dolphin/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp

308 lines
12 KiB
C++
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "Render.h"
#include "FramebufferManager.h"
#include "VideoConfig.h"
#include "PixelShaderCache.h"
#include "VertexShaderCache.h"
FramebufferManager g_framebufferManager;
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
void FramebufferManager::Create()
{
unsigned int target_width = Renderer::GetFullTargetWidth();
unsigned int target_height = Renderer::GetFullTargetHeight();
ID3D11Texture2D* buf;
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
// create framebuffer color texture
m_efb.color_tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
// create a staging texture for Renderer::AccessEFB
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
// render target for depth buffer access in Renderer::AccessEFB
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
// staging texture to which we copy the data from m_efb.depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
}
void FramebufferManager::Destroy()
{
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
SAFE_RELEASE(it->xfbSource.tex);
m_virtualXFBList.clear();
SAFE_RELEASE(m_realXFBSource.tex);
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
}
const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
}
FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
{
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * width * height;
VirtualXFBListType::iterator it;
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
return it;
}
// That address is not in the Virtual XFB list.
return m_virtualXFBList.end();
}
void FramebufferManager::replaceVirtualXFB()
{
VirtualXFBListType::iterator it = m_virtualXFBList.begin();
s32 srcLower = it->xfbAddr;
s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
s32 lineSize = 2 * it->xfbWidth;
++it;
while (it != m_virtualXFBList.end())
{
s32 dstLower = it->xfbAddr;
s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
{
// Invalidate the data
it->xfbAddr = 0;
it->xfbHeight = 0;
it->xfbWidth = 0;
}
else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
s32 upperOverlap = (srcUpper - dstLower) / lineSize;
s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
if (upperOverlap > 0 && lowerOverlap < 0)
{
it->xfbAddr += lineSize * upperOverlap;
it->xfbHeight -= upperOverlap;
}
else if (lowerOverlap > 0)
{
it->xfbHeight -= lowerOverlap;
}
}
++it;
}
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
// TODO
PanicAlert("copyToRealXFB not implemented, yet\n");
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
D3DTexture2D* xfbTex;
HRESULT hr = 0;
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// Replace the last virtual XFB (might cause glitches, but better than allocating 50 XFBs...)
// TODO: Reencode last virtual XFB to RAM to avoid glitches?
--it;
}
float scaleX = Renderer::GetXFBScaleX();
float scaleY = Renderer::GetXFBScaleY();
TargetRectangle targetSource,efbSource;
efbSource = Renderer::ConvertEFBRectangle(sourceRc);
targetSource.top = (int)(sourceRc.top * scaleY);
targetSource.bottom = (int)(sourceRc.bottom * scaleY);
targetSource.left = (int)(sourceRc.left * scaleX);
targetSource.right = (int)(sourceRc.right * scaleX);
unsigned int target_width = targetSource.right - targetSource.left;
unsigned int target_height = targetSource.bottom - targetSource.top;
if (it != m_virtualXFBList.end())
{
// Overwrite an existing Virtual XFB.
it->xfbAddr = xfbAddr;
it->xfbWidth = fbWidth;
it->xfbHeight = fbHeight;
it->xfbSource.srcAddr = xfbAddr;
it->xfbSource.srcWidth = fbWidth;
it->xfbSource.srcHeight = fbHeight;
if (it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.tex))
{
SAFE_RELEASE(it->xfbSource.tex);
it->xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
if (it->xfbSource.tex == NULL) PanicAlert("Failed to create XFB texture\n");
}
xfbTex = it->xfbSource.tex;
it->xfbSource.texWidth = target_width;
it->xfbSource.texHeight = target_height;
// move this Virtual XFB to the front of the list.
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
// keep stale XFB data from being used
replaceVirtualXFB();
}
else
{
// Create a new Virtual XFB and place it at the front of the list.
VirtualXFB newVirt;
newVirt.xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
if (newVirt.xfbSource.tex == NULL) PanicAlert("Failed to create a new virtual XFB");
newVirt.xfbAddr = xfbAddr;
newVirt.xfbWidth = fbWidth;
newVirt.xfbHeight = fbHeight;
xfbTex = newVirt.xfbSource.tex;
newVirt.xfbSource.texWidth = target_width;
newVirt.xfbSource.texHeight = target_height;
// Add the new Virtual XFB to the list
if (m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// List overflowed; delete the oldest.
m_virtualXFBList.back().xfbSource.tex->Release();
m_virtualXFBList.pop_back();
WARN_LOG(VIDEO, "Virtual XFB list overflown, releasing oldest virtual XFB");
}
m_virtualXFBList.push_front(newVirt);
}
if (!xfbTex->GetRTV()) return;
Renderer::ResetAPIState(); // reset any game specific settings
// Copy EFB data to XFB and restore render target again
D3D11_RECT sourcerect = CD3D11_RECT(efbSource.left, efbSource.top, efbSource.right, efbSource.bottom);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)target_width, (float)target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &xfbTex->GetRTV(), NULL);
D3D::SetLinearCopySampler();
D3D::drawShadedTexQuad(GetEFBColorTexture()->GetSRV(), &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &GetEFBColorTexture()->GetRTV(), GetEFBDepthTexture()->GetDSV());
Renderer::RestoreAPIState();
}
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
PanicAlert("getRealXFBSource not implemented, yet\n");
return NULL;
}
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 0;
if (m_virtualXFBList.size() == 0)
{
// No Virtual XFBs available.
return NULL;
}
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
VirtualXFBListType::iterator it;
for (it = m_virtualXFBList.end(); it != m_virtualXFBList.begin();)
{
--it;
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
xfbCount++;
}
}
return &m_overlappingXFBArray[0];
}