D3D12: Use helper method for binding EFB render targets

This commit is contained in:
Stenzek 2016-03-05 20:22:08 +10:00
parent 984da2d624
commit 32599559db
7 changed files with 23 additions and 14 deletions

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@ -62,7 +62,7 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
if (current_command_list_executed) if (current_command_list_executed)
{ {
g_renderer->SetViewport(); g_renderer->SetViewport();
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); FramebufferManager::RestoreEFBRenderTargets();
} }
upload_buffer = s_texture_upload_stream_buffer->GetBuffer(); upload_buffer = s_texture_upload_stream_buffer->GetBuffer();

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@ -197,12 +197,19 @@ void FramebufferManager::ResolveDepthTexture()
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); 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()); FramebufferManager::RestoreEFBRenderTargets();
// Restores proper viewport/scissor settings. // Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }
void FramebufferManager::RestoreEFBRenderTargets()
{
D3D::current_command_list->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
&FramebufferManager::GetEFBDepthTexture()->GetDSV12());
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y) u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
{ {
if (!m_efb.color_access_readback_map) if (!m_efb.color_access_readback_map)
@ -325,7 +332,7 @@ void FramebufferManager::MapEFBColorAccessCopy()
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
// Restore state after resetting command list // Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); RestoreEFBRenderTargets();
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now // Resource copy has finished, so safe to map now
@ -377,7 +384,7 @@ void FramebufferManager::MapEFBDepthAccessCopy()
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restore state after resetting command list // Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); RestoreEFBRenderTargets();
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now // Resource copy has finished, so safe to map now
@ -448,7 +455,7 @@ void XFBSource::CopyEFB(float gamma)
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); 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()); FramebufferManager::RestoreEFBRenderTargets();
// Restores proper viewport/scissor settings. // Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();

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@ -70,6 +70,8 @@ public:
static void ResolveDepthTexture(); static void ResolveDepthTexture();
static void RestoreEFBRenderTargets();
// Access EFB from CPU // Access EFB from CPU
static u32 ReadEFBColorAccessCopy(u32 x, u32 y); static u32 ReadEFBColorAccessCopy(u32 x, u32 y);
static float ReadEFBDepthAccessCopy(u32 x, u32 y); static float ReadEFBDepthAccessCopy(u32 x, u32 y);

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@ -238,7 +238,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); 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()); FramebufferManager::RestoreEFBRenderTargets();
} }
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format, D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,

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@ -280,7 +280,7 @@ Renderer::Renderer(void*& window_handle)
D3D::current_command_list->RSSetViewports(1, &vp); D3D::current_command_list->RSSetViewports(1, &vp);
// Already transitioned to appropriate states a few lines up for the clears. // Already transitioned to appropriate states a few lines up for the clears.
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); FramebufferManager::RestoreEFBRenderTargets();
D3D::BeginFrame(); D3D::BeginFrame();
} }
@ -589,7 +589,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); 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()); FramebufferManager::RestoreEFBRenderTargets();
} }
void Renderer::SetBlendMode(bool force_update) void Renderer::SetBlendMode(bool force_update)
@ -1000,7 +1000,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); 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()); FramebufferManager::RestoreEFBRenderTargets();
SetViewport(); SetViewport();
} }

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@ -168,7 +168,7 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); 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()); FramebufferManager::RestoreEFBRenderTargets();
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }
@ -308,7 +308,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); 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()); FramebufferManager::RestoreEFBRenderTargets();
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }
@ -490,7 +490,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); 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()); FramebufferManager::RestoreEFBRenderTargets();
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }

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@ -169,7 +169,7 @@ void VertexManager::vFlush(bool use_dst_alpha)
g_renderer->SetViewport(); g_renderer->SetViewport();
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); FramebufferManager::RestoreEFBRenderTargets();
} }
} }
@ -202,7 +202,7 @@ void VertexManager::ResetBuffer(u32 stride)
if (command_list_executed) if (command_list_executed)
{ {
g_renderer->SetViewport(); g_renderer->SetViewport();
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); FramebufferManager::RestoreEFBRenderTargets();
} }
if (m_index_stream_buffer_reallocated) if (m_index_stream_buffer_reallocated)