D3D11: Implement EFB format reinterpretation.
Now someone port this to OpenGL please, kthxbye. Fix some warnings, fix a wrong string, ... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7061 8ced0084-cf51-0410-be5f-012b33b47a6e
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d698e022f5
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@ -110,28 +110,28 @@ void FreeLookInput( UINT iMsg, WPARAM wParam )
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if (mouseLookEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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if (mouseMoveEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseLookEnabled= true;
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break;
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case WM_MBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseMoveEnabled= true;
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break;
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case WM_RBUTTONUP:
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@ -62,7 +62,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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std::string msg = (char*)errorBuffer->GetBufferPointer();
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msg += "\n\n";
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msg += code;
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MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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MessageBoxA(0, msg.c_str(), "Error compiling vertex shader", MB_ICONERROR);
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}
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*blob = NULL;
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@ -78,6 +78,17 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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// Temporary EFB color texture - used in ReinterpretPixelData
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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, 1, 0);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM);
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CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
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@ -138,6 +149,7 @@ FramebufferManager::FramebufferManager()
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FramebufferManager::~FramebufferManager()
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{
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_temp_tex);
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SAFE_RELEASE(m_efb.color_staging_buf);
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SAFE_RELEASE(m_efb.resolved_color_tex);
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SAFE_RELEASE(m_efb.depth_tex);
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@ -87,6 +87,14 @@ public:
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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}
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
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@ -102,6 +110,8 @@ private:
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* color_temp_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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} m_efb;
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@ -48,6 +48,8 @@ ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ClearProgram = NULL;
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ID3D11PixelShader* s_rgba6_to_rgb8 = NULL;
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ID3D11PixelShader* s_rgb8_to_rgba6 = NULL;
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ID3D11Buffer* pscbuf = NULL;
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const char clear_program_code[] = {
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@ -155,6 +157,64 @@ const char depth_matrix_program_msaa[] = {
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8()
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{
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// TODO: MSAA support..
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const char code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"
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};
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if(s_rgba6_to_rgb8) return s_rgba6_to_rgb8;
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s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
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CHECK(s_rgba6_to_rgb8!=NULL, "Create RGBA6 to RGB8 pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader");
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return s_rgba6_to_rgb8;
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}
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ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6()
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{
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// TODO: MSAA support..
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const char code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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if(s_rgb8_to_rgba6) return s_rgb8_to_rgba6;
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s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
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CHECK(s_rgb8_to_rgba6!=NULL, "Create RGB8 to RGBA6 pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader");
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return s_rgb8_to_rgba6;
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}
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
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@ -297,6 +357,8 @@ void PixelShaderCache::Shutdown()
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{
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(s_rgba6_to_rgb8);
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SAFE_RELEASE(s_rgb8_to_rgba6);
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SAFE_RELEASE(s_ClearProgram);
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for (int i = 0; i < 2; ++i)
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{
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@ -43,6 +43,8 @@ public:
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8();
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6();
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static void InvalidateMSAAShaders();
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@ -784,7 +784,32 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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// TODO
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// TODO: MSAA support..
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D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
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ID3D11PixelShader* pixel_shader;
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if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
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else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
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else
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{
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PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
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return;
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}
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// convert data and set the target texture as our new EFB
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g_renderer->ResetAPIState();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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g_renderer->RestoreAPIState();
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FramebufferManager::SwapReinterpretTexture();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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void SetSrcBlend(D3D11_BLEND val)
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@ -104,7 +104,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bAllowSignedBytes = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsFormatReinterpretation = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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}
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