D3D12: Implement non-blocking EFB access when EFB has not been modified
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parent
6bbf836ea9
commit
1d909ec7a4
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@ -16,6 +16,7 @@
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoBackends/D3D12/D3DUtil.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/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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@ -964,6 +965,11 @@ void DrawEFBPokeQuads(EFBAccessType type,
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InitColVertex(&vertex[3], x1, y2, z, col);
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InitColVertex(&vertex[3], x1, y2, z, col);
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InitColVertex(&vertex[4], x2, y1, z, col);
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InitColVertex(&vertex[4], x2, y1, z, col);
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InitColVertex(&vertex[5], x2, y2, z, col);
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InitColVertex(&vertex[5], x2, y2, z, col);
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if (type == POKE_COLOR)
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FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
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else if (type == POKE_Z)
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FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z);
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}
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}
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// Issue the draw
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// Issue the draw
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@ -22,11 +22,7 @@ unsigned int FramebufferManager::m_target_width;
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unsigned int FramebufferManager::m_target_height;
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unsigned int FramebufferManager::m_target_height;
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D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
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D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
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D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
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ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
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D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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@ -105,11 +101,6 @@ FramebufferManager::FramebufferManager()
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SAFE_RELEASE(buf12);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
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D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
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CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
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// EFB depth buffer - primary depth buffer
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// EFB depth buffer - primary depth buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
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@ -118,24 +109,6 @@ FramebufferManager::FramebufferManager()
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SAFE_RELEASE(buf12);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
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D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
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// Render buffer for AccessEFB (depth data)
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
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m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
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CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
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if (g_ActiveConfig.iMultisamples > 1)
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if (g_ActiveConfig.iMultisamples > 1)
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{
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{
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// Framebuffer resolve textures (color+depth)
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// Framebuffer resolve textures (color+depth)
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@ -159,6 +132,8 @@ FramebufferManager::FramebufferManager()
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m_efb.resolved_depth_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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}
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}
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InitializeEFBAccessCopies();
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s_xfbEncoder.Init();
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s_xfbEncoder.Init();
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}
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}
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@ -166,17 +141,12 @@ FramebufferManager::~FramebufferManager()
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{
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{
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s_xfbEncoder.Shutdown();
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s_xfbEncoder.Shutdown();
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DestroyEFBAccessCopies();
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_temp_tex);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
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SAFE_RELEASE(m_efb.resolved_color_tex);
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SAFE_RELEASE(m_efb.depth_tex);
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SAFE_RELEASE(m_efb.depth_tex);
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SAFE_RELEASE(m_efb.color_temp_tex);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);
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SAFE_RELEASE(m_efb.resolved_color_tex);
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SAFE_RELEASE(m_efb.depth_read_texture);
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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}
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}
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@ -235,6 +205,217 @@ void FramebufferManager::ResolveDepthTexture()
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g_renderer->RestoreAPIState();
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g_renderer->RestoreAPIState();
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}
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}
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u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
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{
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if (!m_efb.color_access_readback_map)
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MapEFBColorAccessCopy();
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u32 color;
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size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
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memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
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return color;
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}
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float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
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{
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if (!m_efb.depth_access_readback_map)
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MapEFBDepthAccessCopy();
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float depth;
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size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
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memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
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return depth;
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}
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void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
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{
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if (!m_efb.color_access_readback_map)
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return;
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size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
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memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
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}
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void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
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{
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if (!m_efb.depth_access_readback_map)
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return;
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size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
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memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
