forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			1467 lines
		
	
	
		
			52 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1467 lines
		
	
	
		
			52 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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 <cinttypes>
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#include <cmath>
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#include <memory>
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#include <string>
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#include <strsafe.h>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/MathUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "VideoBackends/D3D12/BoundingBox.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/NativeVertexFormat.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/ShaderCache.h"
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#include "VideoBackends/D3D12/ShaderConstantsManager.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoBackends/D3D12/TextureCache.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static u32 s_last_multisamples = 1;
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static bool s_last_stereo_mode = false;
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static bool s_last_xfb_mode = false;
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enum CLEAR_BLEND_DESC
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{
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  CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
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  CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED = 1,
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  CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED = 2,
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  CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED = 3
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};
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static D3D12_BLEND_DESC s_clear_blend_descs[4] = {};
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enum CLEAR_DEPTH_DESC
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{
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  CLEAR_DEPTH_DESC_DEPTH_DISABLED = 0,
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  CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED = 1,
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  CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED = 2,
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};
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static D3D12_DEPTH_STENCIL_DESC s_clear_depth_descs[3] = {};
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// These are accessed in D3DUtil.
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D3D12_BLEND_DESC g_reset_blend_desc = {};
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D3D12_DEPTH_STENCIL_DESC g_reset_depth_desc = {};
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D3D12_RASTERIZER_DESC g_reset_rast_desc = {};
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static ID3D12Resource* s_screenshot_texture = nullptr;
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
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{
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  unsigned int dwSignature;
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  unsigned int dwWidth;
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  unsigned int dwHeight;
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  unsigned int dwBPP;
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  unsigned int dwFlags;
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} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
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#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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// GX pipeline state
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static struct
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{
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  SamplerState sampler[8];
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  BlendState blend;
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  ZMode zmode;
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  RasterizerState raster;
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} gx_state;
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StateCache gx_state_cache;
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static void SetupDeviceObjects()
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{
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  g_framebuffer_manager = std::make_unique<FramebufferManager>();
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  D3D12_DEPTH_STENCIL_DESC depth_desc;
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  depth_desc.DepthEnable = FALSE;
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  depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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  depth_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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  depth_desc.StencilEnable = FALSE;
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  depth_desc.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
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  depth_desc.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
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  s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_DISABLED] = depth_desc;
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  depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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  depth_desc.DepthEnable = TRUE;
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  s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED] = depth_desc;
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  depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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  s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED] = depth_desc;
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  D3D12_BLEND_DESC blend_desc;
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  blend_desc.AlphaToCoverageEnable = FALSE;
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  blend_desc.IndependentBlendEnable = FALSE;
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  blend_desc.RenderTarget[0].LogicOpEnable = FALSE;
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  blend_desc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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  blend_desc.RenderTarget[0].BlendEnable = FALSE;
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  blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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  blend_desc.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
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  blend_desc.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
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  blend_desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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  blend_desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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  blend_desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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  blend_desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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  g_reset_blend_desc = blend_desc;
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  s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED] = g_reset_blend_desc;
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  blend_desc.RenderTarget[0].RenderTargetWriteMask =
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      D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE;
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  s_clear_blend_descs[CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED] = blend_desc;
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  blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALPHA;
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  s_clear_blend_descs[CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED] = blend_desc;
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  blend_desc.RenderTarget[0].RenderTargetWriteMask = 0;
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  s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED] = blend_desc;
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  depth_desc.DepthEnable = FALSE;
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  depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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  depth_desc.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
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  depth_desc.StencilEnable = FALSE;
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  depth_desc.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
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  depth_desc.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
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  g_reset_depth_desc = depth_desc;
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  D3D12_RASTERIZER_DESC rast_desc =
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      CD3DX12_RASTERIZER_DESC(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false, 0, 0.f, 0.f,
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                              false, false, false, 0, D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF);
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  g_reset_rast_desc = rast_desc;
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  s_screenshot_texture = nullptr;
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}
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// Kill off all device objects
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static void TeardownDeviceObjects()
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{
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  g_framebuffer_manager.reset();
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  if (s_screenshot_texture)
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  {
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    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_screenshot_texture);
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    s_screenshot_texture = nullptr;
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  }
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  gx_state_cache.Clear();
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}
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void CreateScreenshotTexture()
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{
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  // We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the
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  // screenshot buffer size.
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  // This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
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  const unsigned int screenshot_buffer_size =
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      D3D::AlignValue(D3D::GetBackBufferWidth() * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
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      D3D::GetBackBufferHeight();
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  CheckHR(D3D::device12->CreateCommittedResource(
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      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
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      &CD3DX12_RESOURCE_DESC::Buffer(screenshot_buffer_size), D3D12_RESOURCE_STATE_COPY_DEST,
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      nullptr, IID_PPV_ARGS(&s_screenshot_texture)));
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}
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static D3D12_BOX GetScreenshotSourceBox(const TargetRectangle& target_rc)
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{
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  // Since the screenshot buffer is copied back to the CPU, we can't access pixels that
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  // fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
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  // off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
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  // coordinates at the backbuffer dimensions. This will result in a rectangle that can be
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  // smaller than the backbuffer, but never larger.
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  return CD3DX12_BOX(
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      std::max(target_rc.left, 0), std::max(target_rc.top, 0), 0,
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      std::min(D3D::GetBackBufferWidth(), static_cast<unsigned int>(target_rc.right)),
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      std::min(D3D::GetBackBufferHeight(), static_cast<unsigned int>(target_rc.bottom)), 1);
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}
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static void Create3DVisionTexture(int width, int height)
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{
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  // D3D12TODO: 3D Vision not implemented on D3D12 backend.
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}
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Renderer::Renderer(void*& window_handle)
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{
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  if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
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  {
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    PanicAlert("3DVision not implemented on D3D12 backend.");
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    return;
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  }
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  s_backbuffer_width = D3D::GetBackBufferWidth();
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  s_backbuffer_height = D3D::GetBackBufferHeight();
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  FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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  FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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  UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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  s_last_multisamples = g_ActiveConfig.iMultisamples;
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  s_last_efb_scale = g_ActiveConfig.iEFBScale;
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  s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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  s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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  CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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  PixelShaderManager::SetEfbScaleChanged();
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  SetupDeviceObjects();
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  // Setup GX pipeline state
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  gx_state.blend.blend_enable = false;
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  gx_state.blend.write_mask = D3D12_COLOR_WRITE_ENABLE_ALL;
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  gx_state.blend.src_blend = D3D12_BLEND_ONE;
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  gx_state.blend.dst_blend = D3D12_BLEND_ZERO;
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  gx_state.blend.blend_op = D3D12_BLEND_OP_ADD;
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  gx_state.blend.use_dst_alpha = false;
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  for (unsigned int k = 0; k < 8; k++)
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  {
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    gx_state.sampler[k].hex = 0;
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  }
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  gx_state.zmode.testenable = false;
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  gx_state.zmode.updateenable = false;
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  gx_state.zmode.func = ZMode::NEVER;
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  gx_state.raster.cull_mode = D3D12_CULL_MODE_NONE;
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  // Clear EFB textures
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  float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
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  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
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      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
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      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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  D3D::current_command_list->ClearRenderTargetView(
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      FramebufferManager::GetEFBColorTexture()->GetRTV12(), clear_color, 0, nullptr);
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  D3D::current_command_list->ClearDepthStencilView(
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      FramebufferManager::GetEFBDepthTexture()->GetDSV12(), D3D12_CLEAR_FLAG_DEPTH, 0.f, 0, 0,
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      nullptr);
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  D3D12_VIEWPORT vp = {0.f,
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                       0.f,
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                       static_cast<float>(s_target_width),
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                       static_cast<float>(s_target_height),
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                       D3D12_MIN_DEPTH,
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                       D3D12_MAX_DEPTH};
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  D3D::current_command_list->RSSetViewports(1, &vp);
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  // Already transitioned to appropriate states a few lines up for the clears.
