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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
# include <cinttypes>
# include <cmath>
# include <memory>
# include <string>
# include <strsafe.h>
# include <unordered_map>
# include "Common/CommonTypes.h"
# include "Common/FileUtil.h"
# include "Common/MathUtil.h"
# include "Core/ConfigManager.h"
# include "Core/Core.h"
# include "Core/Host.h"
# include "VideoBackends/D3D12/BoundingBox.h"
# include "VideoBackends/D3D12/D3DBase.h"
# include "VideoBackends/D3D12/D3DCommandListManager.h"
# include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
# include "VideoBackends/D3D12/D3DState.h"
# include "VideoBackends/D3D12/D3DUtil.h"
# include "VideoBackends/D3D12/FramebufferManager.h"
# include "VideoBackends/D3D12/NativeVertexFormat.h"
# include "VideoBackends/D3D12/Render.h"
# include "VideoBackends/D3D12/ShaderCache.h"
# include "VideoBackends/D3D12/ShaderConstantsManager.h"
# include "VideoBackends/D3D12/StaticShaderCache.h"
# include "VideoBackends/D3D12/Television.h"
# include "VideoBackends/D3D12/TextureCache.h"
# include "VideoCommon/AVIDump.h"
# include "VideoCommon/BPFunctions.h"
# include "VideoCommon/Fifo.h"
# include "VideoCommon/ImageWrite.h"
# include "VideoCommon/OnScreenDisplay.h"
# include "VideoCommon/PixelEngine.h"
# include "VideoCommon/PixelShaderManager.h"
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# include "VideoCommon/SamplerCommon.h"
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# include "VideoCommon/VertexLoaderManager.h"
# include "VideoCommon/VideoConfig.h"
namespace DX12
{
static u32 s_last_multisamples = 1 ;
static bool s_last_stereo_mode = false ;
static bool s_last_xfb_mode = false ;
static Television s_television ;
enum CLEAR_BLEND_DESC
{
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0 ,
CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED = 1 ,
CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED = 2 ,
CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED = 3
} ;
static D3D12_BLEND_DESC s_clear_blend_descs [ 4 ] = { } ;
enum CLEAR_DEPTH_DESC
{
CLEAR_DEPTH_DESC_DEPTH_DISABLED = 0 ,
CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED = 1 ,
CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED = 2 ,
} ;
static D3D12_DEPTH_STENCIL_DESC s_clear_depth_descs [ 3 ] = { } ;
// These are accessed in D3DUtil.
D3D12_BLEND_DESC g_reset_blend_desc = { } ;
D3D12_DEPTH_STENCIL_DESC g_reset_depth_desc = { } ;
D3D12_RASTERIZER_DESC g_reset_rast_desc = { } ;
static ID3D12Resource * s_screenshot_texture = nullptr ;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature ;
unsigned int dwWidth ;
unsigned int dwHeight ;
unsigned int dwBPP ;
unsigned int dwFlags ;
} NVSTEREOIMAGEHEADER , * LPNVSTEREOIMAGEHEADER ;
# define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
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static struct
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{
SamplerState sampler [ 8 ] ;
BlendState blend ;
ZMode zmode ;
RasterizerState raster ;
} gx_state ;
StateCache gx_state_cache ;
static void SetupDeviceObjects ( )
{
s_television . Init ( ) ;
g_framebuffer_manager = std : : make_unique < FramebufferManager > ( ) ;
D3D12_DEPTH_STENCIL_DESC depth_desc ;
depth_desc . DepthEnable = FALSE ;
depth_desc . DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO ;
depth_desc . DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS ;
depth_desc . StencilEnable = FALSE ;
depth_desc . StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK ;
depth_desc . StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK ;
s_clear_depth_descs [ CLEAR_DEPTH_DESC_DEPTH_DISABLED ] = depth_desc ;
depth_desc . DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL ;
depth_desc . DepthEnable = TRUE ;
s_clear_depth_descs [ CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED ] = depth_desc ;
