- 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
This commit is contained in:
NeoBrainX 2011-01-03 14:35:07 +00:00
parent ae71e63872
commit 5cad834c96
5 changed files with 100 additions and 67 deletions

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@ -181,6 +181,19 @@ inline u32 Z24ToZ16ToZ24(u32 src)
return (src & 0xFFFF00) | (src >> 16); return (src & 0xFFFF00) | (src >> 16);
} }
/* Returns the smallest power of 2 which is greater than or equal to num */
inline u32 MakePow2(u32 num)
{
--num;
num |= num >> 1;
num |= num >> 2;
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
++num;
return num;
}
// returns the exponent of the smallest power of two which is greater than val // returns the exponent of the smallest power of two which is greater than val
inline unsigned int GetPow2(unsigned int val) inline unsigned int GetPow2(unsigned int val)
{ {

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@ -65,7 +65,7 @@ FramebufferManager::FramebufferManager()
D3D11_TEXTURE2D_DESC texdesc; D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr; HRESULT hr;
// create framebuffer color texture // EFB color texture - primary render target
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); 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);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
@ -76,13 +76,13 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
// create a staging texture for Renderer::AccessEFB // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer // EFB depth buffer - primary depth buffer
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); 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);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
@ -92,7 +92,7 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
// render target for depth buffer access in Renderer::AccessEFB // Render buffer for AccessEFB (depth data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr); CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
@ -101,7 +101,7 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
// staging texture to which we copy the data from m_efb.depth_read_texture // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
@ -109,7 +109,7 @@ FramebufferManager::FramebufferManager()
if (g_ActiveConfig.iMultisampleMode) if (g_ActiveConfig.iMultisampleMode)
{ {
// create framebuffer resolve textures (color+depth) // Framebuffer resolve textures (color+depth)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); 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)
if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
{ {
// all texture dimensions need to be powers of two // all texture dimensions need to be powers of two
width = GetPow2(width); width = (int)MakePow2((u32)width);
height = GetPow2(height); height = (int)MakePow2((u32)height);
} }
if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
{ {
@ -458,6 +458,17 @@ bool FixTextureSize(int& width, int& height)
return (width != oldw) || (height != oldh); return (width != oldw) || (height != oldh);
} }
// returns true if format is supported
bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format)
{
return D3D_OK == D3D->CheckDeviceFormat(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, usage, D3DRTYPE_TEXTURE, tex_format);
}
bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format)
{
return D3D_OK == D3D->CheckDepthStencilMatch(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, target_format, depth_format);
}
const char *VertexShaderVersionString() const char *VertexShaderVersionString()
{ {
static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"}; 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);
// returns true if size was changed // returns true if size was changed
bool FixTextureSize(int& width, int& height); bool FixTextureSize(int& width, int& height);
// returns true if format is supported
bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format);
bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format);
// The following are "filtered" versions of the corresponding D3Ddev-> functions. // The following are "filtered" versions of the corresponding D3Ddev-> functions.
void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture); void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value); void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);