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  FramebufferManager::RestoreEFBRenderTargets();
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  D3D::BeginFrame();
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}
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Renderer::~Renderer()
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{
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  D3D::EndFrame();
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  D3D::WaitForOutstandingRenderingToComplete();
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  TeardownDeviceObjects();
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}
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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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{
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  D3D::font.DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
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                           color & 0xFF000000, text);
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  D3D::font.DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color,
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                           text);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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  TargetRectangle result;
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  result.left = EFBToScaledX(rc.left);
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  result.top = EFBToScaledY(rc.top);
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  result.right = EFBToScaledX(rc.right);
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  result.bottom = EFBToScaledY(rc.bottom);
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  return result;
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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__declspec(noinline) bool Renderer::CheckForResize()
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{
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  RECT rc_window;
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  GetClientRect(D3D::hWnd, &rc_window);
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  int client_width = rc_window.right - rc_window.left;
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  int client_height = rc_window.bottom - rc_window.top;
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  // Sanity check
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  if ((client_width != Renderer::GetBackbufferWidth() ||
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       client_height != Renderer::GetBackbufferHeight()) &&
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      client_width >= 4 && client_height >= 4)
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  {
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    return true;
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  }
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  return false;
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}
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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  TargetRectangle trc = ConvertEFBRectangle(rc);
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  D3D::current_command_list->RSSetScissorRects(1, trc.AsRECT());
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}
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void Renderer::SetColorMask()
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{
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  // Only enable alpha channel if it's supported by the current EFB format
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  UINT8 color_mask = 0;
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  if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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  {
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    if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
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      color_mask = D3D12_COLOR_WRITE_ENABLE_ALPHA;
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    if (bpmem.blendmode.colorupdate)
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      color_mask |= D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN |
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                    D3D12_COLOR_WRITE_ENABLE_BLUE;
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  }
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  gx_state.blend.write_mask = color_mask;
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  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
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}
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// This function allows the CPU to directly access the EFB.
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// There are EFB peeks (which will read the color or depth of a pixel)
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// and EFB pokes (which will change the color or depth of a pixel).
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//
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// The behavior of EFB peeks can only be modified by:
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//  - GX_PokeAlphaRead
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// The behavior of EFB pokes can be modified by:
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//  - GX_PokeAlphaMode (TODO)
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//  - GX_PokeAlphaUpdate (TODO)
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//  - GX_PokeBlendMode (TODO)
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//  - GX_PokeColorUpdate (TODO)
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//  - GX_PokeDither (TODO)
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//  - GX_PokeDstAlpha (TODO)
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//  - GX_PokeZMode (TODO)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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  if (type == PEEK_COLOR)
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  {
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    u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
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    // a little-endian value is expected to be returned
 | 
						|
    color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
 | 
						|
 | 
						|
    // check what to do with the alpha channel (GX_PokeAlphaRead)
 | 
						|
    PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
 | 
						|
 | 
						|
    if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
 | 
						|
    {
 | 
						|
      color = RGBA8ToRGBA6ToRGBA8(color);
 | 
						|
    }
 | 
						|
    else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
 | 
						|
    {
 | 
						|
      color = RGBA8ToRGB565ToRGBA8(color);
 | 
						|
    }
 | 
						|
    if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
 | 
						|
    {
 | 
						|
      color |= 0xFF000000;
 | 
						|
    }
 | 
						|
 | 
						|
    if (alpha_read_mode.ReadMode == 2)
 | 
						|
    {
 | 
						|
      return color;  // GX_READ_NONE
 | 
						|
    }
 | 
						|
    else if (alpha_read_mode.ReadMode == 1)
 | 
						|
    {
 | 
						|
      return (color | 0xFF000000);  // GX_READ_FF
 | 
						|
    }
 | 
						|
    else /*if(alpha_read_mode.ReadMode == 0)*/
 | 
						|
    {
 | 
						|
      return (color & 0x00FFFFFF);  // GX_READ_00
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else  // if (type == PEEK_Z)
 | 
						|
  {
 | 
						|
    // depth buffer is inverted in the d3d backend
 | 
						|
    float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
 | 
						|
    u32 ret = 0;
 | 
						|
 | 
						|
    if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
 | 
						|
    {
 | 
						|
      // if Z is in 16 bit format you must return a 16 bit integer
 | 
						|
      ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
      ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
 | 
						|
    }
 | 
						|
 | 
						|
    return ret;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
 | 
						|
{
 | 
						|
  D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
 | 
						|
 | 
						|
  if (type == POKE_COLOR)
 | 
						|
  {
 | 
						|
    // In the D3D12 backend, the rt/db/viewport is passed into DrawEFBPokeQuads, and set there.
 | 
						|
    D3D::DrawEFBPokeQuads(type, points, num_points, &g_reset_blend_desc, &g_reset_depth_desc,
 | 
						|
                          &FramebufferManager::GetEFBColorTexture()->GetRTV12(), nullptr,
 | 
						|
                          FramebufferManager::GetEFBColorTexture()->GetMultisampled());
 | 
						|
  }
 | 
						|
  else  // if (type == POKE_Z)
 | 
						|
  {
 | 
						|
    D3D::DrawEFBPokeQuads(type, points, num_points,
 | 
						|
                          &s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED],
 | 
						|
                          &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED],
 | 
						|
                          &FramebufferManager::GetEFBColorTexture()->GetRTV12(),
 | 
						|
                          &FramebufferManager::GetEFBDepthTexture()->GetDSV12(),
 | 
						|
                          FramebufferManager::GetEFBColorTexture()->GetMultisampled());
 | 
						|
  }
 | 
						|
 | 
						|
  RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetViewport()
 | 
						|
{
 | 
						|
  // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
 | 
						|
  // [0] = width/2
 | 
						|
  // [1] = height/2
 | 
						|
  // [2] = 16777215 * (farz - nearz)
 | 
						|
  // [3] = xorig + width/2 + 342
 | 
						|
  // [4] = yorig + height/2 + 342
 | 
						|
  // [5] = 16777215 * farz
 | 
						|
 | 
						|
  // D3D crashes for zero viewports
 | 
						|
  if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
 | 
						|
    return;
 | 
						|
 | 
						|
  int scissor_x_offset = bpmem.scissorOffset.x * 2;
 | 
						|
  int scissor_y_offset = bpmem.scissorOffset.y * 2;
 | 
						|
 | 
						|
  float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
 | 
						|
  float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
 | 
						|
  float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
 | 
						|
  float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
 | 
						|
  if (width < 0.0f)
 | 
						|
  {
 | 
						|
    x += width;
 | 
						|
    width = -width;
 | 
						|
  }
 | 
						|
  if (height < 0.0f)
 | 
						|
  {
 | 
						|
    y += height;
 | 
						|
    height = -height;
 | 
						|
  }
 | 
						|
 | 
						|
  // In D3D, the viewport rectangle must fit within the render target.
