Merge pull request #1740 from Armada651/stereo-xfb
Support stereoscopy with Virtual XFB
This commit is contained in:
commit
a86865d1c4
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@ -6,6 +6,7 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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@ -17,6 +18,8 @@ namespace DX11 {
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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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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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@ -51,8 +54,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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FramebufferManager::FramebufferManager()
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{
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unsigned int target_width = Renderer::GetTargetWidth();
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unsigned int target_height = Renderer::GetTargetHeight();
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m_target_width = Renderer::GetTargetWidth();
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m_target_height = Renderer::GetTargetHeight();
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DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
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ID3D11Texture2D* buf;
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@ -62,22 +65,22 @@ FramebufferManager::FramebufferManager()
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m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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// EFB color texture - primary render target
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.color_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, (sample_desc.Count > 1));
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CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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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, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &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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CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_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, (sample_desc.Count > 1));
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CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_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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@ -90,9 +93,9 @@ FramebufferManager::FramebufferManager()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer - primary depth buffer
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
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@ -117,17 +120,17 @@ FramebufferManager::FramebufferManager()
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if (g_ActiveConfig.iMultisampleMode)
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{
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// Framebuffer resolve textures (color+depth)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
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SAFE_RELEASE(buf);
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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_R24G8_TYPELESS, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
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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)", target_width, target_height, hr);
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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_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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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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@ -162,32 +165,17 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
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s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
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{
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return new XFBSource(D3DTexture2D::Create(target_width, target_height,
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(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBLayers()), FramebufferManager::GetEFBLayers());
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
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}
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height)
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{
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TargetRectangle targetSource;
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targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
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targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
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targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
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targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
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*width = targetSource.right - targetSource.left;
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*height = targetSource.bottom - targetSource.top;
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}
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void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const
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{
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D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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*width = m_target_width;
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*height = m_target_height;
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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@ -208,9 +196,9 @@ void XFBSource::CopyEFB(float Gamma)
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D3D::SetLinearCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader(), Gamma);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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@ -218,4 +206,4 @@ void XFBSource::CopyEFB(float Gamma)
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g_renderer->RestoreAPIState();
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}
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} // namespace DX11
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} // namespace DX11
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@ -48,8 +48,6 @@ struct XFBSource : public XFBSourceBase
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XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
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~XFBSource() { tex->Release(); }
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void Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const override;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void CopyEFB(float Gamma) override;
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@ -82,8 +80,8 @@ public:
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}
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) override;
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) override;
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
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void GetTargetSize(unsigned int *width, unsigned int *height) override;
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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
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@ -103,6 +101,9 @@ private:
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int slices;
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} m_efb;
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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};
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} // namespace DX11
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@ -70,29 +70,29 @@ public:
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"uint slice : SV_RenderTargetArrayIndex;\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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"for(int i = 0; i < 3; i++)\n"
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"{\n"
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"GSOUTPUT OUT;\n"
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"OUT.vPosition = o[i].vPosition;\n"
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"OUT.vColor0 = o[i].vColor0;\n"
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"OUT.slice = slice;\n"
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"Output.Append(OUT);\n"
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"}\n"
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"Output.RestartStrip();\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vColor0 = o[i].vColor0;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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@ -100,33 +100,33 @@ const char clear_shader_code[] = {
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const char copy_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"uint slice : SV_RenderTargetArrayIndex;\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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"for(int i = 0; i < 3; i++)\n"
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"{\n"
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"GSOUTPUT OUT;\n"
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"OUT.vPosition = o[i].vPosition;\n"
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"OUT.vTexCoord = o[i].vTexCoord;\n"
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"OUT.vTexCoord.z = slice;\n"
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"OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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"OUT.slice = slice;\n"
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"Output.Append(OUT);\n"
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"}\n"
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"Output.RestartStrip();\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vTexCoord = o[i].vTexCoord;\n"
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" OUT.vTexCoord.z = slice;\n"
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" OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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@ -709,23 +709,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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// Prepare to copy the XFBs to our backbuffer
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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TargetRectangle targetRc = GetTargetRectangle();
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int X = GetTargetRectangle().left;
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int Y = GetTargetRectangle().top;
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int Width = GetTargetRectangle().right - GetTargetRectangle().left;
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int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
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// TODO: Redundant checks...
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
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if (Y > s_backbuffer_height) Y = s_backbuffer_height;
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if (Width < 0) Width = 0;
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if (Height < 0) Height = 0;
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if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
|
||||
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
|
||||
|
@ -737,110 +722,58 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
// TODO: Television should be used to render Virtual XFB mode as well.
