forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			633 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			633 lines
		
	
	
		
			24 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 "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/D3DShader.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.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/PSTextureEncoder.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoBackends/D3D12/TextureCache.h"
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#include "VideoBackends/D3D12/TextureEncoder.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/LookUpTables.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static std::unique_ptr<TextureEncoder> s_encoder = nullptr;
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static std::unique_ptr<D3DStreamBuffer> s_efb_copy_stream_buffer = nullptr;
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static u32 s_efb_copy_last_cbuf_id = UINT_MAX;
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static ID3D12Resource* s_texture_cache_entry_readback_buffer = nullptr;
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static size_t s_texture_cache_entry_readback_buffer_size = 0;
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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	m_texture->Release();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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	// Textures bound as group in TextureCache::BindTextures method.
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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	u32 level_width = std::max(config.width >> level, 1u);
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	u32 level_height = std::max(config.height >> level, 1u);
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	size_t level_pitch = D3D::AlignValue(level_width * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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	size_t required_readback_buffer_size = level_pitch * level_height;
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	// Check if the current readback buffer is large enough
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	if (required_readback_buffer_size > s_texture_cache_entry_readback_buffer_size)
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	{
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		// Reallocate the buffer with the new size. Safe to immediately release because we're the only user and we block until completion.
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		if (s_texture_cache_entry_readback_buffer)
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			s_texture_cache_entry_readback_buffer->Release();
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		s_texture_cache_entry_readback_buffer_size = required_readback_buffer_size;
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		CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
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		                                               D3D12_HEAP_FLAG_NONE,
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		                                               &CD3DX12_RESOURCE_DESC::Buffer(s_texture_cache_entry_readback_buffer_size),
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		                                               D3D12_RESOURCE_STATE_COPY_DEST,
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		                                               nullptr,
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		                                               IID_PPV_ARGS(&s_texture_cache_entry_readback_buffer)));
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	}
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	m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
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	D3D12_TEXTURE_COPY_LOCATION dst_location = {};
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	dst_location.pResource = s_texture_cache_entry_readback_buffer;
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	dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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	dst_location.PlacedFootprint.Offset = 0;
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	dst_location.PlacedFootprint.Footprint.Depth = 1;
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	dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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	dst_location.PlacedFootprint.Footprint.Width = level_width;
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	dst_location.PlacedFootprint.Footprint.Height = level_height;
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	dst_location.PlacedFootprint.Footprint.RowPitch = static_cast<UINT>(level_pitch);
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	D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), level);
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	D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
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	D3D::command_list_mgr->ExecuteQueuedWork(true);
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	// Map readback buffer and save to file.
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	void* readback_texture_map;
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	CheckHR(s_texture_cache_entry_readback_buffer->Map(0, nullptr, &readback_texture_map));
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	bool saved = TextureToPng(
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		static_cast<u8*>(readback_texture_map),
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		dst_location.PlacedFootprint.Footprint.RowPitch,
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		filename,
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		dst_location.PlacedFootprint.Footprint.Width,
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		dst_location.PlacedFootprint.Footprint.Height
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		);
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	s_texture_cache_entry_readback_buffer->Unmap(0, nullptr);
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	return saved;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(
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	const TCacheEntryBase* source,
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	const MathUtil::Rectangle<int>& src_rect,
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	const MathUtil::Rectangle<int>& dst_rect)
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{
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	const TCacheEntry* srcentry = reinterpret_cast<const TCacheEntry*>(source);
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	if (src_rect.GetWidth() == dst_rect.GetWidth()
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		&& src_rect.GetHeight() == dst_rect.GetHeight())
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	{
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		D3D12_BOX srcbox;
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		srcbox.left = src_rect.left;
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		srcbox.top = src_rect.top;
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		srcbox.right = src_rect.right;
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		srcbox.bottom = src_rect.bottom;
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		srcbox.front = 0;
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		srcbox.back = srcentry->config.layers;
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		if (static_cast<u32>(src_rect.GetHeight()) > config.height ||
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			static_cast<u32>(src_rect.GetWidth()) > config.width)
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		{
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			// To mimic D3D11 behavior, we're just going to drop the clear since it is invalid.
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			// This invalid copy needs to be fixed above the Backend level.
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			// On D3D12, instead of silently dropping this invalid clear, the runtime throws an exception
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			// so we need to filter it out ourselves.