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}
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void FramebufferManager::InitializeEFBAccessCopies()
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{
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D3D12_CLEAR_VALUE optimized_color_clear_value = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
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D3D12_CLEAR_VALUE optimized_depth_clear_value = { DXGI_FORMAT_R32_FLOAT, { 1.0f } };
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CD3DX12_RESOURCE_DESC texdesc12;
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ID3D12Resource* buf12;
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HRESULT hr;
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// EFB access - color resize buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
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m_efb.color_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer");
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buf12->Release();
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// EFB access - color staging/readback buffer
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m_efb.color_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
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D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
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// EFB access - depth resize buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
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m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer");
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buf12->Release();
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// EFB access - depth staging/readback buffer
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m_efb.depth_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
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D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
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}
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void FramebufferManager::MapEFBColorAccessCopy()
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{
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D3D::command_list_mgr->CPUAccessNotify();
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ID3D12Resource* src_resource;
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if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
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{
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// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
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m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
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D3D::current_command_list->RSSetViewports(1, &vp12);
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D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
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D3D::SetPointCopySampler();
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CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
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D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
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StaticShaderCache::GetColorCopyPixelShader(true),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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{}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
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m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
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src_resource = m_efb.color_access_resize_tex->GetTex12();
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}
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else
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{
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// Can source the EFB buffer
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
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src_resource = m_efb.color_tex->GetTex12();
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}
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// Copy to staging resource
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch } };
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CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
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CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
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// Block until completion
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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// Restore EFB resource state if it was sourced from here
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if (src_resource == m_efb.color_tex->GetTex12())
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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// Restore state after resetting command list
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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g_renderer->RestoreAPIState();
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// Resource copy has finished, so safe to map now
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m_efb.color_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
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}
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void FramebufferManager::MapEFBDepthAccessCopy()
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{
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D3D::command_list_mgr->CPUAccessNotify();
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ID3D12Resource* src_resource;
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if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
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{
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// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
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||||||
|
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||||
|
|
||||||
|
D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
|
||||||
|
D3D::current_command_list->RSSetViewports(1, &vp12);
|
||||||
|
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(), FALSE, nullptr);
|
||||||
|
D3D::SetPointCopySampler();
|
||||||
|
|
||||||
|
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
|
||||||
|
D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
|
||||||
|
(g_ActiveConfig.iMultisamples > 1) ? StaticShaderCache::GetDepthResolveToColorPixelShader() : StaticShaderCache::GetColorCopyPixelShader(false),
|
||||||
|
StaticShaderCache::GetSimpleVertexShader(),
|
||||||
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
|
||||||
|
{}, 1.0f, 0, DXGI_FORMAT_R32_FLOAT, false, false);
|
||||||
|
|
||||||
|
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||||
|
src_resource = m_efb.depth_access_resize_tex->GetTex12();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Can source the EFB buffer
|
||||||
|
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||||
|
src_resource = m_efb.depth_tex->GetTex12();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy to staging resource
|
||||||
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0,{ DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch } };
|
||||||
|
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
|
||||||
|
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
|
||||||
|
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
|
||||||
|
|
||||||
|
// Block until completion
|
||||||
|
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
||||||
|
|
||||||
|
// Restore EFB resource state if it was sourced from here
|
||||||
|
if (src_resource == m_efb.depth_tex->GetTex12())
|
||||||
|
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||||
|
|
||||||
|
// Restore state after resetting command list
|
||||||
|
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
|
||||||
|
g_renderer->RestoreAPIState();
|
||||||
|
|
||||||
|
// Resource copy has finished, so safe to map now
|
||||||
|
m_efb.depth_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
|
||||||
|
}
|
||||||
|
|
||||||
|
void FramebufferManager::InvalidateEFBAccessCopies()
|
||||||
|
{
|
||||||
|
if (m_efb.color_access_readback_map)
|
||||||
|
{
|
||||||
|
m_efb.color_access_readback_buffer->Unmap(0, nullptr);
|
||||||
|
m_efb.color_access_readback_map = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_efb.depth_access_readback_map)
|
||||||
|
{
|
||||||
|
m_efb.depth_access_readback_buffer->Unmap(0, nullptr);
|
||||||
|
m_efb.depth_access_readback_map = nullptr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void FramebufferManager::DestroyEFBAccessCopies()
|
||||||
|
{
|
||||||
|
InvalidateEFBAccessCopies();
|
||||||
|
|
||||||
|
SAFE_RELEASE(m_efb.color_access_resize_tex);
|
||||||
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_access_readback_buffer);
|
||||||
|
m_efb.color_access_readback_buffer = nullptr;
|
||||||
|
|
||||||
|
SAFE_RELEASE(m_efb.depth_access_resize_tex);
|
||||||
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_access_readback_buffer);
|
||||||
|
m_efb.depth_access_readback_buffer = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
||||||
{
|
{
|
||||||
// DX12's XFB decoder does not use this function.