depth_desc . DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO ;
s_clear_depth_descs [ CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED ] = depth_desc ;
D3D12_BLEND_DESC blend_desc ;
blend_desc . AlphaToCoverageEnable = FALSE ;
blend_desc . IndependentBlendEnable = FALSE ;
blend_desc . RenderTarget [ 0 ] . LogicOpEnable = FALSE ;
blend_desc . RenderTarget [ 0 ] . LogicOp = D3D12_LOGIC_OP_NOOP ;
blend_desc . RenderTarget [ 0 ] . BlendEnable = FALSE ;
blend_desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL ;
blend_desc . RenderTarget [ 0 ] . SrcBlend = D3D12_BLEND_ONE ;
blend_desc . RenderTarget [ 0 ] . DestBlend = D3D12_BLEND_ZERO ;
blend_desc . RenderTarget [ 0 ] . BlendOp = D3D12_BLEND_OP_ADD ;
blend_desc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D12_BLEND_ONE ;
blend_desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D12_BLEND_ZERO ;
blend_desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D12_BLEND_OP_ADD ;
g_reset_blend_desc = blend_desc ;
s_clear_blend_descs [ CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED ] = g_reset_blend_desc ;
blend_desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE ;
s_clear_blend_descs [ CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED ] = blend_desc ;
blend_desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALPHA ;
s_clear_blend_descs [ CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED ] = blend_desc ;
blend_desc . RenderTarget [ 0 ] . RenderTargetWriteMask = 0 ;
s_clear_blend_descs [ CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED ] = blend_desc ;
depth_desc . DepthEnable = FALSE ;
depth_desc . DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO ;
depth_desc . DepthFunc = D3D12_COMPARISON_FUNC_LESS ;
depth_desc . StencilEnable = FALSE ;
depth_desc . StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK ;
depth_desc . StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK ;
g_reset_depth_desc = depth_desc ;
D3D12_RASTERIZER_DESC rast_desc = CD3DX12_RASTERIZER_DESC ( D3D12_FILL_MODE_SOLID , D3D12_CULL_MODE_NONE , false , 0 , 0.f , 0.f , false , false , false , 0 , D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF ) ;
g_reset_rast_desc = rast_desc ;
s_screenshot_texture = nullptr ;
}
// Kill off all device objects
static void TeardownDeviceObjects ( )
{
g_framebuffer_manager . reset ( ) ;
if ( s_screenshot_texture )
{
D3D : : command_list_mgr - > DestroyResourceAfterCurrentCommandListExecuted ( s_screenshot_texture ) ;
s_screenshot_texture = nullptr ;
}
s_television . Shutdown ( ) ;
gx_state_cache . Clear ( ) ;
}
void CreateScreenshotTexture ( )
{
// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the screenshot buffer size.
// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
const unsigned int screenshot_buffer_size =
D3D : : AlignValue ( D3D : : GetBackBufferWidth ( ) * 4 , D3D12_TEXTURE_DATA_PITCH_ALIGNMENT ) *
D3D : : GetBackBufferHeight ( ) ;
CheckHR (
D3D : : device12 - > CreateCommittedResource (
& CD3DX12_HEAP_PROPERTIES ( D3D12_HEAP_TYPE_READBACK ) ,
D3D12_HEAP_FLAG_NONE ,
& CD3DX12_RESOURCE_DESC : : Buffer ( screenshot_buffer_size ) ,
D3D12_RESOURCE_STATE_COPY_DEST ,
nullptr ,
IID_PPV_ARGS ( & s_screenshot_texture )
)
) ;
}
static D3D12_BOX GetScreenshotSourceBox ( const TargetRectangle & target_rc )
{
// Since the screenshot buffer is copied back to the CPU, we can't access pixels that
// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
// smaller than the backbuffer, but never larger.
return CD3DX12_BOX (
std : : max ( target_rc . left , 0 ) ,
std : : max ( target_rc . top , 0 ) ,
0 ,
std : : min ( D3D : : GetBackBufferWidth ( ) , static_cast < unsigned int > ( target_rc . right ) ) ,
std : : min ( D3D : : GetBackBufferHeight ( ) , static_cast < unsigned int > ( target_rc . bottom ) ) ,
1 ) ;
}
static void Create3DVisionTexture ( int width , int height )
{
// D3D12TODO: 3D Vision not implemented on D3D12 backend.
