Merge pull request #3295 from stenzek/d3d-xfb-msaa
D3D: Fix multiple issues relating to MSAA
This commit is contained in:
commit
294bb75316
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@ -6,6 +6,7 @@
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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@ -23,6 +24,7 @@ static XFBEncoder s_xfbEncoder;
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FramebufferManager::Efb FramebufferManager::m_efb;
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unsigned int FramebufferManager::m_target_width;
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unsigned int FramebufferManager::m_target_height;
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ID3D11DepthStencilState* FramebufferManager::m_depth_resolve_depth_state;
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D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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@ -47,8 +49,29 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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{
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if (g_ActiveConfig.iMultisamples > 1)
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{
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for (int i = 0; i < m_efb.slices; i++)
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D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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// ResolveSubresource does not work with depth textures.
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// Instead, we use a shader that selects the minimum depth from all samples.
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// Clear render state, and enable depth writes.
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g_renderer->ResetAPIState();
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D3D::stateman->PushDepthState(m_depth_resolve_depth_state);
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// Set up to render to resolved depth texture.
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const D3D11_VIEWPORT viewport = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &viewport);
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D3D::context->OMSetRenderTargets(0, nullptr, m_efb.resolved_depth_tex->GetDSV());
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// Render a quad covering the entire target, writing SV_Depth.
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const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
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D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
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PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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// Restore render state.
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::stateman->PopDepthState();
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g_renderer->RestoreAPIState();
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return m_efb.resolved_depth_tex;
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}
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else
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@ -82,7 +105,6 @@ FramebufferManager::FramebufferManager()
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
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CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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@ -93,7 +115,6 @@ FramebufferManager::FramebufferManager()
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
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CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
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@ -135,24 +156,34 @@ FramebufferManager::FramebufferManager()
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// Framebuffer resolve textures (color+depth)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
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// Depth state used when writing resolved depth texture
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D3D11_DEPTH_STENCIL_DESC depth_resolve_depth_state = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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depth_resolve_depth_state.DepthEnable = TRUE;
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depth_resolve_depth_state.DepthFunc = D3D11_COMPARISON_ALWAYS;
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depth_resolve_depth_state.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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hr = D3D::device->CreateDepthStencilState(&depth_resolve_depth_state, &m_depth_resolve_depth_state);
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CHECK(hr == S_OK, "create depth resolve depth stencil state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_depth_resolve_depth_state, "depth resolve depth stencil state");
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}
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else
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{
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m_efb.resolved_color_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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m_depth_resolve_depth_state = nullptr;
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}
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s_xfbEncoder.Init();
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@ -170,6 +201,7 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(m_efb.depth_staging_buf);
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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_depth_resolve_depth_state);
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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@ -204,12 +236,13 @@ void XFBSource::CopyEFB(float Gamma)
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// Copy EFB data to XFB and restore render target again
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
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const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
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D3D::SetLinearCopySampler();
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect,
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader(), Gamma);
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@ -105,6 +105,7 @@ private:
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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static ID3D11DepthStencilState* m_depth_resolve_depth_state;
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};
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} // namespace DX11
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@ -96,6 +96,14 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
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HRESULT hr;
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// Resolve MSAA targets before copying.
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ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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// FIXME: 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()->GetSRV();
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// Reset API
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g_renderer->ResetAPIState();
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@ -111,13 +119,6 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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// FIXME: 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()->GetSRV();
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EFBEncodeParams params;
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params.SrcLeft = srcRect.left;
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params.SrcTop = srcRect.top;
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@ -36,6 +36,7 @@ ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
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ID3D11Buffer* pscbuf = nullptr;
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@ -199,6 +200,22 @@ const char depth_matrix_program_msaa[] = {
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"}\n"
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};
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const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float depth : SV_Depth,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
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" for(int i = 1; i < SAMPLES; ++i)\n"
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" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
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"}\n"
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};
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const char reint_rgba6_to_rgb8[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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@ -406,6 +423,19 @@ ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
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return s_AnaglyphProgram;
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
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{
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if (s_DepthResolveProgram != nullptr)
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return s_DepthResolveProgram;
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
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return s_DepthResolveProgram;
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}
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ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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@ -503,6 +533,7 @@ void PixelShaderCache::InvalidateMSAAShaders()
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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SAFE_RELEASE(s_rgb8_to_rgba6[1]);
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SAFE_RELEASE(s_rgba6_to_rgb8[1]);
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SAFE_RELEASE(s_DepthResolveProgram);
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}
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void PixelShaderCache::Shutdown()
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@ -511,6 +542,7 @@ void PixelShaderCache::Shutdown()
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SAFE_RELEASE(s_ClearProgram);
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SAFE_RELEASE(s_AnaglyphProgram);
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SAFE_RELEASE(s_DepthResolveProgram);
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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@ -31,6 +31,7 @@ public:
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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static ID3D11PixelShader* GetDepthResolveProgram();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
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@ -802,10 +802,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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//drawRc.right *= hScale;
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TargetRectangle sourceRc;
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sourceRc.left = 0;
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sourceRc.top = 0;
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sourceRc.right = (int)xfbSource->texWidth;
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sourceRc.bottom = (int)xfbSource->texHeight;
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sourceRc.left = xfbSource->sourceRc.left;
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sourceRc.top = xfbSource->sourceRc.top;
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sourceRc.right = xfbSource->sourceRc.right;
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sourceRc.bottom = xfbSource->sourceRc.bottom;
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sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth);
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@ -190,6 +190,21 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat)
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{
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisampleMode != 0);
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ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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if (multisampled && scaleByHalf)
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{
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multisampled = false;
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efbTexSRV = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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@ -226,10 +241,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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// Create texture copy
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D3D::drawShadedTexQuad(
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(srcFormat == PEControl::Z24 ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture())->GetSRV(),
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efbTexSRV,
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&sourcerect, Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
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srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) : PixelShaderCache::GetColorMatrixProgram(multisampled),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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@ -247,8 +247,7 @@ void XFBEncoder::Init()
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// Create EFB texture sampler
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D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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// FIXME: Should we really use point sampling here?
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sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
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CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
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D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
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