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

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// 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 "XFBEncoder.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Render.h"
#include "GfxState.h"
#include "FramebufferManager.h"
namespace DX11
{
union XFBEncodeParams
{
struct
{
FLOAT Width; // Width and height of encoded XFB in luma pixels
FLOAT Height;
FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture
FLOAT TexTop;
FLOAT TexRight;
FLOAT TexBottom;
FLOAT Gamma;
};
// Constant buffers must be a multiple of 16 bytes in size
u8 pad[32]; // Pad to the next multiple of 16
};
static const char XFB_ENCODE_VS[] =
"// dolphin-emu XFB encoder vertex shader\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match XFBEncodeParams above
"{\n"
"float Width;\n"
"float Height;\n"
"float TexLeft;\n"
"float TexTop;\n"
"float TexRight;\n"
"float TexBottom;\n"
"float Gamma;\n"
"} Params;\n"
"}\n"
"struct Output\n"
"{\n"
"float4 Pos : SV_Position;\n"
"float2 Coord : ENCODECOORD;\n"
"};\n"
"Output main(in float2 Pos : POSITION)\n"
"{\n"
"Output result;\n"
"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n"
"result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n"
"return result;\n"
"}\n"
;
static const char XFB_ENCODE_PS[] =
"// dolphin-emu XFB encoder pixel shader\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match XFBEncodeParams above
"{\n"
"float Width;\n"
"float Height;\n"
"float TexLeft;\n"
"float TexTop;\n"
"float TexRight;\n"
"float TexBottom;\n"
"float Gamma;\n"
"} Params;\n"
"}\n"
"Texture2D EFBTexture : register(t0);\n"
"sampler EFBSampler : register(s0);\n"
// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
"static const float3x4 RGB_TO_YCBCR = float3x4(\n"
"0.257, 0.504, 0.098, 16.0/255.0,\n"
"-0.148, -0.291, 0.439, 128.0/255.0,\n"
"0.439, -0.368, -0.071, 128.0/255.0\n"
");\n"
"float3 SampleEFB(float2 coord)\n"
"{\n"
"float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
"return EFBTexture.Sample(EFBSampler, texCoord).rgb;\n"
"}\n"
"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
"{\n"
"float2 baseCoord = Coord * float2(2,1);\n"
// FIXME: Shall we apply gamma here, or apply it below to the Y components?
// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
"float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle
"float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right
"float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n"
"float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n"
"float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n"
// The Y components correspond to two EFB pixels, while the U and V are
// made from a blend of three EFB pixels.
"float y0 = yuvM.r;\n"
"float y1 = yuvR.r;\n"
"float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n"
"float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n"
"ocol0 = float4(y0, u0, y1, v0);\n"
"}\n"
;
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
static const struct QuadVertex
{
float posX;
float posY;
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
XFBEncoder::XFBEncoder()
: m_outRTV(NULL),
m_xfbEncodeDepthState(NULL),
m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
{
// Create output texture
// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
// is created for every two EFB pixels.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
D3D11_BIND_RENDER_TARGET);
m_out = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_out, "create xfb encoder output texture");
D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
HRESULT hr = D3D::g_device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
// Create output staging buffer
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
m_outStage = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_outStage, "create xfb encoder output staging buffer");
D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
// Create constant buffer for uploading params to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
m_encodeParams = CreateBufferShared(&bd, NULL);
CHECK(m_encodeParams, "create xfb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
// Create vertex quad
bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
m_quad = CreateBufferShared(&bd, &srd);
CHECK(m_quad, "create xfb encode quad vertex buffer");
D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
// Create vertex shader
SharedPtr<ID3D10Blob> bytecode;
m_vShader = D3D::CompileAndCreateVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), std::addressof(bytecode));
CHECK(m_vShader, "compile/create xfb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
// Create input layout for vertex quad using bytecode from vertex shader
m_quadLayout = CreateInputLayoutShared(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->GetBufferPointer(), bytecode->GetBufferSize());
CHECK(m_quadLayout, "create xfb encode quad vertex layout");
D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
// Create pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
if (!m_pShader)
{
ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
return;
}
D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");
// Create blend state
auto bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
m_xfbEncodeBlendState = CreateBlendStateShared(&bld);
CHECK(m_xfbEncodeBlendState, "create xfb encode blend state");
D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
// Create depth state
auto dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dsd.DepthEnable = FALSE;
hr = D3D::g_device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
CHECK(SUCCEEDED(hr), "create xfb encode depth state");
D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
// Create rasterizer state
auto rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
rd.DepthClipEnable = FALSE;
hr = D3D::g_device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
// Create EFB texture sampler
auto sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
// FIXME: Should we really use point sampling here?
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = D3D::g_device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
}
XFBEncoder::~XFBEncoder()
{
SAFE_RELEASE(m_efbSampler);
SAFE_RELEASE(m_xfbEncodeRastState);
SAFE_RELEASE(m_xfbEncodeDepthState);
SAFE_RELEASE(m_outRTV);
}
void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
{
HRESULT hr;
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for XFB encoding
D3D::g_context->PSSetShader(m_pShader, NULL, 0);
D3D::g_context->VSSetShader(m_vShader, NULL, 0);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
D3D::stateman->Apply();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->IASetInputLayout(m_quadLayout);
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::g_context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
XFBEncodeParams params = { 0 };
params.Width = FLOAT(width);
params.Height = FLOAT(height);
params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetFullTargetWidth();
params.TexTop = FLOAT(targetRect.top) / g_renderer->GetFullTargetHeight();
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetFullTargetWidth();
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetFullTargetHeight();
params.Gamma = gamma;
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->OMSetRenderTargets(1, &m_outRTV, NULL);
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);
D3D::g_context->PSSetSamplers(0, 1, &m_efbSampler);
// Encode!
D3D::g_context->Draw(4, 0);
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1);
D3D::g_context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Clean up state
IUnknown* nullDummy = NULL;
D3D::g_context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::g_context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::g_context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::g_context->OMSetRenderTargets(0, NULL, NULL);
D3D::g_context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::g_context->PSSetShader(NULL, NULL, 0);
D3D::g_context->VSSetShader(NULL, NULL, 0);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::g_context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer");
u8* src = (u8*)map.pData;
for (unsigned int y = 0; y < height; ++y)
{
memcpy(dst, src, 2*width);
dst += bpmem.copyMipMapStrideChannels*32;
src += map.RowPitch;
}
D3D::g_context->Unmap(m_outStage, 0);
// Restore API
g_renderer->RestoreAPIState();
D3D::g_context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
}