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			return;
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		}
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		D3D12_TEXTURE_COPY_LOCATION dst_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
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		D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(srcentry->m_texture->GetTex12(), 0);
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		m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
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		srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
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		D3D::current_command_list->CopyTextureRegion(&dst_location, dst_rect.left, dst_rect.top, 0, &src_location, &srcbox);
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		m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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		srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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		return;
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	}
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	else if (!config.rendertarget)
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	{
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		return;
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	}
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	D3D::SetViewportAndScissor(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight());
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	m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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	D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
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	D3D::SetLinearCopySampler();
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	D3D12_RECT src_rc;
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	src_rc.left = src_rect.left;
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	src_rc.right = src_rect.right;
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	src_rc.top = src_rect.top;
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	src_rc.bottom = src_rect.bottom;
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	D3D::DrawShadedTexQuad(srcentry->m_texture, &src_rc,
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		srcentry->config.width, srcentry->config.height,
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		StaticShaderCache::GetColorCopyPixelShader(false),
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		StaticShaderCache::GetSimpleVertexShader(),
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		StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0, 0,
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		DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled());
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	m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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	FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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	FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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	FramebufferManager::RestoreEFBRenderTargets();
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	g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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	unsigned int expanded_width, unsigned int level)
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{
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	unsigned int src_pitch = 4 * expanded_width;
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	D3D::ReplaceRGBATexture2D(m_texture->GetTex12(), TextureCache::temp, width, height, src_pitch, level, m_texture->GetResourceUsageState());
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}
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TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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	if (config.rendertarget)
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	{
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		D3DTexture2D* texture = D3DTexture2D::Create(config.width, config.height,
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			static_cast<D3D11_BIND_FLAG>((static_cast<int>(D3D11_BIND_RENDER_TARGET) | static_cast<int>(D3D11_BIND_SHADER_RESOURCE))),
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			D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, config.layers);
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		TCacheEntry* entry = new TCacheEntry(config, texture);
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		entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
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		entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
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		entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
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		return entry;
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	}
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	else
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	{
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		ID3D12Resource* texture_resource = nullptr;
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		D3D12_RESOURCE_DESC texture_resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM,
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			config.width, config.height, 1, config.levels);
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		CheckHR(
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			D3D::device12->CreateCommittedResource(
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			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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			D3D12_HEAP_FLAG_NONE,
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			&CD3DX12_RESOURCE_DESC(texture_resource_desc),
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			D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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			nullptr,
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			IID_PPV_ARGS(&texture_resource)
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			)
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			);
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		D3DTexture2D* texture = new D3DTexture2D(
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			texture_resource,
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			D3D11_BIND_SHADER_RESOURCE,
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			DXGI_FORMAT_UNKNOWN,
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			DXGI_FORMAT_UNKNOWN,
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			DXGI_FORMAT_UNKNOWN,
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			false,
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			D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
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			);
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		TCacheEntry* const entry = new TCacheEntry(
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			config, texture
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			);
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		entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
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		entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
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		entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
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		// EXISTINGD3D11TODO: better debug names
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		D3D::SetDebugObjectName12(entry->m_texture->GetTex12(), "a texture of the TextureCache");
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		SAFE_RELEASE(texture_resource);
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		return entry;
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	}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& srcRect,
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	bool scale_by_half, unsigned int cbuf_id, const float* colmat)
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{
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	// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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	// This is because multisampled texture reads go through Load, not Sample, and the linear
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	// filter is ignored.
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	bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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	D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ?
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		FramebufferManager::GetEFBDepthTexture() :
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		FramebufferManager::GetEFBColorTexture();
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	if (multisampled && scale_by_half)
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	{
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		multisampled = false;
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		efb_tex = (src_format == PEControl::Z24) ?
