D3D11: Simplify MSAA depth texture resolving

This also fixes EFB depth buffer copies when MSAA is enabled.
This commit is contained in:
Stenzek 2016-02-18 19:50:26 +10:00
parent 3ff56aa192
commit 63e4e07683
3 changed files with 11 additions and 27 deletions

View File

@ -24,7 +24,6 @@ static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
ID3D11DepthStencilState* FramebufferManager::m_depth_resolve_depth_state;
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
@ -42,8 +41,10 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
return m_efb.resolved_color_tex;
}
else
{
return m_efb.color_tex;
}
}
D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
@ -51,32 +52,27 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
// ResolveSubresource does not work with depth textures.
// Instead, we use a shader that selects the minimum depth from all samples.
// Clear render state, and enable depth writes.
g_renderer->ResetAPIState();
D3D::stateman->PushDepthState(m_depth_resolve_depth_state);
// Set up to render to resolved depth texture.
const D3D11_VIEWPORT viewport = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &viewport);
D3D::context->OMSetRenderTargets(0, nullptr, m_efb.resolved_depth_tex->GetDSV());
D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr);
// Render a quad covering the entire target, writing SV_Depth.
const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
// Restore render state.
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::stateman->PopDepthState();
g_renderer->RestoreAPIState();
return m_efb.resolved_depth_tex;
}
else
{
return m_efb.depth_tex;
}
}
FramebufferManager::FramebufferManager()
{
@ -162,28 +158,18 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL);
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
// Depth state used when writing resolved depth texture
D3D11_DEPTH_STENCIL_DESC depth_resolve_depth_state = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
depth_resolve_depth_state.DepthEnable = TRUE;
depth_resolve_depth_state.DepthFunc = D3D11_COMPARISON_ALWAYS;
depth_resolve_depth_state.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
hr = D3D::device->CreateDepthStencilState(&depth_resolve_depth_state, &m_depth_resolve_depth_state);
CHECK(hr == S_OK, "create depth resolve depth stencil state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_depth_resolve_depth_state, "depth resolve depth stencil state");
}
else
{
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
m_depth_resolve_depth_state = nullptr;
}
s_xfbEncoder.Init();
@ -201,7 +187,6 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
SAFE_RELEASE(m_depth_resolve_depth_state);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)

View File

@ -105,7 +105,6 @@ private:
static unsigned int m_target_width;
static unsigned int m_target_height;
static ID3D11DepthStencilState* m_depth_resolve_depth_state;
};
} // namespace DX11

View File

@ -204,15 +204,15 @@ const char depth_resolve_program[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float depth : SV_Depth,\n"
" out float ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" for(int i = 1; i < SAMPLES; ++i)\n"
" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
" ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
"}\n"
};