2011-03-14 09:38:29 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Television.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "D3DUtil.h"
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#include "VertexShaderCache.h"
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#include "HW/Memmap.h"
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namespace DX11
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{
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static const char YUYV_DECODER_PS[] =
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"// dolphin-emu YUYV decoder pixel shader\n"
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"Texture2D Tex0 : register(t0);\n"
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"sampler Samp0 : register(s0);\n"
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"static const float3x3 YCBCR_TO_RGB = float3x3(\n"
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"1.164, 0.000, 1.596,\n"
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"1.164, -0.392, -0.813,\n"
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"1.164, 2.017, 0.000\n"
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");\n"
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"void main(out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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"float3 sample = Tex0.Sample(Samp0, uv0).rgb;\n"
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// GameCube/Wii XFB data is in YUYV format with ITU-R Rec. BT.601 color
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// primaries, compressed to the range Y in 16..235, U and V in 16..240.
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// We want to convert it to RGB format with sRGB color primaries, with
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// range 0..255.
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// Recover RGB components
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"float3 yuv_601_sub = sample.grb - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);\n"
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"float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);\n"
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// If we were really obsessed with accuracy, we would correct for the
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// differing color primaries between BT.601 and sRGB. However, this may not
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// be worth the trouble because:
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// - BT.601 defines two sets of primaries: one for NTSC and one for PAL.
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// - sRGB's color primaries are actually an intermediate between BT.601's
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// NTSC and PAL primaries.
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// - If users even noticed any difference at all, they would be confused by
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// the slightly-different colors in the NTSC and PAL versions of the same
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// game.
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// - Even the game designers probably don't pay close attention to this
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// stuff.
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// Still, instructions on how to do it can be found at
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// <http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC20>
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"ocol0 = float4(rgb_601, 1);\n"
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"}\n"
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;
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Television::Television()
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: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
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{ }
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void Television::Init()
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{
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HRESULT hr;
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// Create YUYV texture for real XFB mode
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// This texture format is designed for YUYV data.
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
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CHECK(SUCCEEDED(hr), "create tv yuyv texture");
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D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
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// Create shader resource view for YUYV texture
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D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
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m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
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DXGI_FORMAT_G8R8_G8B8_UNORM);
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hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
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CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
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D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
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// Create YUYV-decoding pixel shader
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m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
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CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
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D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
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}
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void Television::Shutdown()
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{
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SAFE_RELEASE(m_pShader);
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SAFE_RELEASE(m_yuyvTextureSRV);
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SAFE_RELEASE(m_yuyvTexture);
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}
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void Television::Submit(u32 xfbAddr, u32 width, u32 height)
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{
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m_curAddr = xfbAddr;
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m_curWidth = width;
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m_curHeight = height;
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// Load data from GameCube RAM to YUYV texture
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u8* yuyvSrc = Memory::GetPointer(xfbAddr);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
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D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
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}
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void Television::Render()
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{
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if (g_ActiveConfig.bUseRealXFB && g_ActiveConfig.bUseXFB)
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{
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// Use real XFB mode
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// TODO: If this is the lower field, render at a vertical offset of 1
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// line down. We could even consider implementing a deinterlacing
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// algorithm.
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MathUtil::Rectangle<float> sourceRc(0.f, 0.f, float(m_curWidth), float(m_curHeight));
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MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
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D3D::drawShadedTexSubQuad(
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m_yuyvTextureSRV, &sourceRc,
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MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
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&destRc,
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m_pShader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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}
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else if (g_ActiveConfig.bUseXFB)
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{
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// Use virtual XFB mode
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// TODO: Eventually, Television should render the Virtual XFB mode
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// display as well.
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}
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}
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}
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