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			FramebufferManager::GetResolvedEFBDepthTexture() :
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			FramebufferManager::GetResolvedEFBColorTexture();
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	}
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	// set transformation
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	if (s_efb_copy_last_cbuf_id != cbuf_id)
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	{
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		s_efb_copy_stream_buffer->AllocateSpaceInBuffer(28 * sizeof(float), 256);
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		memcpy(s_efb_copy_stream_buffer->GetCPUAddressOfCurrentAllocation(), colmat, 28 * sizeof(float));
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		s_efb_copy_last_cbuf_id = cbuf_id;
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	}
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	// stretch picture with increased internal resolution
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	D3D::SetViewportAndScissor(0, 0, config.width, config.height);
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	D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_efb_copy_stream_buffer->GetGPUAddressOfCurrentAllocation());
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	D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
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	const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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	// EXISTINGD3D11TODO: try targetSource.asRECT();
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	const D3D12_RECT sourcerect = CD3DX12_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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	// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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	if (scale_by_half)
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		D3D::SetLinearCopySampler();
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	else
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		D3D::SetPointCopySampler();
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	// Make sure we don't draw with the texture set as both a source and target.
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	// (This can happen because we don't unbind textures when we free them.)
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	m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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	D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
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	// Create texture copy
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	D3D::DrawShadedTexQuad(
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		efb_tex,
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		&sourcerect,
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		Renderer::GetTargetWidth(),
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		Renderer::GetTargetHeight(),
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		(src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) : StaticShaderCache::GetColorMatrixPixelShader(multisampled),
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		StaticShaderCache::GetSimpleVertexShader(),
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		StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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		StaticShaderCache::GetCopyGeometryShader(),
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		1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled()
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		);
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	m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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	FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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	FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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	FramebufferManager::RestoreEFBRenderTargets();
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	g_renderer->RestoreAPIState();
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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	PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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	bool isIntensity, bool scaleByHalf)
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{
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	s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
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}
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static const constexpr char s_palette_shader_hlsl[] =
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R"HLSL(
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sampler samp0 : register(s0);
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Texture2DArray Tex0 : register(t0);
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Buffer<uint> Tex1 : register(t1);
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uniform float Multiply;
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uint Convert3To8(uint v)
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{
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	// Swizzle bits: 00000123 -> 12312312
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	return (v << 5) | (v << 2) | (v >> 1);
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}
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uint Convert4To8(uint v)
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{
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	// Swizzle bits: 00001234 -> 12341234
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	return (v << 4) | v;
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}
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uint Convert5To8(uint v)
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{
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	// Swizzle bits: 00012345 -> 12345123
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	return (v << 3) | (v >> 2);
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}
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uint Convert6To8(uint v)
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{
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	// Swizzle bits: 00123456 -> 12345612
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	return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(uint val)
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{
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	int r,g,b,a;
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	if ((val&0x8000))
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	{
 | 
						|
		r=Convert5To8((val>>10) & 0x1f);
 | 
						|
		g=Convert5To8((val>>5 ) & 0x1f);
 | 
						|
		b=Convert5To8((val    ) & 0x1f);
 | 
						|
		a=0xFF;
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		a=Convert3To8((val>>12) & 0x7);
 | 
						|
		r=Convert4To8((val>>8 ) & 0xf);
 | 
						|
		g=Convert4To8((val>>4 ) & 0xf);
 | 
						|
		b=Convert4To8((val    ) & 0xf);
 | 
						|
	}
 | 
						|
	return float4(r, g, b, a) / 255;
 | 
						|
}
 | 
						|
 | 
						|
float4 DecodePixel_RGB565(uint val)
 | 
						|
{
 | 
						|
	int r, g, b, a;
 | 
						|
	r = Convert5To8((val >> 11) & 0x1f);
 | 
						|
	g = Convert6To8((val >> 5) & 0x3f);
 | 
						|
	b = Convert5To8((val) & 0x1f);
 | 
						|
	a = 0xFF;
 | 
						|
	return float4(r, g, b, a) / 255;
 | 
						|
}
 | 
						|
 | 
						|
float4 DecodePixel_IA8(uint val)
 | 
						|
{
 | 
						|
	int i = val & 0xFF;
 | 
						|
	int a = val >> 8;
 | 
						|
	return float4(i, i, i, a) / 255;
 | 
						|
}
 | 
						|
 | 
						|
void main(
 | 
						|
	out float4 ocol0 : SV_Target,
 | 
						|
	in float4 pos : SV_Position,
 | 
						|
	in float3 uv0 : TEXCOORD0)
 | 
						|
{
 | 
						|
	uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
 | 
						|
	src = Tex1.Load(src);
 | 
						|
	src = ((src << 8) & 0xFF00) | (src >> 8);
 | 
						|
	ocol0 = DECODE(src);
 | 
						|
}
 | 
						|
)HLSL";
 | 
						|
 | 
						|
void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format)
 | 
						|
{
 | 
						|
	const unsigned int palette_buffer_allocation_size = 512;
 | 
						|
	m_palette_stream_buffer->AllocateSpaceInBuffer(palette_buffer_allocation_size, 256);
 | 
						|
	memcpy(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation(), palette, palette_buffer_allocation_size);
 | 
						|
 | 
						|
	// stretch picture with increased internal resolution
 | 
						|
	D3D::SetViewportAndScissor(0, 0, unconverted->config.width, unconverted->config.height);
 | 
						|
 | 
						|
	// D3D12: Because the second SRV slot is occupied by this buffer, and an arbitrary texture occupies the first SRV slot,
 | 
						|
	// we need to allocate temporary space out of our descriptor heap, place the palette SRV in the second slot, then copy the
 | 
						|
	// existing texture's descriptor into the first slot.