}
Renderer : : Renderer ( void * & window_handle )
{
if ( g_ActiveConfig . iStereoMode = = STEREO_3DVISION )
{
PanicAlert ( " 3DVision not implemented on D3D12 backend. " ) ;
return ;
}
D3D : : Create ( ( HWND ) window_handle ) ;
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
FramebufferManagerBase : : SetLastXfbWidth ( MAX_XFB_WIDTH ) ;
FramebufferManagerBase : : SetLastXfbHeight ( MAX_XFB_HEIGHT ) ;
UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
s_last_multisamples = g_ActiveConfig . iMultisamples ;
s_last_efb_scale = g_ActiveConfig . iEFBScale ;
s_last_stereo_mode = g_ActiveConfig . iStereoMode > 0 ;
s_last_xfb_mode = g_ActiveConfig . bUseRealXFB ;
CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
PixelShaderManager : : SetEfbScaleChanged ( ) ;
SetupDeviceObjects ( ) ;
// Setup GX pipeline state
gx_state . blend . blend_enable = false ;
gx_state . blend . write_mask = D3D11_COLOR_WRITE_ENABLE_ALL ;
gx_state . blend . src_blend = D3D12_BLEND_ONE ;
gx_state . blend . dst_blend = D3D12_BLEND_ZERO ;
gx_state . blend . blend_op = D3D12_BLEND_OP_ADD ;
gx_state . blend . use_dst_alpha = false ;
for ( unsigned int k = 0 ; k < 8 ; k + + )
{
gx_state . sampler [ k ] . hex = 0 ;
}
gx_state . zmode . testenable = false ;
gx_state . zmode . updateenable = false ;
gx_state . zmode . func = ZMode : : NEVER ;
gx_state . raster . cull_mode = D3D12_CULL_MODE_NONE ;
// Clear EFB textures
float clear_color [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
FramebufferManager : : GetEFBColorTexture ( ) - > TransitionToResourceState ( D3D : : current_command_list , D3D12_RESOURCE_STATE_RENDER_TARGET ) ;
FramebufferManager : : GetEFBDepthTexture ( ) - > TransitionToResourceState ( D3D : : current_command_list , D3D12_RESOURCE_STATE_DEPTH_WRITE ) ;
D3D : : current_command_list - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV12 ( ) , clear_color , 0 , nullptr ) ;
D3D : : current_command_list - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV12 ( ) , D3D12_CLEAR_FLAG_DEPTH , 0.f , 0 , 0 , nullptr ) ;
D3D12_VIEWPORT vp = { 0.f , 0.f , static_cast < float > ( s_target_width ) , static_cast < float > ( s_target_height ) , D3D12_MIN_DEPTH , D3D12_MAX_DEPTH } ;
D3D : : current_command_list - > RSSetViewports ( 1 , & vp ) ;
// Already transitioned to appropriate states a few lines up for the clears.