|
// DX12's XFB decoder does not use this function.
|
||||||
|
|
|
@ -61,11 +61,7 @@ public:
|
||||||
~FramebufferManager();
|
~FramebufferManager();
|
||||||
|
|
||||||
static D3DTexture2D*& GetEFBColorTexture();
|
static D3DTexture2D*& GetEFBColorTexture();
|
||||||
static ID3D12Resource*& GetEFBColorStagingBuffer();
|
|
||||||
|
|
||||||
static D3DTexture2D*& GetEFBDepthTexture();
|
static D3DTexture2D*& GetEFBDepthTexture();
|
||||||
static D3DTexture2D*& GetEFBDepthReadTexture();
|
|
||||||
static ID3D12Resource*& GetEFBDepthStagingBuffer();
|
|
||||||
static D3DTexture2D*& GetResolvedEFBColorTexture();
|
static D3DTexture2D*& GetResolvedEFBColorTexture();
|
||||||
static D3DTexture2D*& GetResolvedEFBDepthTexture();
|
static D3DTexture2D*& GetResolvedEFBDepthTexture();
|
||||||
|
|
||||||
|
@ -74,6 +70,17 @@ public:
|
||||||
|
|
||||||
static void ResolveDepthTexture();
|
static void ResolveDepthTexture();
|
||||||
|
|
||||||
|
// Access EFB from CPU
|
||||||
|
static u32 ReadEFBColorAccessCopy(u32 x, u32 y);
|
||||||
|
static float ReadEFBDepthAccessCopy(u32 x, u32 y);
|
||||||
|
static void UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color);
|
||||||
|
static void UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth);
|
||||||
|
static void InitializeEFBAccessCopies();
|
||||||
|
static void MapEFBColorAccessCopy();
|
||||||
|
static void MapEFBDepthAccessCopy();
|
||||||
|
static void InvalidateEFBAccessCopies();
|
||||||
|
static void DestroyEFBAccessCopies();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
|
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
|
||||||
void GetTargetSize(unsigned int* width, unsigned int* height) override;
|
void GetTargetSize(unsigned int* width, unsigned int* height) override;
|
||||||
|
@ -83,18 +90,24 @@ private:
|
||||||
static struct Efb
|
static struct Efb
|
||||||
{
|
{
|
||||||
D3DTexture2D* color_tex;
|
D3DTexture2D* color_tex;
|
||||||
ID3D12Resource* color_staging_buf;
|
|
||||||
|
|
||||||
D3DTexture2D* depth_tex;
|
D3DTexture2D* depth_tex;
|
||||||
ID3D12Resource* depth_staging_buf;
|
|
||||||
|
|
||||||
D3DTexture2D* depth_read_texture;
|
|
||||||
|
|
||||||
D3DTexture2D* color_temp_tex;
|
D3DTexture2D* color_temp_tex;
|
||||||
|
|
||||||
D3DTexture2D* resolved_color_tex;
|
D3DTexture2D* resolved_color_tex;
|
||||||
D3DTexture2D* resolved_depth_tex;
|
D3DTexture2D* resolved_depth_tex;
|
||||||
|
|
||||||
|
D3DTexture2D* color_access_resize_tex;
|
||||||
|
ID3D12Resource* color_access_readback_buffer;
|
||||||
|
u8* color_access_readback_map;
|
||||||
|
u32 color_access_readback_pitch;
|
||||||
|
|
||||||
|
D3DTexture2D* depth_access_resize_tex;
|
||||||
|
ID3D12Resource* depth_access_readback_buffer;
|
||||||
|
u8* depth_access_readback_map;
|
||||||
|
u32 depth_access_readback_pitch;
|
||||||
|
|
||||||
int slices;
|
int slices;
|
||||||
} m_efb;
|
} m_efb;
|
||||||
|
|
||||||
|
|
|
@ -51,8 +51,6 @@ static bool s_last_xfb_mode = false;
|
||||||
|
|
||||||
static Television s_television;
|
static Television s_television;
|
||||||
|
|
||||||
static ID3D12Resource* s_access_efb_constant_buffer = nullptr;
|
|
||||||
|
|
||||||
enum CLEAR_BLEND_DESC
|
enum CLEAR_BLEND_DESC
|
||||||
{
|
{
|
||||||
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
|
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
|
||||||
|
@ -110,25 +108,6 @@ static void SetupDeviceObjects()
