tex;
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								  }
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								}
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								FramebufferManager::FramebufferManager()
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								  m_target_width = Renderer::GetTargetWidth();
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								  m_target_height = Renderer::GetTargetHeight();
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								  if (m_target_height < 1)
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								  {
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								    m_target_height = 1;
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								  }
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								  if (m_target_width < 1)
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								  {
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								    m_target_width = 1;
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								  }
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								  DXGI_SAMPLE_DESC sample_desc;
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								  sample_desc.Count = g_ActiveConfig.iMultisamples;
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								  sample_desc.Quality = 0;
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								  ID3D11Texture2D* buf;
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								  D3D11_TEXTURE2D_DESC texdesc;
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								  HRESULT hr;
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								  m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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								  // EFB color texture - primary render target
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								  texdesc =
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								      CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
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								                            m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
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								                            D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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								  hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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								  CHECK(hr == S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width,
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								        m_target_height, hr);
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								  m_efb.color_tex = new D3DTexture2D(
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								      buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
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							 | 
							
							
								      DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      (sample_desc.Count > 1));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  texdesc =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                            m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                            D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CHECK(hr == S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_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,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      (sample_desc.Count > 1));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Render buffer for AccessEFB (color data)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  SAFE_RELEASE(buf);
							 | 
						
					
						
							
								
									
										
										
										
											2016-07-31 10:48:09 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_read_texture->GetTex(),
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                          "EFB color read texture (used in Renderer::AccessEFB)");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName(
							 | 
						
					
						
							
								
									
										
										
										
											2016-07-31 10:48:09 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      (ID3D11DeviceChild*)m_efb.color_read_texture->GetRTV(),
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      "EFB color read texture render target view (used in Renderer::AccessEFB)");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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, nullptr, &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
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  texdesc =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                            1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                            D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CHECK(hr == S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_target_height, hr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_efb.depth_tex = new D3DTexture2D(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      buf, (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));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &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
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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, nullptr, &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.iMultisamples > 1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Framebuffer resolve textures (color+depth)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                    m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                    D3D11_USAGE_DEFAULT, 0, 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          m_target_height, hr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    m_efb.resolved_color_tex =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    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_R32_FLOAT, m_target_width, m_target_height, m_efb.slices,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                              1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    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(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    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 = nullptr;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    m_efb.resolved_depth_tex = nullptr;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s_xfbEncoder.Init();
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
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								}
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											2010-11-14 23:31:53 +00:00
										 
									 
								 
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								FramebufferManager::~FramebufferManager()
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  s_xfbEncoder.Shutdown();
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								  SAFE_RELEASE(m_efb.color_tex);
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								  SAFE_RELEASE(m_efb.color_temp_tex);
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								  SAFE_RELEASE(m_efb.color_staging_buf);
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								  SAFE_RELEASE(m_efb.color_read_texture);
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								  SAFE_RELEASE(m_efb.resolved_color_tex);
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								  SAFE_RELEASE(m_efb.depth_tex);
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								  SAFE_RELEASE(m_efb.depth_staging_buf);
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								  SAFE_RELEASE(m_efb.depth_read_texture);
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								  SAFE_RELEASE(m_efb.resolved_depth_tex);
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								}
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
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								                                       const EFBRectangle& sourceRc, float Gamma)
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  u8* dst = Memory::GetPointer(xfbAddr);
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											2016-11-19 18:54:05 +10:00
										 
									 
								 
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								  // The destination stride can differ from the copy region width, in which case the pixels
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								  // outside the copy region should not be written to.
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								  s_xfbEncoder.Encode(dst, static_cast<u32>(sourceRc.GetWidth()), fbHeight, sourceRc, Gamma);
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								}
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
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								                                                                   unsigned int target_height,
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								                                                                   unsigned int layers)
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  return std::make_unique<XFBSource>(
							 | 
						
					
						
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								      D3DTexture2D::Create(target_width, target_height,
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								                           (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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								                           D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
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								      layers);
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								}
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  *width = m_target_width;
							 | 
						
					
						
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								  *height = m_target_height;
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								}
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											2010-11-14 23:31:53 +00:00
										 
									 
								 
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							 | 
							
							
								void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
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							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
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							 | 
							
							
								  // DX11's XFB decoder does not use this function.
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  // YUYV data is decoded in Render::Swap.
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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											2010-12-27 03:18:01 +00:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								void XFBSource::CopyEFB(float Gamma)
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  g_renderer->ResetAPIState();  // reset any game specific settings
							 | 
						
					
						
							
								
									
										
										
										
											2013-10-29 01:23:17 -04:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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							 | 
							
							
								  // Copy EFB data to XFB and restore render target again
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight);
							 | 
						
					
						
							
								
									
										
										
										
											2010-11-14 23:31:53 +00:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  D3D::context->RSSetViewports(1, &vp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetPointCopySampler();
							 | 
						
					
						
							
								
									
										
										
										
											2010-11-21 14:47:28 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
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							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  D3D::drawShadedTexQuad(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, Renderer::GetTargetWidth(),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      GeometryShaderCache::GetCopyGeometryShader(), Gamma);
							 | 
						
					
						
							
								
									
										
										
										
											2010-11-14 23:31:53 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                   FramebufferManager::GetEFBDepthTexture()->GetDSV());
							 | 
						
					
						
							
								
									
										
										
										
											2013-10-29 01:23:17 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
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							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  g_renderer->RestoreAPIState();
							 | 
						
					
						
							
								
									
										
										
										
											2010-06-13 19:50:06 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							
								
									
										
										
										
											2011-01-29 20:16:51 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-20 17:24:35 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}  // namespace DX11
							 |