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FramebufferManager : : RestoreEFBRenderTargets ( ) ;
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D3D : : BeginFrame ( ) ;
}
Renderer : : ~ Renderer ( )
{
D3D : : EndFrame ( ) ;
D3D : : WaitForOutstandingRenderingToComplete ( ) ;
TeardownDeviceObjects ( ) ;
D3D : : Close ( ) ;
}
void Renderer : : RenderText ( const std : : string & text , int left , int top , u32 color )
{
D3D : : font . DrawTextScaled ( static_cast < float > ( left + 1 ) , static_cast < float > ( top + 1 ) , 20.f , 0.0f , color & 0xFF000000 , text ) ;
D3D : : font . DrawTextScaled ( static_cast < float > ( left ) , static_cast < float > ( top ) , 20.f , 0.0f , color , text ) ;
}
TargetRectangle Renderer : : ConvertEFBRectangle ( const EFBRectangle & rc )
{
TargetRectangle result ;
result . left = EFBToScaledX ( rc . left ) ;
result . top = EFBToScaledY ( rc . top ) ;
result . right = EFBToScaledX ( rc . right ) ;
result . bottom = EFBToScaledY ( rc . bottom ) ;
return result ;
}
// With D3D, we have to resize the backbuffer if the window changed
// size.
__declspec ( noinline ) bool Renderer : : CheckForResize ( )
{
RECT rc_window ;
GetClientRect ( D3D : : hWnd , & rc_window ) ;
int client_width = rc_window . right - rc_window . left ;
int client_height = rc_window . bottom - rc_window . top ;
// Sanity check
if ( ( client_width ! = Renderer : : GetBackbufferWidth ( ) | |
client_height ! = Renderer : : GetBackbufferHeight ( ) ) & &
client_width > = 4 & & client_height > = 4 )
{
return true ;
}
return false ;
}
void Renderer : : SetScissorRect ( const EFBRectangle & rc )
{
TargetRectangle trc = ConvertEFBRectangle ( rc ) ;
D3D : : current_command_list - > RSSetScissorRects ( 1 , trc . AsRECT ( ) ) ;
}
void Renderer : : SetColorMask ( )
{
// Only enable alpha channel if it's supported by the current EFB format
UINT8 color_mask = 0 ;
if ( bpmem . alpha_test . TestResult ( ) ! = AlphaTest : : FAIL )
{
if ( bpmem . blendmode . alphaupdate & & ( bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ) )
color_mask = D3D12_COLOR_WRITE_ENABLE_ALPHA ;
if ( bpmem . blendmode . colorupdate )
color_mask | = D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE ;
}
gx_state . blend . write_mask = color_mask ;
D3D : : command_list_mgr - > SetCommandListDirtyState ( COMMAND_LIST_STATE_PSO , true ) ;
}
// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
u32 Renderer : : AccessEFB ( EFBAccessType type , u32 x , u32 y , u32 poke_data )
{
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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 ) ) ;
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// 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 )
{
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color = RGBA8ToRGBA6ToRGBA8 ( color ) ;
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}
else if ( bpmem . zcontrol . pixel_format = = PEControl : : RGB565_Z16 )
{
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color = RGBA8ToRGB565ToRGBA8 ( color ) ;
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}
if ( bpmem . zcontrol . pixel_format ! = PEControl : : RGBA6_Z24 )
{
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color | = 0xFF000000 ;
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}
if ( alpha_read_mode . ReadMode = = 2 )
{
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return color ; // GX_READ_NONE
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}
else if ( alpha_read_mode . ReadMode = = 1 )
{
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return ( color | 0xFF000000 ) ; // GX_READ_FF
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}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
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return ( color & 0x00FFFFFF ) ; // GX_READ_00
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}
}
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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 ) ;
}
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return ret ;
}
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}
void Renderer : : PokeEFB ( EFBAccessType type , const EfbPokeData * points , size_t num_points )
{
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D3D : : SetViewportAndScissor ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ;
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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 ) ;
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D3D : : SetViewportAndScissor ( target_rc . left , target_rc . top , target_rc . GetWidth ( ) , target_rc . GetHeight ( ) ) ;
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D3D : : DrawClearQuad ( rgba_color , 1.0f - ( z & 0xFFFFFF ) / 16777216.0f , blend_desc , depth_stencil_desc , FramebufferManager : : GetEFBColorTexture ( ) - > GetMultisampled ( ) ) ;
// Restores proper viewport/scissor settings.