 | 
						|
  x = (x >= 0.f) ? x : 0.f;
 | 
						|
  y = (y >= 0.f) ? y : 0.f;
 | 
						|
  width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
 | 
						|
  height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
 | 
						|
 | 
						|
  D3D12_VIEWPORT vp = {
 | 
						|
      x, y, width, height,
 | 
						|
      1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
 | 
						|
      1.0f -
 | 
						|
          MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange,
 | 
						|
                                                                              0.0f, 16777216.0f),
 | 
						|
                                 0.0f, 16777215.0f) /
 | 
						|
              16777216.0f};
 | 
						|
 | 
						|
  D3D::current_command_list->RSSetViewports(1, &vp);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
 | 
						|
                           bool z_enable, u32 color, u32 z)
 | 
						|
{
 | 
						|
  D3D12_BLEND_DESC* blend_desc = nullptr;
 | 
						|
 | 
						|
  if (color_enable && alpha_enable)
 | 
						|
    blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED];
 | 
						|
  else if (color_enable)
 | 
						|
    blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED];
 | 
						|
  else if (alpha_enable)
 | 
						|
    blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED];
 | 
						|
  else
 | 
						|
    blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED];
 | 
						|
 | 
						|
  D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc = nullptr;
 | 
						|
 | 
						|
  // EXISTINGD3D11TODO: Should we enable Z testing here?
 | 
						|
  /*if (!bpmem.zmode.testenable) depth_stencil_desc = &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_DISABLED];
 | 
						|
	else */ if (
 | 
						|
      z_enable)
 | 
						|
    depth_stencil_desc = &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED];
 | 
						|
  else /*if (!z_enable)*/
 | 
						|
    depth_stencil_desc = &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED];
 | 
						|
 | 
						|
  // Update the view port for clearing the picture
 | 
						|
  TargetRectangle target_rc = Renderer::ConvertEFBRectangle(rc);
 | 
						|
 | 
						|
  // Color is passed in bgra mode so we need to convert it to rgba
 | 
						|
  u32 rgba_color = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
 | 
						|
  D3D::SetViewportAndScissor(target_rc.left, target_rc.top, target_rc.GetWidth(),
 | 
						|
                             target_rc.GetHeight());
 | 
						|
  D3D::DrawClearQuad(rgba_color, 1.0f - (z & 0xFFFFFF) / 16777216.0f, blend_desc,
 | 
						|
                     depth_stencil_desc,
 | 
						|
                     FramebufferManager::GetEFBColorTexture()->GetMultisampled());
 | 
						|
 | 
						|
  // Restores proper viewport/scissor settings.
 | 
						|
  g_renderer->SetViewport();
 | 
						|
  BPFunctions::SetScissor();
 | 
						|
 | 
						|
  FramebufferManager::InvalidateEFBAccessCopies();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ReinterpretPixelData(unsigned int convtype)
 | 
						|
{
 | 
						|
  // EXISTINGD3D11TODO: MSAA support..
 | 
						|
  D3D12_RECT source =
 | 
						|
      CD3DX12_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
 | 
						|
 | 
						|
  D3D12_SHADER_BYTECODE pixel_shader = {};
 | 
						|
 | 
						|
  if (convtype == 0)
 | 
						|
  {
 | 
						|
    pixel_shader = StaticShaderCache::GetReinterpRGB8ToRGBA6PixelShader(true);
 | 
						|
  }
 | 
						|
  else if (convtype == 2)
 | 
						|
  {
 | 
						|
    pixel_shader = StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(true);
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
 | 
						|
              convtype);
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  D3D::SetViewportAndScissor(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
 | 
						|
 | 
						|
  FramebufferManager::GetEFBColorTempTexture()->TransitionToResourceState(
 | 
						|
      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
  D3D::current_command_list->OMSetRenderTargets(
 | 
						|
      1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV12(), FALSE, nullptr);
 | 
						|
 | 
						|
  D3D::SetPointCopySampler();
 | 
						|
  D3D::DrawShadedTexQuad(
 | 
						|
      FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetTargetWidth(),
 | 
						|
      g_renderer->GetTargetHeight(), pixel_shader, StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
      StaticShaderCache::GetSimpleVertexShaderInputLayout(),
 | 
						|
      StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
 | 
						|
      FramebufferManager::GetEFBColorTempTexture()->GetMultisampled());
 | 
						|
 | 
						|
  FramebufferManager::SwapReinterpretTexture();
 | 
						|
 | 
						|
  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
 | 
						|
      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
 | 
						|
      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
 | 
						|
 | 
						|
  // Restores proper viewport/scissor settings.
 | 
						|
  RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetBlendMode(bool force_update)
 | 
						|
{
 | 
						|
  // Our render target always uses an alpha channel, so we need to override the blend functions to
 | 
						|
  // assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
 | 
						|
  // Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
 | 
						|
  // is assumed to always be 1.
 | 
						|
  bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
 | 
						|
  const D3D12_BLEND d3d_src_factors[8] = {
 | 
						|
      D3D12_BLEND_ZERO,
 | 
						|
      D3D12_BLEND_ONE,
 | 
						|
      D3D12_BLEND_DEST_COLOR,
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,
 | 
						|
      D3D12_BLEND_SRC_ALPHA,
 | 
						|
      D3D12_BLEND_INV_SRC_ALPHA,  // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
 | 
						|
      (target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
 | 
						|
      (target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
 | 
						|
  const D3D12_BLEND d3d_dst_factors[8] = {
 | 
						|
      D3D12_BLEND_ZERO,
 | 
						|
      D3D12_BLEND_ONE,
 | 
						|
      D3D12_BLEND_SRC_COLOR,
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,
 | 
						|
      D3D12_BLEND_SRC_ALPHA,
 | 
						|
      D3D12_BLEND_INV_SRC_ALPHA,  // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
 | 
						|
      (target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
 | 
						|
      (target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
 | 
						|
 | 
						|
  if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !force_update)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (bpmem.blendmode.subtract)
 | 
						|
  {
 | 
						|
    gx_state.blend.blend_enable = true;
 | 
						|
    gx_state.blend.blend_op = D3D12_BLEND_OP_REV_SUBTRACT;
 | 
						|
    gx_state.blend.src_blend = D3D12_BLEND_ONE;
 | 
						|
    gx_state.blend.dst_blend = D3D12_BLEND_ONE;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    gx_state.blend.blend_enable = static_cast<u32>(bpmem.blendmode.blendenable);
 | 
						|
    if (bpmem.blendmode.blendenable)
 | 
						|
    {
 | 
						|
      gx_state.blend.blend_op = D3D12_BLEND_OP_ADD;
 | 
						|
      gx_state.blend.src_blend = d3d_src_factors[bpmem.blendmode.srcfactor];
 | 
						|
      gx_state.blend.dst_blend = d3d_dst_factors[bpmem.blendmode.dstfactor];
