forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			210 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			11 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 "Core/HW/Memmap.h"
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#include "VideoBackends/D3D/D3DBase.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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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() { return m_efb.color_tex; }
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ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
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D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
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ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
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D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
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{
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	if (g_ActiveConfig.iMultisampleMode)
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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(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), 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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		return m_efb.color_tex;
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}
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D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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{
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	if (g_ActiveConfig.iMultisampleMode)
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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_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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		return m_efb.resolved_depth_tex;
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	}
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	else
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		return m_efb.depth_tex;
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}
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FramebufferManager::FramebufferManager()
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{
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	m_target_width = Renderer::GetTargetWidth();
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	m_target_height = Renderer::GetTargetHeight();
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	DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
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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 = 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);
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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, m_target_height, hr);
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	m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
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	CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
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	SAFE_RELEASE(buf);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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	// Temporary EFB color texture - used in ReinterpretPixelData
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	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);
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	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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	CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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	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));
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	CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
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	SAFE_RELEASE(buf);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
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	// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
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	CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
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	// EFB depth buffer - primary depth buffer
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	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_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);
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	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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	CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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	m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
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	SAFE_RELEASE(buf);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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	// Render buffer for AccessEFB (depth data)
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	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET);
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	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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	CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
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	m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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	SAFE_RELEASE(buf);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
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	// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
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	CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
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	if (g_ActiveConfig.iMultisampleMode)
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	{
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		// Framebuffer resolve textures (color+depth)
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		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);
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		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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		m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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		CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
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		SAFE_RELEASE(buf);
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		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
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		texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
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		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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		CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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		m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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		SAFE_RELEASE(buf);
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		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
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		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
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	}
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	else
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	{
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		m_efb.resolved_color_tex = nullptr;
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		m_efb.resolved_depth_tex = nullptr;
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	}
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	s_xfbEncoder.Init();
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}
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FramebufferManager::~FramebufferManager()
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{
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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.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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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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	u8* dst = Memory::GetPointer(xfbAddr);
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	s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
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{
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	return new XFBSource(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), layers);
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}
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height)
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{
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	*width = m_target_width;
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	*height = m_target_height;
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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	// DX11's XFB decoder does not use this function.
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	// YUYV data is decoded in Render::Swap.
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}
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void XFBSource::CopyEFB(float Gamma)
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{
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	g_renderer->ResetAPIState(); // reset any game specific settings
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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);
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	D3D::context->RSSetViewports(1, &vp);
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	D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
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	D3D::SetLinearCopySampler();
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	D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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		Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
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		VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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		GeometryShaderCache::GetCopyGeometryShader(), Gamma);
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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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}
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}  // namespace DX11
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