|
||||||
|
|
||||||
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
||||||
|
|
||||||
float colmat[20] = { 0.0f };
|
|
||||||
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
||||||
|
|
||||||
CheckHR(
|
|
||||||
D3D::device12->CreateCommittedResource(
|
|
||||||
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
|
|
||||||
D3D12_HEAP_FLAG_NONE,
|
|
||||||
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(colmat)),
|
|
||||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
|
||||||
nullptr,
|
|
||||||
IID_PPV_ARGS(&s_access_efb_constant_buffer)
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
// Copy inital data to access_efb_cbuf12.
|
|
||||||
void* access_efb_constant_buffer_data = nullptr;
|
|
||||||
CheckHR(s_access_efb_constant_buffer->Map(0, nullptr, &access_efb_constant_buffer_data));
|
|
||||||
memcpy(access_efb_constant_buffer_data, colmat, sizeof(colmat));
|
|
||||||
|
|
||||||
D3D12_DEPTH_STENCIL_DESC depth_desc;
|
D3D12_DEPTH_STENCIL_DESC depth_desc;
|
||||||
depth_desc.DepthEnable = FALSE;
|
depth_desc.DepthEnable = FALSE;
|
||||||
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
||||||
|
@ -197,9 +176,6 @@ static void TeardownDeviceObjects()
|
||||||
s_screenshot_texture = nullptr;
|
s_screenshot_texture = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_access_efb_constant_buffer);
|
|
||||||
s_access_efb_constant_buffer = nullptr;
|
|
||||||
|
|
||||||
s_television.Shutdown();
|
s_television.Shutdown();
|
||||||
|
|
||||||
gx_state_cache.Clear();
|
gx_state_cache.Clear();
|
||||||
|
@ -394,192 +370,60 @@ void Renderer::SetColorMask()
|
||||||
// - GX_PokeZMode (TODO)
|
// - GX_PokeZMode (TODO)
|
||||||
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||||
{
|
{
|
||||||
// EXISTINGD3D11TODO: This function currently is broken if anti-aliasing is enabled
|
if (type == PEEK_COLOR)
|
||||||
|
|
||||||
// Convert EFB dimensions to the ones of our render target
|
|
||||||
EFBRectangle efb_pixel_rc;
|
|
||||||
efb_pixel_rc.left = x;
|
|
||||||
efb_pixel_rc.top = y;
|
|
||||||
efb_pixel_rc.right = x + 1;
|
|
||||||
efb_pixel_rc.bottom = y + 1;
|
|
||||||
TargetRectangle target_pixel_rc = Renderer::ConvertEFBRectangle(efb_pixel_rc);
|
|
||||||
|
|
||||||
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
|
|
||||||
D3D12_RECT rect_to_lock;
|
|
||||||
if (type == PEEK_COLOR || type == PEEK_Z)
|
|
||||||
{
|
{
|
||||||
rect_to_lock.left = (target_pixel_rc.left + target_pixel_rc.right) / 2;
|
u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
|
||||||
rect_to_lock.top = (target_pixel_rc.top + target_pixel_rc.bottom) / 2;
|
|
||||||
rect_to_lock.right = rect_to_lock.left + 1;
|
|
||||||
rect_to_lock.bottom = rect_to_lock.top + 1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
rect_to_lock.left = target_pixel_rc.left;
|
|
||||||
rect_to_lock.right = target_pixel_rc.right;
|
|
||||||
rect_to_lock.top = target_pixel_rc.top;
|
|
||||||
rect_to_lock.bottom = target_pixel_rc.bottom;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (type == PEEK_Z)
|
// a little-endian value is expected to be returned
|
||||||
{
|
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
|
||||||
D3D::command_list_mgr->CPUAccessNotify();
|
|
||||||
|
|
||||||
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using DrawShadedTexQuad instead
|
|
||||||
// D3D12TODO: Is above statement true on D3D12?