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
 | 
						|
}
 | 
						|
 | 
						|
bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& rc)
 | 
						|
{
 | 
						|
  if (!s_screenshot_texture)
 | 
						|
    CreateScreenshotTexture();
 | 
						|
 | 
						|
  // copy back buffer to system memory
 | 
						|
  bool saved_png = false;
 | 
						|
 | 
						|
  D3D12_BOX source_box = GetScreenshotSourceBox(rc);
 | 
						|
 | 
						|
  D3D12_TEXTURE_COPY_LOCATION dst_location = {};
 | 
						|
  dst_location.pResource = s_screenshot_texture;
 | 
						|
  dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
 | 
						|
  dst_location.PlacedFootprint.Offset = 0;
 | 
						|
  dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
  dst_location.PlacedFootprint.Footprint.Width = D3D::GetBackBufferWidth();
 | 
						|
  dst_location.PlacedFootprint.Footprint.Height = D3D::GetBackBufferHeight();
 | 
						|
  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.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
 | 
						|
  src_location.SubresourceIndex = 0;
 | 
						|
  src_location.pResource = D3D::GetBackBuffer()->GetTex12();
 | 
						|
 | 
						|
  D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
                                                  D3D12_RESOURCE_STATE_COPY_SOURCE);
 | 
						|
  D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &source_box);
 | 
						|
 | 
						|
  D3D::command_list_mgr->ExecuteQueuedWork(true);
 | 
						|
 | 
						|
  void* screenshot_texture_map;
 | 
						|
  D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch *
 | 
						|
                                   (source_box.bottom - source_box.top)};
 | 
						|
  CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
 | 
						|
 | 
						|
  saved_png = TextureToPng(
 | 
						|
      static_cast<u8*>(screenshot_texture_map), dst_location.PlacedFootprint.Footprint.RowPitch,
 | 
						|
      filename, source_box.right - source_box.left, source_box.bottom - source_box.top, false);
 | 
						|
 | 
						|
  D3D12_RANGE write_range = {};
 | 
						|
  s_screenshot_texture->Unmap(0, &write_range);
 | 
						|
 | 
						|
  if (saved_png)
 | 
						|
  {
 | 
						|
    OSD::AddMessage(
 | 
						|
        StringFromFormat("Saved %i x %i %s", rc.GetWidth(), rc.GetHeight(), filename.c_str()));
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
 | 
						|
  }
 | 
						|
 | 
						|
  return saved_png;
 | 
						|
}
 | 
						|
 | 
						|
void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
 | 
						|
{
 | 
						|
  for (int y = 0; y < h; ++y)
 | 
						|
  {
 | 
						|
    auto line = (in + (h - y - 1) * p);
 | 
						|
    for (int x = 0; x < w; ++x)
 | 
						|
    {
 | 
						|
      out[0] = line[2];
 | 
						|
      out[1] = line[1];
 | 
						|
      out[2] = line[0];
 | 
						|
      out += 3;
 | 
						|
      line += 4;
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
// This function has the final picture. We adjust the aspect ratio here.
 | 
						|
void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
 | 
						|
                        const EFBRectangle& rc, float gamma)
 | 
						|
{
 | 
						|
  if (Fifo::WillSkipCurrentFrame() || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) ||
 | 
						|
      !fb_width || !fb_height)
 | 
						|
  {
 | 
						|
    if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
 | 
						|
      AVIDump::AddFrame(&frame_data[0], fb_width, fb_height);
 | 
						|
 | 
						|
    Core::Callback_VideoCopiedToXFB(false);
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  u32 xfb_count = 0;
 | 
						|
  const XFBSourceBase* const* xfb_source_list =
 | 
						|
      FramebufferManager::GetXFBSource(xfb_addr, fb_stride, fb_height, &xfb_count);
 | 
						|
  if ((!xfb_source_list || xfb_count == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
 | 
						|
  {
 | 
						|
    if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
 | 
						|
      AVIDump::AddFrame(&frame_data[0], fb_width, fb_height);
 | 
						|
 | 
						|
    Core::Callback_VideoCopiedToXFB(false);
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  // Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped
 | 
						|
  // when calling Present().
 | 
						|
  FramebufferManager::InvalidateEFBAccessCopies();
 | 
						|
  BBox::Invalidate();
 | 
						|
 | 
						|
  // Prepare to copy the XFBs to our backbuffer
 | 
						|
  UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
 | 
						|
  TargetRectangle target_rc = GetTargetRectangle();
 | 
						|
 | 
						|
  D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
                                                  D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
  D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
 | 
						|
                                                nullptr);
 | 
						|
 | 
						|
  float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
 | 
						|
  D3D::current_command_list->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV12(), clear_color, 0,
 | 
						|
                                                   nullptr);
 | 
						|
 | 
						|
  // activate linear filtering for the buffer copies
 | 
						|
  D3D::SetLinearCopySampler();
 | 
						|
 | 
						|
  if (g_ActiveConfig.bUseXFB)
 | 
						|
  {
 | 
						|
    const XFBSource* xfb_source;
 | 
						|
 | 
						|
    // draw each xfb source
 | 
						|
    for (u32 i = 0; i < xfb_count; ++i)
 | 
						|
    {
 | 
						|
      xfb_source = static_cast<const XFBSource*>(xfb_source_list[i]);
 | 
						|
 | 
						|
      TargetRectangle drawRc;
 | 
						|
      TargetRectangle source_rc;
 | 
						|
      source_rc.left = xfb_source->sourceRc.left;
 | 
						|
      source_rc.top = xfb_source->sourceRc.top;
 | 
						|
      source_rc.right = xfb_source->sourceRc.right;
 | 
						|
      source_rc.bottom = xfb_source->sourceRc.bottom;
 | 
						|
 | 
						|
      // use virtual xfb with offset
 | 
						|
      int xfb_height = xfb_source->srcHeight;
 | 
						|
      int xfb_width = xfb_source->srcWidth;
 | 
						|
      int hOffset = (static_cast<s32>(xfb_source->srcAddr) - static_cast<s32>(xfb_addr)) /
 | 
						|
                    (static_cast<s32>(fb_stride) * 2);
 | 
						|
 | 
						|
      if (g_ActiveConfig.bUseRealXFB)
 | 
						|
      {
 | 
						|
        drawRc = target_rc;
 | 
						|
        source_rc.right -= fb_stride - fb_width;
 | 
						|
      }
 | 
						|
      else
 | 
						|
      {
 | 
						|
        drawRc.top = target_rc.top + hOffset * target_rc.GetHeight() / static_cast<s32>(fb_height);
 | 
						|
        drawRc.bottom =
 | 
						|
            target_rc.top +
 | 
						|
            (hOffset + xfb_height) * target_rc.GetHeight() / static_cast<s32>(fb_height);
 | 
						|
        drawRc.left = target_rc.left +
 | 
						|
                      (target_rc.GetWidth() -
 | 
						|
                       xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) /
 | 
						|
                          2;
 | 
						|
        drawRc.right = target_rc.left +
 | 
						|
                       (target_rc.GetWidth() +
 | 
						|
                        xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) /
 | 
						|
                           2;
 | 
						|
 | 
						|
        // The following code disables auto stretch.  Kept for reference.
