2016-01-08 03:40:35 +00:00
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// Copyright 2011 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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2016-06-24 08:43:46 +00:00
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#include "VideoBackends/D3D12/PSTextureEncoder.h"
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2017-02-01 15:56:13 +00:00
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2016-11-27 10:56:22 +00:00
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#include "Common/Align.h"
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2017-02-01 15:56:13 +00:00
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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2016-01-08 03:40:35 +00:00
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#include "Core/HW/Memmap.h"
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2017-02-01 15:56:13 +00:00
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2016-01-08 03:40:35 +00:00
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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/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoBackends/D3D12/TextureCache.h"
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#include "VideoCommon/TextureConversionShader.h"
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2016-07-21 23:04:57 +00:00
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#include "VideoCommon/VideoCommon.h"
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2016-01-08 03:40:35 +00:00
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namespace DX12
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{
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struct EFBEncodeParams
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{
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DWORD SrcLeft;
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DWORD SrcTop;
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DWORD DestWidth;
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DWORD ScaleFactor;
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};
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PSTextureEncoder::PSTextureEncoder()
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{
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}
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void PSTextureEncoder::Init()
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{
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// Create output texture RGBA format
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D3D12_RESOURCE_DESC out_tex_desc =
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CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 0,
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1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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D3D12_CLEAR_VALUE optimized_clear_value = {DXGI_FORMAT_B8G8R8A8_UNORM, {0.0f, 0.0f, 0.0f, 1.0f}};
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &out_tex_desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE, &optimized_clear_value, IID_PPV_ARGS(&m_out)));
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D3D::SetDebugObjectName12(m_out, "efb encoder output texture");
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// Create output render target view
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D3D12_RENDER_TARGET_VIEW_DESC tex_rtv_desc = {
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DXGI_FORMAT_B8G8R8A8_UNORM, // DXGI_FORMAT Format;
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D3D12_RTV_DIMENSION_TEXTURE2D // D3D12_RTV_DIMENSION ViewDimension;
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};
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tex_rtv_desc.Texture2D.MipSlice = 0;
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D3D::rtv_descriptor_heap_mgr->Allocate(&m_out_rtv_cpu);
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D3D::device12->CreateRenderTargetView(m_out, &tex_rtv_desc, m_out_rtv_cpu);
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// Create output staging buffer
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(
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Common::AlignUp(static_cast<unsigned int>(out_tex_desc.Width) * 4,
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D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
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out_tex_desc.Height),
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_out_readback_buffer)));
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D3D::SetDebugObjectName12(m_out_readback_buffer, "efb encoder output staging buffer");
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// Create constant buffer for uploading data to shaders. Need to align to 256 bytes.
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unsigned int encode_params_buffer_size = (sizeof(EFBEncodeParams) + 0xff) & ~0xff;
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(encode_params_buffer_size), D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&m_encode_params_buffer)));
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D3D::SetDebugObjectName12(m_encode_params_buffer, "efb encoder params buffer");
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// NOTE: This upload buffer is okay to overwrite each time, since we block until completion when
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// it's used anyway.
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D3D12_RANGE read_range = {};
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CheckHR(m_encode_params_buffer->Map(0, &read_range, &m_encode_params_buffer_data));
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m_ready = true;
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2016-01-08 03:40:35 +00:00
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}
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void PSTextureEncoder::Shutdown()
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{
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m_ready = false;
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2016-06-24 08:43:46 +00:00
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out_readback_buffer);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_encode_params_buffer);
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2016-01-08 03:40:35 +00:00
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2017-04-04 13:55:36 +00:00
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for (auto& it : m_shader_blobs)
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{
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SAFE_RELEASE(it);
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}
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2016-01-08 03:40:35 +00:00
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2017-04-04 13:55:36 +00:00
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m_shader_blobs.clear();
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m_encoding_shaders.clear();
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2016-01-08 03:40:35 +00:00
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}
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2017-04-04 13:55:36 +00:00
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void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
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{
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if (!m_ready) // Make sure we initialized OK
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return;
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D3D::command_list_mgr->CPUAccessNotify();
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// Resolve MSAA targets before copying.
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D3DTexture2D* efb_source =
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is_depth_copy ?
