diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index 71f47096e8..dde8eb6766 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -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; } @@ -42,7 +41,9 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture() return m_efb.resolved_color_tex; } else + { return m_efb.color_tex; + } } D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture() @@ -51,31 +52,26 @@ 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) diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.h b/Source/Core/VideoBackends/D3D/FramebufferManager.h index c0248940c3..8c9deffe7e 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.h +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.h @@ -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 diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 37ffd7b1f2..901a29b71d 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -204,15 +204,15 @@ const char depth_resolve_program[] = { "#define SAMPLES %d\n" "Texture2DMSArray 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" }; diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index ac8271fbb5..f30d0309ef 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -118,6 +118,9 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture( float(dstrect.GetWidth()), float(dstrect.GetHeight())); + D3D::stateman->UnsetTexture(texture->GetSRV()); + D3D::stateman->Apply(); + D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); D3D::context->RSSetViewports(1, &vp); D3D::SetLinearCopySampler(); @@ -234,6 +237,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(texture->GetSRV()); + D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); @@ -364,6 +368,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(static_cast(entry)->texture->GetSRV()); + D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &static_cast(entry)->texture->GetRTV(), nullptr);