D3D11: Set proper border color for Real XFB YUY2 texture. Fixes issue 6483.
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@ -10,6 +10,7 @@
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#include "D3DUtil.h"
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#include "VertexShaderCache.h"
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#include "HW/Memmap.h"
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#include <vector>
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namespace DX11
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{
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@ -67,10 +68,22 @@ void Television::Init()
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// Create YUYV texture for real XFB mode
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// Initialize the texture with YCbCr black
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//
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// Some games use narrower XFB widths (Nintendo titles are fond of 608),
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// so the sampler's BorderColor won't cover the right side
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// (see sampler state below)
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const unsigned int MAX_XFB_SIZE = 2*(MAX_XFB_WIDTH) * MAX_XFB_HEIGHT;
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std::vector<u8> fill(MAX_XFB_SIZE);
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for (size_t i = 0; i < MAX_XFB_SIZE / sizeof(u32); ++i)
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reinterpret_cast<u32*>(fill.data())[i] = 0x80108010;
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D3D11_SUBRESOURCE_DATA srd = { fill.data(), 2*(MAX_XFB_WIDTH), 0 };
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// This texture format is designed for YUYV data.
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
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hr = D3D::device->CreateTexture2D(&t2dd, &srd, &m_yuyvTexture);
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CHECK(SUCCEEDED(hr), "create tv yuyv texture");
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D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
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@ -88,6 +101,21 @@ void Television::Init()
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m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
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CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
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D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
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// Create sampler state and set border color
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//
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// The default sampler border color of { 0.f, 0.f, 0.f, 0.f }
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// creates a green border around the image - see issue 6483
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// (remember, the XFB is being interpreted as YUYV, and 0,0,0,0
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// is actually two green pixels in YUYV - black should be 16,128,16,128,
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// but we reverse the order to match DXGI_FORMAT_G8R8_G8B8_UNORM's ordering)
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float border[4] = { 128.0f/255.0f, 16.0f/255.0f, 128.0f/255.0f, 16.0f/255.0f };
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER,
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0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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hr = D3D::device->CreateSamplerState(&samDesc, &m_samplerState);
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CHECK(SUCCEEDED(hr), "create yuyv decoder sampler state");
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D3D::SetDebugObjectName(m_samplerState, "yuyv decoder sampler state");
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}
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void Television::Shutdown()
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@ -95,6 +123,7 @@ void Television::Shutdown()
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SAFE_RELEASE(m_pShader);
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SAFE_RELEASE(m_yuyvTextureSRV);
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SAFE_RELEASE(m_yuyvTexture);
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SAFE_RELEASE(m_samplerState);
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}
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void Television::Submit(u32 xfbAddr, u32 width, u32 height)
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@ -121,6 +150,8 @@ void Television::Render()
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MathUtil::Rectangle<float> sourceRc(0.f, 0.f, float(m_curWidth), float(m_curHeight));
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MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
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D3D::context->PSSetSamplers(0, 1, &m_samplerState);
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D3D::drawShadedTexSubQuad(
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m_yuyvTextureSRV, &sourceRc,
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MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
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@ -10,6 +10,7 @@
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struct ID3D11Texture2D;
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struct ID3D11ShaderResourceView;
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struct ID3D11PixelShader;
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struct ID3D11SamplerState;
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namespace DX11
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{
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@ -44,6 +45,7 @@ private:
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ID3D11Texture2D* m_yuyvTexture;
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ID3D11ShaderResourceView* m_yuyvTextureSRV;
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ID3D11PixelShader* m_pShader;
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ID3D11SamplerState* m_samplerState;
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};
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