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g_renderer - > SetViewport ( ) ;
BPFunctions : : SetScissor ( ) ;
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FramebufferManager : : InvalidateEFBAccessCopies ( ) ;
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}
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 ;
}
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D3D : : SetViewportAndScissor ( 0 , 0 , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) ) ;
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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 ) ;
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FramebufferManager : : GetEFBDepthTexture ( ) - > TransitionToResourceState ( D3D : : current_command_list , D3D12_RESOURCE_STATE_DEPTH_WRITE ) ;
// Restores proper viewport/scissor settings.
RestoreAPIState ( ) ;
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}
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 ) ;
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void * screenshot_texture_map ;
CheckHR ( s_screenshot_texture - > Map ( 0 , nullptr , & 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 ) ;
s_screenshot_texture - > Unmap ( 0 , nullptr ) ;
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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 ;
}
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// Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped when calling Present().
FramebufferManager : : InvalidateEFBAccessCopies ( ) ;
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BBox : : Invalidate ( ) ;
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// 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 & & g_ActiveConfig . bUseRealXFB )
{
// EXISTINGD3D11TODO: Television should be used to render Virtual XFB mode as well.
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D3D : : SetViewportAndScissor ( target_rc . left , target_rc . top , target_rc . GetWidth ( ) , target_rc . GetHeight ( ) ) ;
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s_television . Submit ( xfb_addr , fb_stride , fb_width , fb_height ) ;
s_television . Render ( ) ;
}
else 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 ;
// 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 ) ;
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;
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 ;
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 ;
}
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void * screenshot_texture_map ;
CheckHR ( s_screenshot_texture - > Map ( 0 , nullptr , & screenshot_texture_map ) ) ;
formatBufferDump ( static_cast < u8 * > ( screenshot_texture_map ) , & frame_data [ 0 ] , source_width , source_height , dst_location . PlacedFootprint . Footprint . RowPitch ) ;
s_screenshot_texture - > Unmap ( 0 , nullptr ) ;
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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
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D3D : : SetViewportAndScissor ( 0 , 0 , GetBackbufferWidth ( ) , GetBackbufferHeight ( ) ) ;
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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 ;
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// 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 ( ) ;
}
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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 ) ;
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RestoreAPIState ( ) ;
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}
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 ( ) ;
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FramebufferManager : : RestoreEFBRenderTargets ( ) ;
BBox : : Bind ( ) ;
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}
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 ) ;
}
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// Always called prior to drawing, so we can invalidate the CPU EFB copies here.
FramebufferManager : : InvalidateEFBAccessCopies ( ) ;
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}
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 ] ;
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SamplerState new_state = { } ;
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if ( tex_index )
stage + = 4 ;
if ( g_ActiveConfig . bForceFiltering )
{
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// Only use mipmaps if the game says they are available.
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new_state . min_filter = SamplerCommon : : AreBpTexMode0MipmapsEnabled ( tm0 ) ? 6 : 4 ;
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new_state . mag_filter = 1 ; // linear mag
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}
else
{
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new_state . min_filter = tm0 . min_filter ;
new_state . mag_filter = tm0 . mag_filter ;
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}
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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 ;
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// custom textures may have higher resolution, so disable the max_lod
if ( custom_tex )
{
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new_state . max_lod = 255 ;
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}
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if ( new_state . hex ! = gx_state . sampler [ stage ] . hex )
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{
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gx_state . sampler [ stage ] . hex = new_state . hex ;
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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..
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D3D : : SetViewportAndScissor ( left_rc . left , left_rc . top , left_rc . GetWidth ( ) , left_rc . GetHeight ( ) ) ;
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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 ) ;
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D3D : : SetViewportAndScissor ( right_rc . left , right_rc . top , right_rc . GetWidth ( ) , right_rc . GetHeight ( ) ) ;
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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
{
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D3D : : SetViewportAndScissor ( dst . left , dst . top , dst . GetWidth ( ) , dst . GetHeight ( ) ) ;
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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