 | 
						|
        // scale draw area for a 1 to 1 pixel mapping with the draw target
 | 
						|
        // float vScale = static_cast<float>(fbHeight) / static_cast<float>(s_backbuffer_height);
 | 
						|
        // float hScale = static_cast<float>(fbWidth) / static_cast<float>(s_backbuffer_width);
 | 
						|
        // drawRc.top *= vScale;
 | 
						|
        // drawRc.bottom *= vScale;
 | 
						|
        // drawRc.left *= hScale;
 | 
						|
        // drawRc.right *= hScale;
 | 
						|
 | 
						|
        source_rc.right -= Renderer::EFBToScaledX(fb_stride - fb_width);
 | 
						|
      }
 | 
						|
 | 
						|
      BlitScreen(source_rc, drawRc, xfb_source->m_tex, xfb_source->texWidth, xfb_source->texHeight,
 | 
						|
                 gamma);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
 | 
						|
 | 
						|
    // EXISTINGD3D11TODO: Improve sampling algorithm for the pixel shader so that we can use the
 | 
						|
    // multisampled EFB texture as source
 | 
						|
    D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
 | 
						|
 | 
						|
    BlitScreen(source_rc, target_rc, read_texture, GetTargetWidth(), GetTargetHeight(), gamma);
 | 
						|
  }
 | 
						|
 | 
						|
  // done with drawing the game stuff, good moment to save a screenshot
 | 
						|
  if (s_bScreenshot)
 | 
						|
  {
 | 
						|
    std::lock_guard<std::mutex> guard(s_criticalScreenshot);
 | 
						|
 | 
						|
    SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
 | 
						|
    s_sScreenshotName.clear();
 | 
						|
    s_bScreenshot = false;
 | 
						|
    s_screenshotCompleted.Set();
 | 
						|
  }
 | 
						|
 | 
						|
  // Dump frames
 | 
						|
  static int w = 0, h = 0;
 | 
						|
  if (SConfig::GetInstance().m_DumpFrames)
 | 
						|
  {
 | 
						|
    static unsigned int s_record_width;
 | 
						|
    static unsigned int s_record_height;
 | 
						|
 | 
						|
    if (!s_screenshot_texture)
 | 
						|
      CreateScreenshotTexture();
 | 
						|
 | 
						|
    D3D12_BOX source_box = GetScreenshotSourceBox(target_rc);
 | 
						|
 | 
						|
    unsigned int source_width = source_box.right - source_box.left;
 | 
						|
    unsigned int source_height = source_box.bottom - source_box.top;
 | 
						|
 | 
						|
    D3D12_TEXTURE_COPY_LOCATION dst_location = {};
 | 
						|
    dst_location.pResource = s_screenshot_texture;
 | 
						|
    dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
 | 
						|
    dst_location.PlacedFootprint.Offset = 0;
 | 
						|
    dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
    dst_location.PlacedFootprint.Footprint.Width = GetTargetRectangle().GetWidth();
 | 
						|
    dst_location.PlacedFootprint.Footprint.Height = GetTargetRectangle().GetHeight();
 | 
						|
    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.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
 | 
						|
    src_location.SubresourceIndex = 0;
 | 
						|
    src_location.pResource = D3D::GetBackBuffer()->GetTex12();
 | 
						|
 | 
						|
    D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
                                                    D3D12_RESOURCE_STATE_COPY_SOURCE);
 | 
						|
    D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location,
 | 
						|
                                                 &source_box);
 | 
						|
 | 
						|
    D3D::command_list_mgr->ExecuteQueuedWork(true);
 | 
						|
 | 
						|
    if (!bLastFrameDumped)
 | 
						|
    {
 | 
						|
      s_record_width = source_width;
 | 
						|
      s_record_height = source_height;
 | 
						|
      bAVIDumping =
 | 
						|
          AVIDump::Start(s_record_width, s_record_height, AVIDump::DumpFormat::FORMAT_BGR);
 | 
						|
      if (!bAVIDumping)
 | 
						|
      {
 | 
						|
        PanicAlert("Error dumping frames to AVI.");
 | 
						|
      }
 | 
						|
      else
 | 
						|
      {
 | 
						|
        std::string msg = StringFromFormat("Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
 | 
						|
                                           File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
 | 
						|
                                           s_record_width, s_record_height);
 | 
						|
 | 
						|
        OSD::AddMessage(msg, 2000);
 | 
						|
      }
 | 
						|
    }
 | 
						|
    if (bAVIDumping)
 | 
						|
    {
 | 
						|
      if (frame_data.empty() || w != s_record_width || h != s_record_height)
 | 
						|
      {
 | 
						|
        frame_data.resize(3 * s_record_width * s_record_height);
 | 
						|
        w = s_record_width;
 | 
						|
        h = s_record_height;
 | 
						|
      }
 | 
						|
 | 
						|
      void* screenshot_texture_map;
 | 
						|
      D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
 | 
						|
      CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
 | 
						|
      formatBufferDump(static_cast<u8*>(screenshot_texture_map), &frame_data[0], source_width,
 | 
						|
                       source_height, dst_location.PlacedFootprint.Footprint.RowPitch);
 | 
						|
 | 
						|
      D3D12_RANGE write_range = {};
 | 
						|
      s_screenshot_texture->Unmap(0, &write_range);
 | 
						|
 | 
						|
      FlipImageData(&frame_data[0], w, h);
 | 
						|
      AVIDump::AddFrame(&frame_data[0], source_width, source_height);
 | 
						|
    }
 | 
						|
    bLastFrameDumped = true;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    if (bLastFrameDumped && bAVIDumping)
 | 
						|
    {
 | 
						|
      std::vector<u8>().swap(frame_data);
 | 
						|
      w = h = 0;
 | 
						|
 | 
						|
      AVIDump::Stop();
 | 
						|
      bAVIDumping = false;
 | 
						|
      OSD::AddMessage("Stop dumping frames to AVI", 2000);
 | 
						|
    }
 | 
						|
    bLastFrameDumped = false;
 | 
						|
  }
 | 
						|
 | 
						|
  // Reset viewport for drawing text
 | 
						|
  D3D::SetViewportAndScissor(0, 0, GetBackbufferWidth(), GetBackbufferHeight());
 | 
						|
 | 
						|
  Renderer::DrawDebugText();
 | 
						|
 | 
						|
  OSD::DrawMessages();
 | 
						|
  D3D::EndFrame();
 | 
						|
 | 
						|
  TextureCacheBase::Cleanup(frameCount);
 | 
						|
 | 
						|
  // Enable configuration changes
 | 
						|
  UpdateActiveConfig();
 | 
						|
  TextureCacheBase::OnConfigChanged(g_ActiveConfig);
 | 
						|
 | 
						|
  SetWindowSize(fb_stride, fb_height);
 | 
						|
 | 
						|
  const bool window_resized = CheckForResize();
 | 
						|
  const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
 | 
						|
                          !SConfig::GetInstance().bRenderToMain;
 | 
						|
 | 
						|
  bool xfb_changed = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
 | 
						|
 | 
						|
  if (FramebufferManagerBase::LastXfbWidth() != fb_stride ||
 | 
						|
      FramebufferManagerBase::LastXfbHeight() != fb_height)
 | 
						|
  {
 | 
						|
    xfb_changed = true;
 | 
						|
    unsigned int xfb_w = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
 | 
						|
    unsigned int xfb_h = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
 | 
						|
    FramebufferManagerBase::SetLastXfbWidth(xfb_w);
 | 
						|
    FramebufferManagerBase::SetLastXfbHeight(xfb_h);
 | 
						|
  }
 | 
						|
 | 
						|
  // Flip/present backbuffer to frontbuffer here
 | 
						|
  D3D::Present();
 | 
						|
 | 
						|
  // Resize the back buffers NOW to avoid flickering
 | 
						|
  if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || xfb_changed ||
 | 
						|
      window_resized || s_last_efb_scale != g_ActiveConfig.iEFBScale ||
 | 
						|
      s_last_multisamples != g_ActiveConfig.iMultisamples ||
 | 
						|
      s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
 | 
						|
  {
 | 
						|
    s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
 | 
						|
 | 
						|
    // Block on any changes until the GPU catches up, so we can free resources safely.