 | 
						|
 | 
						|
	// First, allocate the (temporary) space in the descriptor heap.
 | 
						|
	D3D12_CPU_DESCRIPTOR_HANDLE srv_group_cpu_handle[2] = {};
 | 
						|
	D3D12_GPU_DESCRIPTOR_HANDLE srv_group_gpu_handle[2] = {};
 | 
						|
	D3D::gpu_descriptor_heap_mgr->AllocateGroup(srv_group_cpu_handle, 2, srv_group_gpu_handle, nullptr, true);
 | 
						|
 | 
						|
	srv_group_cpu_handle[1].ptr = srv_group_cpu_handle[0].ptr + D3D::resource_descriptor_size;
 | 
						|
 | 
						|
	// Now, create the palette SRV at the appropriate offset.
 | 
						|
	D3D12_SHADER_RESOURCE_VIEW_DESC palette_buffer_srv_desc = {
 | 
						|
		DXGI_FORMAT_R16_UINT,                    // DXGI_FORMAT Format;
 | 
						|
		D3D12_SRV_DIMENSION_BUFFER,              // D3D12_SRV_DIMENSION ViewDimension;
 | 
						|
		D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING // UINT Shader4ComponentMapping;
 | 
						|
	};
 | 
						|
 | 
						|
	// Each 'element' is two bytes since format is R16.
 | 
						|
	palette_buffer_srv_desc.Buffer.FirstElement = m_palette_stream_buffer->GetOffsetOfCurrentAllocation() / sizeof(u16);
 | 
						|
	palette_buffer_srv_desc.Buffer.NumElements = 256;
 | 
						|
 | 
						|
	D3D::device12->CreateShaderResourceView(m_palette_stream_buffer->GetBuffer(), &palette_buffer_srv_desc, srv_group_cpu_handle[1]);
 | 
						|
 | 
						|
	// Now, copy the existing texture's descriptor into the new temporary location.
 | 
						|
	static_cast<TCacheEntry*>(unconverted)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
 | 
						|
	D3D::device12->CopyDescriptorsSimple(
 | 
						|
		1,
 | 
						|
		srv_group_cpu_handle[0],
 | 
						|
		static_cast<TCacheEntry*>(unconverted)->m_texture->GetSRV12GPUCPUShadow(),
 | 
						|
		D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
 | 
						|
		);
 | 
						|
 | 
						|
	// Finally, bind our temporary location.
 | 
						|
	D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, srv_group_gpu_handle[0]);
 | 
						|
 | 
						|
	// D3D11EXISTINGTODO: Add support for C14X2 format.  (Different multiplier, more palette entries.)
 | 
						|
 | 
						|
	// D3D12: See TextureCache::TextureCache() - because there are only two possible buffer contents here,
 | 
						|
	// just pre-populate the data in two parts of the same upload heap.
 | 
						|
	if ((unconverted->format & 0xf) == GX_TF_I4)
 | 
						|
	{
 | 
						|
		D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress());
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress() + 256);
 | 
						|
	}
 | 
						|
 | 
						|
	D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
 | 
						|
 | 
						|
	const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, unconverted->config.width, unconverted->config.height);
 | 
						|
 | 
						|
	D3D::SetPointCopySampler();
 | 
						|
 | 
						|
	// Make sure we don't draw with the texture set as both a source and target.
 | 
						|
	// (This can happen because we don't unbind textures when we free them.)
