Merge pull request #3745 from stenzek/d3d11-texcache
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
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commit
8a21b082d6
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@ -24,7 +24,6 @@ static XFBEncoder s_xfbEncoder;
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FramebufferManager::Efb FramebufferManager::m_efb;
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unsigned int FramebufferManager::m_target_width;
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unsigned int FramebufferManager::m_target_height;
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ID3D11DepthStencilState* FramebufferManager::m_depth_resolve_depth_state;
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D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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@ -42,7 +41,9 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
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return m_efb.resolved_color_tex;
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}
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else
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{
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return m_efb.color_tex;
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}
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}
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D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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@ -51,31 +52,26 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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{
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// ResolveSubresource does not work with depth textures.
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// Instead, we use a shader that selects the minimum depth from all samples.
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// Clear render state, and enable depth writes.
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g_renderer->ResetAPIState();
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D3D::stateman->PushDepthState(m_depth_resolve_depth_state);
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// Set up to render to resolved depth texture.
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const D3D11_VIEWPORT viewport = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &viewport);
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D3D::context->OMSetRenderTargets(0, nullptr, m_efb.resolved_depth_tex->GetDSV());
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D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr);
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// Render a quad covering the entire target, writing SV_Depth.
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const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
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D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
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PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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// Restore render state.
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::stateman->PopDepthState();
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g_renderer->RestoreAPIState();
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return m_efb.resolved_depth_tex;
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}
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else
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{
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return m_efb.depth_tex;
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}
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}
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FramebufferManager::FramebufferManager()
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@ -162,28 +158,18 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
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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);
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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);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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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);
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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);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
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// Depth state used when writing resolved depth texture
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D3D11_DEPTH_STENCIL_DESC depth_resolve_depth_state = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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depth_resolve_depth_state.DepthEnable = TRUE;
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depth_resolve_depth_state.DepthFunc = D3D11_COMPARISON_ALWAYS;
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depth_resolve_depth_state.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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hr = D3D::device->CreateDepthStencilState(&depth_resolve_depth_state, &m_depth_resolve_depth_state);
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CHECK(hr == S_OK, "create depth resolve depth stencil state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_depth_resolve_depth_state, "depth resolve depth stencil state");
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}
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else
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{
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m_efb.resolved_color_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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m_depth_resolve_depth_state = nullptr;
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}
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s_xfbEncoder.Init();
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@ -201,7 +187,6 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(m_efb.depth_staging_buf);
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SAFE_RELEASE(m_efb.depth_read_texture);
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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SAFE_RELEASE(m_depth_resolve_depth_state);
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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@ -105,7 +105,6 @@ private:
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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static ID3D11DepthStencilState* m_depth_resolve_depth_state;
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};
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} // namespace DX11
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@ -204,15 +204,15 @@ const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float depth : SV_Depth,\n"
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" out float ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
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" ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
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" for(int i = 1; i < SAMPLES; ++i)\n"
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" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
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" ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
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"}\n"
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};
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@ -118,6 +118,9 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(
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float(dstrect.GetWidth()),
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float(dstrect.GetHeight()));
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D3D::stateman->UnsetTexture(texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
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D3D::context->RSSetViewports(1, &vp);
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D3D::SetLinearCopySampler();
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@ -234,6 +237,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
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@ -364,6 +368,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(), nullptr);
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