 | 
						|
    D3D::command_list_mgr->ExecuteQueuedWork(true);
 | 
						|
 | 
						|
    if (s_last_multisamples != g_ActiveConfig.iMultisamples)
 | 
						|
    {
 | 
						|
      s_last_multisamples = g_ActiveConfig.iMultisamples;
 | 
						|
      StaticShaderCache::InvalidateMSAAShaders();
 | 
						|
      gx_state_cache.OnMSAASettingsChanged();
 | 
						|
    }
 | 
						|
 | 
						|
    if (window_resized)
 | 
						|
    {
 | 
						|
      // TODO: Aren't we still holding a reference to the back buffer right now?
 | 
						|
      D3D::Reset();
 | 
						|
 | 
						|
      if (s_screenshot_texture)
 | 
						|
      {
 | 
						|
        D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_screenshot_texture);
 | 
						|
        s_screenshot_texture = nullptr;
 | 
						|
      }
 | 
						|
 | 
						|
      s_backbuffer_width = D3D::GetBackBufferWidth();
 | 
						|
      s_backbuffer_height = D3D::GetBackBufferHeight();
 | 
						|
    }
 | 
						|
 | 
						|
    UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
 | 
						|
 | 
						|
    s_last_efb_scale = g_ActiveConfig.iEFBScale;
 | 
						|
    s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
 | 
						|
 | 
						|
    PixelShaderManager::SetEfbScaleChanged();
 | 
						|
 | 
						|
    D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
                                                    D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
    D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
 | 
						|
                                                  nullptr);
 | 
						|
 | 
						|
    g_framebuffer_manager.reset();
 | 
						|
    g_framebuffer_manager = std::make_unique<FramebufferManager>();
 | 
						|
    const float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
 | 
						|
 | 
						|
    FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
 | 
						|
        D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
    D3D::current_command_list->ClearRenderTargetView(
 | 
						|
        FramebufferManager::GetEFBColorTexture()->GetRTV12(), clear_color, 0, nullptr);
 | 
						|
 | 
						|
    FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
 | 
						|
        D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
 | 
						|
    D3D::current_command_list->ClearDepthStencilView(
 | 
						|
        FramebufferManager::GetEFBDepthTexture()->GetDSV12(), D3D12_CLEAR_FLAG_DEPTH, 0.f, 0, 0,
 | 
						|
        nullptr);
 | 
						|
  }
 | 
						|
 | 
						|
  // begin next frame
 | 
						|
  D3D::BeginFrame();
 | 
						|
 | 
						|
  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
 | 
						|
      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
 | 
						|
      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
 | 
						|
 | 
						|
  RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ResetAPIState()
 | 
						|
{
 | 
						|
  CHECK(0, "This should never be called.. just required for inheritance.");
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::RestoreAPIState()
 | 
						|
{
 | 
						|
  // Restores viewport/scissor rects, which might have been
 | 
						|
  // overwritten elsewhere (particularly the viewport).
 | 
						|
  SetViewport();
 | 
						|
  BPFunctions::SetScissor();
 | 
						|
 | 
						|
  FramebufferManager::RestoreEFBRenderTargets();
 | 
						|
  BBox::Bind();
 | 
						|
}
 | 
						|
 | 
						|
static bool s_previous_use_dst_alpha = false;
 | 
						|
static D3DVertexFormat* s_previous_vertex_format = nullptr;
 | 
						|
 | 
						|
void Renderer::ApplyState(bool use_dst_alpha)
 | 
						|
{
 | 
						|
  if (use_dst_alpha != s_previous_use_dst_alpha)
 | 
						|
  {
 | 
						|
    s_previous_use_dst_alpha = use_dst_alpha;
 | 
						|
    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
 | 
						|
  }
 | 
						|
 | 
						|
  gx_state.blend.use_dst_alpha = use_dst_alpha;
 | 
						|
 | 
						|
  if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS))
 | 
						|
  {
 | 
						|
    D3D12_GPU_DESCRIPTOR_HANDLE sample_group_gpu_handle;
 | 
						|
    sample_group_gpu_handle =
 | 
						|
        D3D::sampler_descriptor_heap_mgr->GetHandleForSamplerGroup(gx_state.sampler, 8);
 | 
						|
 | 
						|
    D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
 | 
						|
                                                              sample_group_gpu_handle);
 | 
						|
 | 
						|
    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, false);
 | 
						|
  }
 | 
						|
 | 
						|
  // Uploads and binds required constant buffer data for all stages.
 | 
						|
  ShaderConstantsManager::LoadAndSetGeometryShaderConstants();
 | 
						|
  ShaderConstantsManager::LoadAndSetPixelShaderConstants();
 | 
						|
  ShaderConstantsManager::LoadAndSetVertexShaderConstants();
 | 
						|
 | 
						|
  if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_PSO) ||
 | 
						|
      s_previous_vertex_format !=
 | 
						|
          reinterpret_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()))
 | 
						|
  {
 | 
						|
    s_previous_vertex_format =
 | 
						|
        reinterpret_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
 | 
						|
 | 
						|
    D3D12_PRIMITIVE_TOPOLOGY_TYPE topologyType = ShaderCache::GetCurrentPrimitiveTopology();
 | 
						|
    RasterizerState modifiableRastState = gx_state.raster;
 | 
						|
 | 
						|
    if (topologyType != D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE)
 | 
						|
    {
 | 
						|
      modifiableRastState.cull_mode = D3D12_CULL_MODE_NONE;
 | 
						|
    }
 | 
						|
 | 
						|
    SmallPsoDesc pso_desc = {
 | 
						|
        ShaderCache::GetActiveGeometryShaderBytecode(),  // D3D12_SHADER_BYTECODE GS;
 | 
						|
        ShaderCache::GetActivePixelShaderBytecode(),     // D3D12_SHADER_BYTECODE PS;
 | 
						|
        ShaderCache::GetActiveVertexShaderBytecode(),    // D3D12_SHADER_BYTECODE VS;
 | 
						|
        s_previous_vertex_format,                        // D3DVertexFormat* InputLayout;
 | 
						|
        gx_state.blend,                                  // BlendState BlendState;
 | 
						|
        modifiableRastState,                             // RasterizerState RasterizerState;
 | 
						|
        gx_state.zmode,                                  // ZMode DepthStencilState;
 | 
						|
    };
 | 
						|
 | 
						|
    if (use_dst_alpha)
 | 
						|
    {
 | 
						|
      // restore actual state
 | 
						|
      SetBlendMode(false);
 | 
						|
      SetLogicOpMode();
 | 
						|
    }
 | 
						|
 | 
						|
    ID3D12PipelineState* pso = nullptr;
 | 
						|
    CheckHR(gx_state_cache.GetPipelineStateObjectFromCache(
 | 
						|
        &pso_desc, &pso, topologyType, ShaderCache::GetActiveGeometryShaderUid(),
 | 
						|
        ShaderCache::GetActivePixelShaderUid(), ShaderCache::GetActiveVertexShaderUid()));
 | 
						|
 | 
						|
    D3D::current_command_list->SetPipelineState(pso);
 | 
						|
 | 
						|
    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
 | 
						|
  }
 | 
						|
 | 
						|
  // Always called prior to drawing, so we can invalidate the CPU EFB copies here.
 | 
						|
  FramebufferManager::InvalidateEFBAccessCopies();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::RestoreState()
 | 
						|
{
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ApplyCullDisable()
 | 
						|
{
 | 
						|
  // This functionality is handled directly in ApplyState.
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::RestoreCull()
 | 
						|
{
 | 
						|
  // This functionality is handled directly in ApplyState.