|
|
||||||
D3D12_VIEWPORT vp12 = { 0.f, 0.f, 1.f, 1.f, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
|
|
||||||
D3D::current_command_list->RSSetViewports(1, &vp12);
|
|
||||||
|
|
||||||
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_access_efb_constant_buffer->GetGPUVirtualAddress());
|
|
||||||
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
|
|
||||||
|
|
||||||
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
||||||
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV12(), FALSE, nullptr);
|
|
||||||
|
|
||||||
D3D::SetPointCopySampler();
|
|
||||||
|
|
||||||
D3D::DrawShadedTexQuad(
|
|
||||||
FramebufferManager::GetEFBDepthTexture(),
|
|
||||||
&rect_to_lock,
|
|
||||||
Renderer::GetTargetWidth(),
|
|
||||||
Renderer::GetTargetHeight(),
|
|
||||||
StaticShaderCache::GetColorCopyPixelShader(true),
|
|
||||||
StaticShaderCache::GetSimpleVertexShader(),
|
|
||||||
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
|
|
||||||
D3D12_SHADER_BYTECODE(),
|
|
||||||
1.0f,
|
|
||||||
0,
|
|
||||||
DXGI_FORMAT_R32_FLOAT,
|
|
||||||
false,
|
|
||||||
FramebufferManager::GetEFBDepthReadTexture()->GetMultisampled()
|
|
||||||
);
|
|
||||||
|
|
||||||
// copy to system memory
|
|
||||||
D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, 1, 1, 1);
|
|
||||||
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBDepthStagingBuffer();
|
|
||||||
|
|
||||||
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
|
|
||||||
dst_location.pResource = readback_buffer;
|
|
||||||
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
||||||
dst_location.PlacedFootprint.Offset = 0;
|
|
||||||
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
|
|
||||||
dst_location.PlacedFootprint.Footprint.Width = 1;
|
|
||||||
dst_location.PlacedFootprint.Footprint.Height = 1;
|
|
||||||
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.pResource = FramebufferManager::GetEFBDepthReadTexture()->GetTex12();
|
|
||||||
src_location.SubresourceIndex = 0;
|
|
||||||
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
||||||
|
|
||||||
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
||||||
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
|
|
||||||
|
|
||||||
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
|
|
||||||
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
|
||||||
|
|
||||||
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->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
|
|
||||||
|
|
||||||
// Restores proper viewport/scissor settings.
|
|
||||||
g_renderer->RestoreAPIState();
|
|
||||||
|
|
||||||
// read the data from system memory
|
|
||||||
void* readback_buffer_data = nullptr;
|
|
||||||
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
|
|
||||||
|
|
||||||
// depth buffer is inverted in the d3d backend
|
|
||||||
float val = 1.0f - reinterpret_cast<float*>(readback_buffer_data)[0];
|
|
||||||
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>(val * 65536.0f), 0, 0xFFFF);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
|
|
||||||
}
|
|
||||||
|
|
||||||
// EXISTINGD3D11TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
else if (type == PEEK_COLOR)
|
|
||||||
{
|
|
||||||
D3D::command_list_mgr->CPUAccessNotify();
|
|
||||||
|
|
||||||
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBColorStagingBuffer();
|
|
||||||
|
|
||||||
D3D12_BOX src_box = CD3DX12_BOX(rect_to_lock.left, rect_to_lock.top, 0, rect_to_lock.right, rect_to_lock.bottom, 1);
|
|
||||||
|
|
||||||
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
|
|
||||||
dst_location.pResource = readback_buffer;
|
|
||||||
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 = 1;
|
|
||||||
dst_location.PlacedFootprint.Footprint.Height = 1;
|
|
||||||
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.pResource = FramebufferManager::GetResolvedEFBColorTexture()->GetTex12();
|
|
||||||
src_location.SubresourceIndex = 0;
|
|
||||||
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
||||||
|
|
||||||
FramebufferManager::GetResolvedEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
||||||
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
|
|
||||||
|
|
||||||
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
|
|
||||||
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
|
||||||
|
|
||||||
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->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
|
|
||||||
|
|
||||||
// Restores proper viewport/scissor settings.