 | 
						|
 | 
						|
	static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
	D3D::current_command_list->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->m_texture->GetRTV12(), FALSE, nullptr);
 | 
						|
 | 
						|
	// Create texture copy
 | 
						|
	D3D::DrawShadedTexQuad(
 | 
						|
		static_cast<TCacheEntry*>(unconverted)->m_texture,
 | 
						|
		&source_rect, unconverted->config.width,
 | 
						|
		unconverted->config.height,
 | 
						|
		m_palette_pixel_shaders[format],
 | 
						|
		StaticShaderCache::GetSimpleVertexShader(),
 | 
						|
		StaticShaderCache::GetSimpleVertexShaderInputLayout(),
 | 
						|
		StaticShaderCache::GetCopyGeometryShader(),
 | 
						|
		1.0f,
 | 
						|
		0,
 | 
						|
		DXGI_FORMAT_R8G8B8A8_UNORM,
 | 
						|
		true,
 | 
						|
		static_cast<TCacheEntry*>(entry)->m_texture->GetMultisampled()
 | 
						|
		);
 | 
						|
 | 
						|
	static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
 | 
						|
 | 
						|
	FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
	FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
 | 
						|
	FramebufferManager::RestoreEFBRenderTargets();
 | 
						|
 | 
						|
	g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
D3D12_SHADER_BYTECODE GetConvertShader12(std::string& Type)
 | 
						|
{
 | 
						|
	std::string shader = "#define DECODE DecodePixel_";
 | 
						|
	shader.append(Type);
 | 
						|
	shader.append("\n");
 | 
						|
	shader.append(s_palette_shader_hlsl);
 | 
						|
 | 
						|
	ID3DBlob* blob = nullptr;
 | 
						|
	D3D::CompilePixelShader(shader, &blob);
 | 
						|
 | 
						|
	return { blob->GetBufferPointer(), blob->GetBufferSize() };
 | 
						|
}
 | 
						|
 | 
						|
TextureCache::TextureCache()
 | 
						|
{
 | 
						|
	s_encoder = std::make_unique<PSTextureEncoder>();
 | 
						|
	s_encoder->Init();
 | 
						|
 | 
						|
	s_efb_copy_stream_buffer = std::make_unique<D3DStreamBuffer>(1024 * 1024, 1024 * 1024, nullptr);
 | 
						|
	s_efb_copy_last_cbuf_id = UINT_MAX;
 | 
						|
 | 
						|
	s_texture_cache_entry_readback_buffer = nullptr;
 | 
						|
	s_texture_cache_entry_readback_buffer_size = 0;
 | 
						|
 | 
						|
	m_palette_pixel_shaders[GX_TL_IA8] = GetConvertShader12(std::string("IA8"));
 | 
						|
	m_palette_pixel_shaders[GX_TL_RGB565] = GetConvertShader12(std::string("RGB565"));
 | 
						|
	m_palette_pixel_shaders[GX_TL_RGB5A3] = GetConvertShader12(std::string("RGB5A3"));
 | 
						|
 | 
						|
	m_palette_stream_buffer = std::make_unique<D3DStreamBuffer>(sizeof(u16) * 256 * 1024, sizeof(u16) * 256 * 1024 * 16, nullptr);
 | 
						|
 | 
						|
	// Right now, there are only two variants of palette_uniform data. So, we'll just create an upload heap to permanently store both of these.
 | 
						|
	CheckHR(
 | 
						|
		D3D::device12->CreateCommittedResource(
 | 
						|
		&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
 | 
						|
		D3D12_HEAP_FLAG_NONE,
 | 
						|
		&CD3DX12_RESOURCE_DESC::Buffer(((16 + 255) & ~255) * 2), // Constant Buffers have to be 256b aligned. "* 2" to create for two sets of data.
 | 
						|
		D3D12_RESOURCE_STATE_COPY_DEST,
 | 
						|
		nullptr,
 | 
						|
		IID_PPV_ARGS(&m_palette_uniform_buffer)
 | 
						|
		)
 | 
						|
		);
 | 
						|
 | 
						|
	D3D::SetDebugObjectName12(m_palette_uniform_buffer, "a constant buffer used in TextureCache::ConvertTexture");
 | 
						|
 | 
						|
	// Temporarily repurpose m_palette_stream_buffer as a copy source to populate initial data here.