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetGenerationMode()
 | 
						|
{
 | 
						|
  const D3D12_CULL_MODE d3d_cull_modes[4] = {D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_BACK,
 | 
						|
                                             D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_BACK};
 | 
						|
 | 
						|
  // rastdc.FrontCounterClockwise must be false for this to work
 | 
						|
  // EXISTINGD3D11TODO: GX_CULL_ALL not supported, yet!
 | 
						|
  gx_state.raster.cull_mode = d3d_cull_modes[bpmem.genMode.cullmode];
 | 
						|
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetDepthMode()
 | 
						|
{
 | 
						|
  gx_state.zmode.hex = bpmem.zmode.hex;
 | 
						|
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetLogicOpMode()
 | 
						|
{
 | 
						|
  // D3D11 doesn't support logic blending, so this is a huge hack
 | 
						|
  // EXISTINGD3D11TODO: Make use of D3D11.1's logic blending support
 | 
						|
  // D3D12TODO: Obviously these are always available in D3D12..
 | 
						|
 | 
						|
  // 0   0x00
 | 
						|
  // 1   Source & destination
 | 
						|
  // 2   Source & ~destination
 | 
						|
  // 3   Source
 | 
						|
  // 4   ~Source & destination
 | 
						|
  // 5   Destination
 | 
						|
  // 6   Source ^ destination =  Source & ~destination | ~Source & destination
 | 
						|
  // 7   Source | destination
 | 
						|
  // 8   ~(Source | destination)
 | 
						|
  // 9   ~(Source ^ destination) = ~Source & ~destination | Source & destination
 | 
						|
  // 10  ~Destination
 | 
						|
  // 11  Source | ~destination
 | 
						|
  // 12  ~Source
 | 
						|
  // 13  ~Source | destination
 | 
						|
  // 14  ~(Source & destination)
 | 
						|
  // 15  0xff
 | 
						|
  const D3D12_BLEND_OP d3d_logic_ops[16] = {
 | 
						|
      D3D12_BLEND_OP_ADD,           // 0
 | 
						|
      D3D12_BLEND_OP_ADD,           // 1
 | 
						|
      D3D12_BLEND_OP_SUBTRACT,      // 2
 | 
						|
      D3D12_BLEND_OP_ADD,           // 3
 | 
						|
      D3D12_BLEND_OP_REV_SUBTRACT,  // 4
 | 
						|
      D3D12_BLEND_OP_ADD,           // 5
 | 
						|
      D3D12_BLEND_OP_MAX,           // 6
 | 
						|
      D3D12_BLEND_OP_ADD,           // 7
 | 
						|
      D3D12_BLEND_OP_MAX,           // 8
 | 
						|
      D3D12_BLEND_OP_MAX,           // 9
 | 
						|
      D3D12_BLEND_OP_ADD,           // 10
 | 
						|
      D3D12_BLEND_OP_ADD,           // 11
 | 
						|
      D3D12_BLEND_OP_ADD,           // 12
 | 
						|
      D3D12_BLEND_OP_ADD,           // 13
 | 
						|
      D3D12_BLEND_OP_ADD,           // 14
 | 
						|
      D3D12_BLEND_OP_ADD            // 15
 | 
						|
  };
 | 
						|
  const D3D12_BLEND d3d_logic_op_src_factors[16] = {
 | 
						|
      D3D12_BLEND_ZERO,            // 0
 | 
						|
      D3D12_BLEND_DEST_COLOR,      // 1
 | 
						|
      D3D12_BLEND_ONE,             // 2
 | 
						|
      D3D12_BLEND_ONE,             // 3
 | 
						|
      D3D12_BLEND_DEST_COLOR,      // 4
 | 
						|
      D3D12_BLEND_ZERO,            // 5
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 6
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 7
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 8
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 9
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 10
 | 
						|
      D3D12_BLEND_ONE,             // 11
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 12
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 13
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 14
 | 
						|
      D3D12_BLEND_ONE              // 15
 | 
						|
  };
 | 
						|
  const D3D12_BLEND d3d_logic_op_dest_factors[16] = {
 | 
						|
      D3D12_BLEND_ZERO,            // 0
 | 
						|
      D3D12_BLEND_ZERO,            // 1
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 2
 | 
						|
      D3D12_BLEND_ZERO,            // 3
 | 
						|
      D3D12_BLEND_ONE,             // 4
 | 
						|
      D3D12_BLEND_ONE,             // 5
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 6
 | 
						|
      D3D12_BLEND_ONE,             // 7
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 8
 | 
						|
      D3D12_BLEND_SRC_COLOR,       // 9
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 10
 | 
						|
      D3D12_BLEND_INV_DEST_COLOR,  // 11
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 12
 | 
						|
      D3D12_BLEND_ONE,             // 13
 | 
						|
      D3D12_BLEND_INV_SRC_COLOR,   // 14
 | 
						|
      D3D12_BLEND_ONE              // 15
 | 
						|
  };
 | 
						|
 | 
						|
  if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
 | 
						|
  {
 | 
						|
    gx_state.blend.blend_enable = true;
 | 
						|
    gx_state.blend.blend_op = d3d_logic_ops[bpmem.blendmode.logicmode];
 | 
						|
    gx_state.blend.src_blend = d3d_logic_op_src_factors[bpmem.blendmode.logicmode];
 | 
						|
    gx_state.blend.dst_blend = d3d_logic_op_dest_factors[bpmem.blendmode.logicmode];
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    SetBlendMode(true);
 | 
						|
  }
 | 
						|
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetDitherMode()
 | 
						|
{
 | 
						|
  // EXISTINGD3D11TODO: Set dither mode to bpmem.blendmode.dither
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetSamplerState(int stage, int tex_index, bool custom_tex)
 | 
						|
{
 | 
						|
  const FourTexUnits& tex = bpmem.tex[tex_index];
 | 
						|
  const TexMode0& tm0 = tex.texMode0[stage];
 | 
						|
  const TexMode1& tm1 = tex.texMode1[stage];
 | 
						|
  SamplerState new_state = {};
 | 
						|
 | 
						|
  if (tex_index)
 | 
						|
    stage += 4;
 | 
						|
 | 
						|
  if (g_ActiveConfig.bForceFiltering)
 | 
						|
  {
 | 
						|
    // Only use mipmaps if the game says they are available.
 | 
						|
    new_state.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
 | 
						|
    new_state.mag_filter = 1;  // linear mag
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    new_state.min_filter = tm0.min_filter;
 | 
						|
    new_state.mag_filter = tm0.mag_filter;
 | 
						|
  }
 | 
						|
 | 
						|
  new_state.wrap_s = tm0.wrap_s;
 | 
						|
  new_state.wrap_t = tm0.wrap_t;
 | 
						|
  new_state.max_lod = tm1.max_lod;
 | 
						|
  new_state.min_lod = tm1.min_lod;
 | 
						|
  new_state.lod_bias = tm0.lod_bias;
 | 
						|
 | 
						|
  // custom textures may have higher resolution, so disable the max_lod
 | 
						|
  if (custom_tex)
 | 
						|
  {
 | 
						|
    new_state.max_lod = 255;
 | 
						|
  }
 | 
						|
 | 
						|
  if (new_state.hex != gx_state.sampler[stage].hex)
 | 
						|
  {
 | 
						|
    gx_state.sampler[stage].hex = new_state.hex;
 | 
						|
    D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetInterlacingMode()
 | 
						|
{
 | 
						|
  // EXISTINGD3D11TODO
 | 
						|
}
 | 
						|
 | 
						|
int Renderer::GetMaxTextureSize()
 | 
						|
{
 | 
						|
  return DX12::D3D::GetMaxTextureSize();
 | 
						|
}
 | 
						|
 | 
						|
u16 Renderer::BBoxRead(int index)
 | 
						|
{
 | 
						|
  // Here we get the min/max value of the truncated position of the upscaled framebuffer.