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight());
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
s_television.Submit(xfbAddr, fbStride, fbWidth, fbHeight);
|
||||
s_television.Render();
|
||||
}
|
||||
else if (g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
const XFBSourceBase* xfbSource;
|
||||
const XFBSource* xfbSource;
|
||||
|
||||
// draw each xfb source
|
||||
for (u32 i = 0; i < xfbCount; ++i)
|
||||
{
|
||||
xfbSource = xfbSourceList[i];
|
||||
MathUtil::Rectangle<int> sourceRc;
|
||||
xfbSource = (const XFBSource*)xfbSourceList[i];
|
||||
|
||||
TargetRectangle drawRc;
|
||||
|
||||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
||||
|
||||
drawRc.top = targetRc.bottom - (hOffset + xfbHeight) * targetRc.GetHeight() / fbHeight;
|
||||
drawRc.bottom = targetRc.bottom - hOffset * targetRc.GetHeight() / fbHeight;
|
||||
drawRc.left = targetRc.left + (targetRc.GetWidth() - xfbWidth * targetRc.GetWidth() / fbStride) / 2;
|
||||
drawRc.right = targetRc.left + (targetRc.GetWidth() + xfbWidth * targetRc.GetWidth() / fbStride) / 2;
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
//float vScale = (float)fbHeight / (float)s_backbuffer_height;
|
||||
//float hScale = (float)fbWidth / (float)s_backbuffer_width;
|
||||
//drawRc.top *= vScale;
|
||||
//drawRc.bottom *= vScale;
|
||||
//drawRc.left *= hScale;
|
||||
//drawRc.right *= hScale;
|
||||
|
||||
TargetRectangle sourceRc;
|
||||
sourceRc.left = 0;
|
||||
sourceRc.top = 0;
|
||||
sourceRc.right = (int)xfbSource->texWidth;
|
||||
sourceRc.bottom = (int)xfbSource->texHeight;
|
||||
|
||||
MathUtil::Rectangle<float> drawRc;
|
||||
|
||||
if (g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
drawRc.top = 1;
|
||||
drawRc.bottom = -1;
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
||||
|
||||
drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
||||
drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
||||
drawRc.left = -(xfbWidth / (float)fbStride);
|
||||
drawRc.right = (xfbWidth / (float)fbStride);
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
//float vScale = (float)fbHeight / (float)s_backbuffer_height;
|
||||
//float hScale = (float)fbWidth / (float)s_backbuffer_width;
|
||||
//drawRc.top *= vScale;
|
||||
//drawRc.bottom *= vScale;
|
||||
//drawRc.left *= hScale;
|
||||
//drawRc.right *= hScale;
|
||||
}
|
||||
|
||||
xfbSource->Draw(sourceRc, drawRc);
|
||||
BlitScreen(sourceRc, drawRc, xfbSource->tex, xfbSource->texWidth, xfbSource->texHeight, Gamma);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
TargetRectangle sourceRc = Renderer::ConvertEFBRectangle(rc);
|
||||
|
||||
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
|
||||
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
|
||||
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
{
|
||||
TargetRectangle leftRc, rightRc;
|
||||
ConvertStereoRectangle(GetTargetRectangle(), leftRc, rightRc);
|
||||
|
||||
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top, (float)leftRc.GetWidth(), (float)leftRc.GetHeight());
|
||||
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top, (float)rightRc.GetWidth(), (float)rightRc.GetHeight());
|
||||
|
||||
D3D::context->RSSetViewports(1, &leftVp);
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
|
||||
{
|
||||
if (!s_3d_vision_texture)
|
||||
Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
|
||||
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(X + s_backbuffer_width), (float)Y, (float)Width, (float)Height);
|
||||
|
||||
// Render to staging texture which is double the width of the backbuffer
|
||||
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
|
||||
|
||||
D3D::context->RSSetViewports(1, &leftVp);
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0, s_3d_vision_texture->GetTex(), 0, &box);
|
||||
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), (g_Config.iStereoMode == STEREO_ANAGLYPH) ? PixelShaderCache::GetAnaglyphProgram() : PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
|
||||
}
|
||||
BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma);
|
||||
}
|
||||
|
||||
// done with drawing the game stuff, good moment to save a screenshot
|
||||
|
@ -911,7 +844,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
}
|
||||
|
||||
// Reset viewport for drawing text
|
||||
vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
Renderer::DrawDebugText();
|
||||
|
@ -1279,4 +1212,53 @@ void Renderer::BBoxWrite(int index, u16 _value)
|
|||
BBox::Set(index, value);
|
||||
}
|
||||
|
||||
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture, u32 src_width, u32 src_height, float Gamma)
|
||||
{
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
{
|
||||
TargetRectangle leftRc, rightRc;
|
||||
ConvertStereoRectangle(dst, leftRc, rightRc);
|
||||
|
||||
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top, (float)leftRc.GetWidth(), (float)leftRc.GetHeight());
|
||||
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top, (float)rightRc.GetWidth(), (float)rightRc.GetHeight());
|
||||
|
||||
D3D::context->RSSetViewports(1, &leftVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
}
|
||||
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
|
||||
{
|