 | 
						|
	m_palette_stream_buffer->AllocateSpaceInBuffer(256 * 2, 256);
 | 
						|
 | 
						|
	u8* upload_heap_data_location = reinterpret_cast<u8*>(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation());
 | 
						|
 | 
						|
	memset(upload_heap_data_location, 0, 256 * 2);
 | 
						|
 | 
						|
	float paramsFormatZero[4] = { 15.f };
 | 
						|
	float paramsFormatNonzero[4] = { 255.f };
 | 
						|
 | 
						|
	memcpy(upload_heap_data_location, paramsFormatZero, sizeof(paramsFormatZero));
 | 
						|
	memcpy(upload_heap_data_location + 256, paramsFormatNonzero, sizeof(paramsFormatNonzero));
 | 
						|
 | 
						|
	D3D::current_command_list->CopyBufferRegion(m_palette_uniform_buffer, 0, m_palette_stream_buffer->GetBuffer(), m_palette_stream_buffer->GetOffsetOfCurrentAllocation(), 256 * 2);
 | 
						|
 | 
						|
	DX12::D3D::ResourceBarrier(D3D::current_command_list, m_palette_uniform_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, 0);
 | 
						|
}
 | 
						|
 | 
						|
TextureCache::~TextureCache()
 | 
						|
{
 | 
						|
	s_encoder->Shutdown();
 | 
						|
	s_encoder.reset();
 | 
						|
 | 
						|
	s_efb_copy_stream_buffer.reset();
 | 
						|
 | 
						|
	if (s_texture_cache_entry_readback_buffer)
 | 
						|
	{
 | 
						|
		// Safe to destroy the readback buffer immediately, as the only time it's used is blocked until completion.
 | 
						|
		s_texture_cache_entry_readback_buffer->Release();
 | 
						|
		s_texture_cache_entry_readback_buffer = nullptr;
 | 
						|
		s_texture_cache_entry_readback_buffer_size = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_palette_uniform_buffer);
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::BindTextures()
 | 
						|
{
 | 
						|
	unsigned int last_texture = 0;
 | 
						|
	for (unsigned int i = 0; i < 8; ++i)
 | 
						|
	{
 | 
						|
		if (bound_textures[i] != nullptr)
 | 
						|
		{
 | 
						|
			last_texture = i;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (last_texture == 0 && bound_textures[0] != nullptr)
 | 
						|
	{
 | 
						|
		DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, reinterpret_cast<TCacheEntry*>(bound_textures[0])->m_texture_srv_gpu_handle);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	// If more than one texture, allocate space for group.
 | 
						|
	D3D12_CPU_DESCRIPTOR_HANDLE s_group_base_texture_cpu_handle;
 | 
						|
	D3D12_GPU_DESCRIPTOR_HANDLE s_group_base_texture_gpu_handle;
 | 
						|
	DX12::D3D::gpu_descriptor_heap_mgr->AllocateGroup(&s_group_base_texture_cpu_handle, 8, &s_group_base_texture_gpu_handle, nullptr, true);
 | 
						|
 | 
						|
	for (unsigned int stage = 0; stage < 8; stage++)
 | 
						|
	{
 | 
						|
		if (bound_textures[stage] != nullptr)
 | 
						|
		{
 | 
						|
			D3D12_CPU_DESCRIPTOR_HANDLE textureDestDescriptor;
 | 
						|
			textureDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
 | 
						|
 | 
						|
			DX12::D3D::device12->CopyDescriptorsSimple(
 | 
						|
				1,
 | 
						|
				textureDestDescriptor,
 | 
						|
				reinterpret_cast<TCacheEntry*>(bound_textures[stage])->m_texture_srv_gpu_handle_cpu_shadow,
 | 
						|
				D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
 | 
						|
				);
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			D3D12_CPU_DESCRIPTOR_HANDLE nullDestDescriptor;
 | 
						|
			nullDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
 | 
						|
 | 
						|
			DX12::D3D::device12->CopyDescriptorsSimple(
 | 
						|
				1,
 | 
						|
				nullDestDescriptor,
 | 
						|
				DX12::D3D::null_srv_cpu_shadow,
 | 
						|
				D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
 | 
						|
				);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// Actually bind the textures.
 | 
						|
	DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, s_group_base_texture_gpu_handle);
 | 
						|
}
 | 
						|
 | 
						|
}
 |