dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp

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// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
namespace DX11
{
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struct EFBEncodeParams
{
s32 SrcLeft;
s32 SrcTop;
u32 DestWidth;
u32 ScaleFactor;
float y_scale;
float gamma_rcp;
float clamp_top;
float clamp_bottom;
float filter_coefficients[3];
u32 padding;
};
PSTextureEncoder::PSTextureEncoder()
{
}
PSTextureEncoder::~PSTextureEncoder() = default;
void PSTextureEncoder::Init()
{
m_encoding_render_texture = g_renderer->CreateTexture(TextureCache::GetEncodingTextureConfig());
ASSERT(m_encoding_render_texture);
// Create constant buffer for uploading data to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);
HRESULT hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encode_params);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encode_params, "efb encoder params buffer");
}
void PSTextureEncoder::Shutdown()
{
for (auto& it : m_encoding_shaders)
SAFE_RELEASE(it.second);
m_encoding_shaders.clear();
SAFE_RELEASE(m_encode_params);
}
void PSTextureEncoder::Encode(
AbstractStagingTexture* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
// Resolve MSAA targets before copying.
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
ID3D11ShaderResourceView* pEFB = params.depth ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
{
const u32 words_per_row = bytes_per_row / sizeof(u32);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y));
D3D::context->RSSetViewports(1, &vp);
constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
D3D::context->OMSetRenderTargets(
1,
&static_cast<DXTexture*>(m_encoding_render_texture.get())->GetRawTexIdentifier()->GetRTV(),
nullptr);
EFBEncodeParams encode_params;
encode_params.SrcLeft = src_rect.left;
encode_params.SrcTop = src_rect.top;
encode_params.DestWidth = native_width;
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
encode_params.y_scale = y_scale;
encode_params.gamma_rcp = 1.0f / gamma;
encode_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
encode_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
for (size_t i = 0; i < filter_coefficients.size(); i++)
encode_params.filter_coefficients[i] = filter_coefficients[i];
D3D::context->UpdateSubresource(m_encode_params, 0, nullptr, &encode_params, 0, 0);
D3D::stateman->SetPixelConstants(m_encode_params);
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (scale_by_half || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), GetEncodingPixelShader(params),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
MathUtil::Rectangle<int> copy_rect(0, 0, words_per_row, num_blocks_y);
dst->CopyFromTexture(m_encoding_render_texture.get(), copy_rect, 0, 0, copy_rect);
}
g_renderer->RestoreAPIState();
}
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)
{
auto iter = m_encoding_shaders.find(params);
if (iter != m_encoding_shaders.end())
return iter->second;
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
PanicAlert("Failed to compile texture encoding shader.");
m_encoding_shaders[params] = nullptr;
return nullptr;
}
ID3D11PixelShader* newShader;
HRESULT hr =
D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
m_encoding_shaders.emplace(params, newShader);
return newShader;
}
} // namespace DX11