D3D9:
- Assign width and height to the actual powers of two rather than to the exponents... - Clean up FramebufferManager() - Make use of more depth buffer formats to prevent some devices from failing to create a depth buffer Should fix issue 3256. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6730 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -181,6 +181,19 @@ inline u32 Z24ToZ16ToZ24(u32 src)
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return (src & 0xFFFF00) | (src >> 16);
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}
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/* Returns the smallest power of 2 which is greater than or equal to num */
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inline u32 MakePow2(u32 num)
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{
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--num;
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num |= num >> 1;
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num |= num >> 2;
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num |= num >> 4;
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num |= num >> 8;
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num |= num >> 16;
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++num;
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return num;
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}
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// returns the exponent of the smallest power of two which is greater than val
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inline unsigned int GetPow2(unsigned int val)
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{
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@ -65,7 +65,7 @@ FramebufferManager::FramebufferManager()
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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// create framebuffer color texture
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// EFB color texture - primary render target
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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@ -76,13 +76,13 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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// create a staging texture for Renderer::AccessEFB
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer
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// EFB depth buffer - primary depth buffer
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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@ -92,7 +92,7 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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// render target for depth buffer access in Renderer::AccessEFB
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// Render buffer for AccessEFB (depth data)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
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@ -101,7 +101,7 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
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// staging texture to which we copy the data from m_efb.depth_read_texture
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &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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@ -109,7 +109,7 @@ FramebufferManager::FramebufferManager()
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if (g_ActiveConfig.iMultisampleMode)
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{
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// create framebuffer resolve textures (color+depth)
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// Framebuffer resolve textures (color+depth)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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@ -444,8 +444,8 @@ bool FixTextureSize(int& width, int& height)
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if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
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{
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// all texture dimensions need to be powers of two
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width = GetPow2(width);
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height = GetPow2(height);
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width = (int)MakePow2((u32)width);
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height = (int)MakePow2((u32)height);
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}
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if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
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{
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@ -458,6 +458,17 @@ bool FixTextureSize(int& width, int& height)
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return (width != oldw) || (height != oldh);
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}
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// returns true if format is supported
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bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format)
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{
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return D3D_OK == D3D->CheckDeviceFormat(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, usage, D3DRTYPE_TEXTURE, tex_format);
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}
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bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format)
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{
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return D3D_OK == D3D->CheckDepthStencilMatch(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, target_format, depth_format);
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}
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const char *VertexShaderVersionString()
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{
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static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
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@ -74,6 +74,10 @@ void ShowD3DError(HRESULT err);
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// returns true if size was changed
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bool FixTextureSize(int& width, int& height);
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// returns true if format is supported
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bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format);
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bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format);
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// The following are "filtered" versions of the corresponding D3Ddev-> functions.
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void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
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void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
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@ -29,100 +29,102 @@
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#undef CHECK
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#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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inline void GetSurface(IDirect3DTexture9* texture, IDirect3DSurface9** surface)
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{
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if (!texture) return;
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texture->GetSurfaceLevel(0, surface);
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}
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FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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// Simplest possible setup to start with.
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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// Get the framebuffer texture
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// EFB color texture - primary render target
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
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if (s_efb.color_texture)
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{
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hr = s_efb.color_texture->GetSurfaceLevel(0, &s_efb.color_surface);
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}
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D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
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GetSurface(s_efb.color_texture, &s_efb.color_surface);
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Render buffer for AccessEFB (color data)
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
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D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
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GetSurface(s_efb.colorRead_texture, &s_efb.color_ReadBuffer);
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CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
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if (s_efb.colorRead_texture)
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{
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s_efb.colorRead_texture->GetSurfaceLevel(0, &s_efb.color_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_ReadBuffer
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer format with hardware support
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D3DFORMAT DepthTexFormats[5] = {
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D3DFORMAT DepthTexFormats[] = {
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FOURCC_INTZ,
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FOURCC_DF24,
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FOURCC_RAWZ,
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FOURCC_DF16,
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D3DFMT_D24X8
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D3DFMT_D24X8,
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D3DFMT_D24X4S4,
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D3DFMT_D24S8,
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D3DFMT_D24FS8,
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D3DFMT_D32, // too much precision, but who cares
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D3DFMT_D16, // much lower precision, but better than nothing
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D3DFMT_D15S1,
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};
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for (int i = 0; i < 5; ++i)
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// check format support
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for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i)
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{
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s_efb.depth_surface_Format = DepthTexFormats[i];
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// Create the framebuffer depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
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if (!FAILED(hr))
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if (D3D::CheckDepthStencilSupport(s_efb.color_surface_Format, DepthTexFormats[i]))
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{
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s_efb.depth_surface_Format = DepthTexFormats[i];
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break;
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}
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}
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Get the Surface
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if (s_efb.depth_texture)
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if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN)
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{
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s_efb.depth_texture->GetSurfaceLevel(0, &s_efb.depth_surface);
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}
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches.");
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}
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else
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{
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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// EFB depth buffer - primary depth buffer
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
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GetSurface(s_efb.depth_texture, &s_efb.depth_surface);
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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// Render buffer for AccessEFB (depth data)
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if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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else
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DepthTexFormats[0] = D3DFMT_R32F;
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for (int i = 0; i < 2; ++i)
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{
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s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for (int i = 0; i < 2; ++i)
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{
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if (D3D::CheckTextureSupport(D3DUSAGE_RENDERTARGET, DepthTexFormats[i]))
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{
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s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
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break;
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}
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}
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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if (s_efb.depthRead_texture)
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{
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s_efb.depthRead_texture->GetSurfaceLevel(0, &s_efb.depth_ReadBuffer);
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D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
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GetSurface(s_efb.depthRead_texture, &s_efb.depth_ReadBuffer);
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_ReadBuffer
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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// create resources for ReinterpretPixelData
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// ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
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if (s_efb.color_reinterpret_texture)
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{
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hr = s_efb.color_reinterpret_texture->GetSurfaceLevel(0, &s_efb.color_reinterpret_surface);
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}
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D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
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GetSurface(s_efb.color_reinterpret_texture, &s_efb.color_reinterpret_surface);
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CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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SAFE_RELEASE(s_efb.depthRead_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_surface);
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s_efb.color_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_ReadBuffer_Format = D3DFMT_UNKNOWN;
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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