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FramebufferManager::GetResolvedEFBDepthTexture() :
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// EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a
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// single sample from each pixel. The game may break if it isn't
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// expecting the blurred edges around multisampled shapes.
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FramebufferManager::GetResolvedEFBColorTexture();
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// GetResolvedEFBDepthTexture will set the render targets, when MSAA is enabled
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// (since it needs to do a manual depth resolve). So make sure to set the RTs
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// afterwards.
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const u32 words_per_row = bytes_per_row / sizeof(u32);
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D3D::SetViewportAndScissor(0, 0, words_per_row, num_blocks_y);
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constexpr EFBRectangle full_src_rect(0, 0, EFB_WIDTH, EFB_HEIGHT);
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TargetRectangle target_rect = g_renderer->ConvertEFBRectangle(full_src_rect);
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D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
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D3D::current_command_list->OMSetRenderTargets(1, &m_out_rtv_cpu, FALSE, nullptr);
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EFBEncodeParams params;
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params.SrcLeft = src_rect.left;
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params.SrcTop = src_rect.top;
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params.DestWidth = native_width;
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params.ScaleFactor = scale_by_half ? 2 : 1;
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memcpy(m_encode_params_buffer_data, ¶ms, sizeof(params));
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D3D::current_command_list->SetGraphicsRootConstantBufferView(
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DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUVirtualAddress());
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
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2016-09-06 23:17:32 +00:00
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// 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 1.5x and 2x IR, other resolution will
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// need more complex down filtering to average all pixels and produce the correct result.
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// Also, box filtering won't be correct for anything other than 1x IR
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if (scale_by_half || g_ActiveConfig.iEFBScale != SCALE_1X)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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D3D::DrawShadedTexQuad(
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efb_source, target_rect.AsRECT(), g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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GetEncodingPixelShader(format), StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
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DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
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);
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// Copy to staging buffer
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D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
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D3D12_TEXTURE_COPY_LOCATION dst_location = {};
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dst_location.pResource = m_out_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.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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dst_location.PlacedFootprint.Footprint.Width = EFB_WIDTH * 4;
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dst_location.PlacedFootprint.Footprint.Height = EFB_HEIGHT / 4;
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dst_location.PlacedFootprint.Footprint.Depth = 1;
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dst_location.PlacedFootprint.Footprint.RowPitch = Common::AlignUp(
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dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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D3D12_TEXTURE_COPY_LOCATION src_location = {};
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src_location.pResource = m_out;
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src_location.SubresourceIndex = 0;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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// State is automatically restored after executing command list.
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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// Transfer staging buffer to GameCube/Wii RAM
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void* readback_data_map;
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * num_blocks_y};
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CheckHR(m_out_readback_buffer->Map(0, &read_range, &readback_data_map));
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u8* src = static_cast<u8*>(readback_data_map);
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u32 read_stride = std::min(bytes_per_row, dst_location.PlacedFootprint.Footprint.RowPitch);
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for (unsigned int y = 0; y < num_blocks_y; ++y)
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{
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memcpy(dst, src, read_stride);
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dst += memory_stride;
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src += dst_location.PlacedFootprint.Footprint.RowPitch;
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}
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D3D12_RANGE write_range = {};
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m_out_readback_buffer->Unmap(0, &write_range);
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}
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2017-04-04 13:55:36 +00:00
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D3D12_SHADER_BYTECODE PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat& format)
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{
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auto iter = m_encoding_shaders.find(format);
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if (iter != m_encoding_shaders.end())
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return iter->second;
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2017-04-04 13:55:36 +00:00
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ID3DBlob* bytecode = nullptr;
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
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if (!D3D::CompilePixelShader(shader, &bytecode))
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{
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PanicAlert("Failed to compile texture encoding shader.");
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m_encoding_shaders[format] = {};
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return {};
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}
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2017-04-04 13:55:36 +00:00
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D3D12_SHADER_BYTECODE new_shader = {bytecode->GetBufferPointer(), bytecode->GetBufferSize()};
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m_encoding_shaders.emplace(format, new_shader);
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// Keep track of the ID3DBlobs, so we can free them upon shutdown.
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m_shader_blobs.push_back(bytecode);
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return new_shader;
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2016-01-08 03:40:35 +00:00
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}
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}
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