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@ -29,100 +29,102 @@
#undef CHECK #undef CHECK
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } #define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
inline void GetSurface(IDirect3DTexture9* texture, IDirect3DSurface9** surface)
{
if (!texture) return;
texture->GetSurfaceLevel(0, surface);
}
FramebufferManager::Efb FramebufferManager::s_efb; FramebufferManager::Efb FramebufferManager::s_efb;
FramebufferManager::FramebufferManager() FramebufferManager::FramebufferManager()
{ {
// Simplest possible setup to start with.
int target_width = Renderer::GetFullTargetWidth(); int target_width = Renderer::GetFullTargetWidth();
int target_height = Renderer::GetFullTargetHeight(); int target_height = Renderer::GetFullTargetHeight();
s_efb.color_surface_Format = D3DFMT_A8R8G8B8; s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// Get the framebuffer texture
// EFB color texture - primary render target
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.color_texture, NULL); D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
if (s_efb.color_texture) GetSurface(s_efb.color_texture, &s_efb.color_surface);
{
hr = s_efb.color_texture->GetSurfaceLevel(0, &s_efb.color_surface);
}
CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Render buffer for AccessEFB (color data)
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL); D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
GetSurface(s_efb.colorRead_texture, &s_efb.color_ReadBuffer);
CHECK(hr, "Create Color Read Texture (hr=%#x)", hr); CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
if (s_efb.colorRead_texture)
{ // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_ReadBuffer
s_efb.colorRead_texture->GetSurfaceLevel(0, &s_efb.color_ReadBuffer);
}
// Create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL); hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create offscreen color surface (hr=%#x)", hr); CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
// Select a Z-buffer format with hardware support // Select a Z-buffer format with hardware support
D3DFORMAT DepthTexFormats[5] = { D3DFORMAT DepthTexFormats[] = {
FOURCC_INTZ, FOURCC_INTZ,
FOURCC_DF24, FOURCC_DF24,
FOURCC_RAWZ, FOURCC_RAWZ,
FOURCC_DF16, FOURCC_DF16,
D3DFMT_D24X8 D3DFMT_D24X8,
D3DFMT_D24X4S4,
D3DFMT_D24S8,
D3DFMT_D24FS8,
D3DFMT_D32, // too much precision, but who cares
D3DFMT_D16, // much lower precision, but better than nothing
D3DFMT_D15S1,
}; };
for (int i = 0; i < 5; ++i) // check format support
for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i)
{ {
s_efb.depth_surface_Format = DepthTexFormats[i]; if (D3D::CheckDepthStencilSupport(s_efb.color_surface_Format, DepthTexFormats[i]))
// Create the framebuffer depth texture {
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format, s_efb.depth_surface_Format = DepthTexFormats[i];
D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
if (!FAILED(hr))
break; break;
}
} }
if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN)
CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Get the Surface
if (s_efb.depth_texture)
{ {
s_efb.depth_texture->GetSurfaceLevel(0, &s_efb.depth_surface); PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches.");
}
// Create a 4x4 pixel texture to work as a buffer for peeking
if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
{
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
} }
else else
{ {
DepthTexFormats[0] = D3DFMT_R32F; // EFB depth buffer - primary depth buffer
} hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
GetSurface(s_efb.depth_texture, &s_efb.depth_surface);
CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
DepthTexFormats[1] = D3DFMT_A8R8G8B8; // Render buffer for AccessEFB (depth data)
if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
else
DepthTexFormats[0] = D3DFMT_R32F;
for (int i = 0; i < 2; ++i) DepthTexFormats[1] = D3DFMT_A8R8G8B8;
{
s_efb.depth_ReadBuffer_Format = DepthTexFormats[i]; for (int i = 0; i < 2; ++i)
// Get the framebuffer Depth texture {
if (D3D::CheckTextureSupport(D3DUSAGE_RENDERTARGET, DepthTexFormats[i]))
{
s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
break;
}
}
hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format, hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL); D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
if (!FAILED(hr)) GetSurface(s_efb.depthRead_texture, &s_efb.depth_ReadBuffer);
break; CHECK(hr, "Create depth read texture (hr=%#x)", hr);
}
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_ReadBuffer
CHECK(hr, "Create depth read texture (hr=%#x)", hr); hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
if (s_efb.depthRead_texture) CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
{
s_efb.depthRead_texture->GetSurfaceLevel(0, &s_efb.depth_ReadBuffer);
} }
// Create an offscreen surface that we can lock to retrieve the data // ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
// create resources for ReinterpretPixelData
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL); D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
if (s_efb.color_reinterpret_texture) GetSurface(s_efb.color_reinterpret_texture, &s_efb.color_reinterpret_surface);
{
hr = s_efb.color_reinterpret_texture->GetSurfaceLevel(0, &s_efb.color_reinterpret_surface);
}
CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
} }
@ -140,6 +142,9 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(s_efb.depthRead_texture); SAFE_RELEASE(s_efb.depthRead_texture);
SAFE_RELEASE(s_efb.color_reinterpret_texture); SAFE_RELEASE(s_efb.color_reinterpret_texture);
SAFE_RELEASE(s_efb.color_reinterpret_surface); SAFE_RELEASE(s_efb.color_reinterpret_surface);
s_efb.color_surface_Format = D3DFMT_UNKNOWN;
s_efb.depth_surface_Format = D3DFMT_UNKNOWN;
s_efb.depth_ReadBuffer_Format = D3DFMT_UNKNOWN;
} }
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)