 | 
						|
  // So we have to correct them to the unscaled EFB sizes.
 | 
						|
  int value = BBox::Get(index);
 | 
						|
 | 
						|
  if (index < 2)
 | 
						|
  {
 | 
						|
    // left/right
 | 
						|
    value = value * EFB_WIDTH / s_target_width;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    // up/down
 | 
						|
    value = value * EFB_HEIGHT / s_target_height;
 | 
						|
  }
 | 
						|
  if (index & 1)
 | 
						|
    value++;  // fix max values to describe the outer border
 | 
						|
 | 
						|
  return value;
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::BBoxWrite(int index, u16 value)
 | 
						|
{
 | 
						|
  int local_value = value;  // u16 isn't enough to multiply by the efb width
 | 
						|
  if (index & 1)
 | 
						|
    local_value--;
 | 
						|
  if (index < 2)
 | 
						|
  {
 | 
						|
    local_value = local_value * s_target_width / EFB_WIDTH;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    local_value = local_value * s_target_height / EFB_HEIGHT;
 | 
						|
  }
 | 
						|
 | 
						|
  BBox::Set(index, local_value);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
 | 
						|
                          u32 src_width, u32 src_height, float gamma)
 | 
						|
{
 | 
						|
  if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
 | 
						|
  {
 | 
						|
    TargetRectangle left_rc, right_rc;
 | 
						|
    ConvertStereoRectangle(dst, left_rc, right_rc);
 | 
						|
 | 
						|
    // Swap chain backbuffer is never multisampled..
 | 
						|
 | 
						|
    D3D::SetViewportAndScissor(left_rc.left, left_rc.top, left_rc.GetWidth(), left_rc.GetHeight());
 | 
						|
    D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
 | 
						|
                           StaticShaderCache::GetColorCopyPixelShader(false),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShaderInputLayout(),
 | 
						|
                           D3D12_SHADER_BYTECODE(), gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
 | 
						|
                           false);
 | 
						|
 | 
						|
    D3D::SetViewportAndScissor(right_rc.left, right_rc.top, right_rc.GetWidth(),
 | 
						|
                               right_rc.GetHeight());
 | 
						|
    D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
 | 
						|
                           StaticShaderCache::GetColorCopyPixelShader(false),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShaderInputLayout(),
 | 
						|
                           D3D12_SHADER_BYTECODE(), gamma, 1, DXGI_FORMAT_R8G8B8A8_UNORM, false,
 | 
						|
                           false);
 | 
						|
  }
 | 
						|
  else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
 | 
						|
  {
 | 
						|
    // D3D12TODO
 | 
						|
    // Not currently supported on D3D12 backend. Implemented (but untested) code kept for reference.
 | 
						|
 | 
						|
    // if (!s_3d_vision_texture)
 | 
						|
    //	Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
 | 
						|
 | 
						|
    // D3D12_VIEWPORT leftVp12 = { static_cast<float>(dst.left), static_cast<float>(dst.top),
 | 
						|
    // static_cast<float>(dst.GetWidth()), static_cast<float>(dst.GetHeight()), D3D12_MIN_DEPTH,
 | 
						|
    // D3D12_MAX_DEPTH };
 | 
						|
    // D3D12_VIEWPORT rightVp12 = { static_cast<float>(dst.left + s_backbuffer_width),
 | 
						|
    // static_cast<float>(dst.top), static_cast<float>(dst.GetWidth()),
 | 
						|
    // static_cast<float>(dst.GetHeight()), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
 | 
						|
 | 
						|
    //// Render to staging texture which is double the width of the backbuffer
 | 
						|
    // s_3d_vision_texture->TransitionToResourceState(D3D::current_command_list,
 | 
						|
    // D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
    // D3D::current_command_list->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV12(), FALSE,
 | 
						|
    // nullptr);
 | 
						|
 | 
						|
    // D3D::current_command_list->RSSetViewports(1, &leftVp12);
 | 
						|
    // D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
 | 
						|
    // StaticShaderCache::GetColorCopyPixelShader(false),
 | 
						|
    // StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
    // StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), gamma, 0,
 | 
						|
    // DXGI_FORMAT_R8G8B8A8_UNORM, false, s_3d_vision_texture->GetMultisampled());
 | 
						|
 | 
						|
    // D3D::current_command_list->RSSetViewports(1, &rightVp12);
 | 
						|
    // D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
 | 
						|
    // StaticShaderCache::GetColorCopyPixelShader(false),
 | 
						|
    // StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
    // StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), gamma, 1,
 | 
						|
    // DXGI_FORMAT_R8G8B8A8_UNORM, false, s_3d_vision_texture->GetMultisampled());
 | 
						|
 | 
						|
    //// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
 | 
						|
    //// recognize the signature and automatically include the right eye frame.
 | 
						|
    //// D3D12TODO: Does this work on D3D12?
 | 
						|
 | 
						|
    // D3D12_BOX box = CD3DX12_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
 | 
						|
    // D3D12_TEXTURE_COPY_LOCATION dst =
 | 
						|
    // CD3DX12_TEXTURE_COPY_LOCATION(D3D::GetBackBuffer()->GetTex12(), 0);
 | 
						|
    // D3D12_TEXTURE_COPY_LOCATION src =
 | 
						|
    // CD3DX12_TEXTURE_COPY_LOCATION(s_3d_vision_texture->GetTex12(), 0);
 | 
						|
 | 
						|
    // D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
    // D3D12_RESOURCE_STATE_COPY_DEST);
 | 
						|
    // s_3d_vision_texture->TransitionToResourceState(D3D::current_command_list,
 | 
						|
    // D3D12_RESOURCE_STATE_COPY_SOURCE);
 | 
						|
    // D3D::current_command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
 | 
						|
 | 
						|
    //// Restore render target to backbuffer
 | 
						|
    // D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
 | 
						|
    // D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
    // D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
 | 
						|
    // nullptr);
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    D3D::SetViewportAndScissor(dst.left, dst.top, dst.GetWidth(), dst.GetHeight());
 | 
						|
 | 
						|
    D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
 | 
						|
                           (g_Config.iStereoMode == STEREO_ANAGLYPH) ?
 | 
						|
                               StaticShaderCache::GetAnaglyphPixelShader() :
 | 
						|
                               StaticShaderCache::GetColorCopyPixelShader(false),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
                           StaticShaderCache::GetSimpleVertexShaderInputLayout(),
 | 
						|
                           D3D12_SHADER_BYTECODE(), gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
 | 
						|
                           false  // Backbuffer never multisampled.
 | 
						|
                           );
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
D3D12_BLEND_DESC Renderer::GetResetBlendDesc()
 | 
						|
{
 | 
						|
  return g_reset_blend_desc;
 | 
						|
}
 | 
						|
 | 
						|
D3D12_DEPTH_STENCIL_DESC Renderer::GetResetDepthStencilDesc()
 | 
						|
{
 | 
						|
  return g_reset_depth_desc;
 | 
						|
}
 | 
						|
 | 
						|
D3D12_RASTERIZER_DESC Renderer::GetResetRasterizerDesc()
 | 
						|
{
 | 
						|
  return g_reset_rast_desc;
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace DX12
 |