|
|
||||||
g_renderer->RestoreAPIState();
|
|
||||||
|
|
||||||
// read the data from system memory
|
|
||||||
void* readback_buffer_data = nullptr;
|
|
||||||
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
|
|
||||||
|
|
||||||
u32 ret = reinterpret_cast<u32*>(readback_buffer_data)[0];
|
|
||||||
|
|
||||||
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
||||||
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
|
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
|
||||||
|
|
||||||
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
|
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
|
||||||
{
|
{
|
||||||
ret = RGBA8ToRGBA6ToRGBA8(ret);
|
color = RGBA8ToRGBA6ToRGBA8(color);
|
||||||
}
|
}
|
||||||
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
||||||
{
|
{
|
||||||
ret = RGBA8ToRGB565ToRGBA8(ret);
|
color = RGBA8ToRGB565ToRGBA8(color);
|
||||||
}
|
}
|
||||||
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
|
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
|
||||||
{
|
{
|
||||||
ret |= 0xFF000000;
|
color |= 0xFF000000;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (alpha_read_mode.ReadMode == 2)
|
if (alpha_read_mode.ReadMode == 2)
|
||||||
{
|
{
|
||||||
return ret; // GX_READ_NONE
|
return color; // GX_READ_NONE
|
||||||
}
|
}
|
||||||
else if (alpha_read_mode.ReadMode == 1)
|
else if (alpha_read_mode.ReadMode == 1)
|
||||||
{
|
{
|
||||||
return (ret | 0xFF000000); // GX_READ_FF
|
return (color | 0xFF000000); // GX_READ_FF
|
||||||
}
|
}
|
||||||
else /*if(alpha_read_mode.ReadMode == 0)*/
|
else /*if(alpha_read_mode.ReadMode == 0)*/
|
||||||
{
|
{
|
||||||
return (ret & 0x00FFFFFF); // GX_READ_00
|
return (color & 0x00FFFFFF); // GX_READ_00
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else // if (type == PEEK_Z)
|
||||||
|
{
|
||||||
|
// depth buffer is inverted in the d3d backend
|
||||||
|
float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
|
||||||
|
u32 ret = 0;
|
||||||
|
|
||||||
return 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
|
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
|
||||||
|
@ -706,6 +550,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
|
||||||
|
|
||||||
// Restores proper viewport/scissor settings.
|
// Restores proper viewport/scissor settings.
|
||||||
g_renderer->RestoreAPIState();
|
g_renderer->RestoreAPIState();
|
||||||
|
|
||||||
|
FramebufferManager::InvalidateEFBAccessCopies();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||||
|
@ -906,6 +752,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped when calling Present().
|
||||||
|
FramebufferManager::InvalidateEFBAccessCopies();
|
||||||
|
|
||||||
// Prepare to copy the XFBs to our backbuffer
|
// Prepare to copy the XFBs to our backbuffer
|
||||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||||
TargetRectangle target_rc = GetTargetRectangle();
|
TargetRectangle target_rc = GetTargetRectangle();
|
||||||
|
@ -1272,6 +1121,9 @@ void Renderer::ApplyState(bool use_dst_alpha)
|
||||||
|
|
||||||
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Always called prior to drawing, so we can invalidate the CPU EFB copies here.
|
||||||
|
FramebufferManager::InvalidateEFBAccessCopies();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::RestoreState()
|
void Renderer::RestoreState()
|
||||||
|
|
Loading…
Reference in New Issue