||||
if (!s_3d_vision_texture)
|
||||
Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(), (float)dst.GetHeight());
|
||||
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top, (float)dst.GetWidth(), (float)dst.GetHeight());
|
||||
|
||||
// Render to staging texture which is double the width of the backbuffer
|
||||
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
|
||||
|
||||
D3D::context->RSSetViewports(1, &leftVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0, s_3d_vision_texture->GetTex(), 0, &box);
|
||||
|
||||
// Restore render target to backbuffer
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(), (float)dst.GetHeight());
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, (g_Config.iStereoMode == STEREO_ANAGLYPH) ? PixelShaderCache::GetAnaglyphProgram() : PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -52,6 +52,9 @@ public:
|
|||
static bool CheckForResize();
|
||||
|
||||
int GetMaxTextureSize() override;
|
||||
|
||||
private:
|
||||
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture, u32 src_width, u32 src_height, float Gamma);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -78,7 +78,7 @@ static const char XFB_ENCODE_PS[] =
|
|||
"} Params;\n"
|
||||
"}\n"
|
||||
|
||||
"Texture2D EFBTexture : register(t0);\n"
|
||||
"Texture2DArray EFBTexture : register(t0);\n"
|
||||
"sampler EFBSampler : register(s0);\n"
|
||||
|
||||
// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
|
||||
|
@ -92,7 +92,7 @@ static const char XFB_ENCODE_PS[] =
|
|||
"float3 SampleEFB(float2 coord)\n"
|
||||
"{\n"
|
||||
"float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
|
||||
"return EFBTexture.Sample(EFBSampler, texCoord).rgb;\n"
|
||||
"return EFBTexture.Sample(EFBSampler, float3(texCoord, 0)).rgb;\n"
|
||||
"}\n"
|
||||
|
||||
"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
|
||||
|
@ -311,7 +311,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
|
||||
|
||||
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
|
||||
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
|
||||
|
||||
D3D::stateman->SetVertexConstants(m_encodeParams);
|
||||
D3D::stateman->SetPixelConstants(m_encodeParams);
|
||||
|
|
|
@ -509,17 +509,20 @@ void XFBSource::CopyEFB(float Gamma)
|
|||
g_renderer->ResetAPIState();
|
||||
|
||||
// Copy EFB data to XFB and restore render target again
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
|
||||
|
||||
// Bind texture.
|
||||
FramebufferManager::FramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, texture, 0);
|
||||
for (int i = 0; i < m_layers; i++)
|
||||
{
|
||||
// Bind EFB and texture layer
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
|
||||
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
|
||||
|
||||
glBlitFramebuffer(
|
||||
0, 0, texWidth, texHeight,
|
||||
0, 0, texWidth, texHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
||||
);
|
||||
glBlitFramebuffer(
|
||||
0, 0, texWidth, texHeight,
|
||||
0, 0, texWidth, texHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
||||
);
|
||||
}
|
||||
|
||||
// Return to EFB.
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
@ -528,7 +531,7 @@ void XFBSource::CopyEFB(float Gamma)
|
|||
|
||||
}
|
||||
|
||||
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
|
||||
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
|
||||
{
|
||||
GLuint texture;
|
||||
|
||||
|
@ -537,12 +540,12 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
|
|||
glActiveTexture(GL_TEXTURE0 + 9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
|
||||
return new XFBSource(texture, m_EFBLayers);
|
||||
return new XFBSource(texture, layers);
|
||||
}
|
||||
|
||||
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
||||
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height)
|
||||
{
|
||||
*width = m_targetWidth;
|
||||
*height = m_targetHeight;
|
||||
|
|
|
@ -68,7 +68,7 @@ public:
|
|||
static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
|
||||
static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
|
||||
|
||||
static GLuint GetEFBFramebuffer() { return m_efbFramebuffer[0]; }
|
||||
static GLuint GetEFBFramebuffer(unsigned int layer = 0) { return (layer < m_EFBLayers) ? m_efbFramebuffer[layer] : m_efbFramebuffer[m_EFBLayers - 1]; }
|
||||
static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
|
||||
|
||||
// Resolved framebuffer is only used in MSAA mode.
|
||||
|
@ -92,8 +92,8 @@ public:
|
|||
static void ReinterpretPixelData(unsigned int convtype);
|
||||
|
||||
private:
|
||||
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) override;
|
||||
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) override;
|
||||
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
|
||||
void GetTargetSize(unsigned int *width, unsigned int *height) override;
|
||||
|
||||
void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
|
||||
|
||||
|
|
|
@ -1270,6 +1270,22 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
|
|||
ClearEFBCache();
|
||||
}
|
||||
|
||||
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height)
|
||||
{
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
{
|
||||
TargetRectangle leftRc, rightRc;
|
||||
ConvertStereoRectangle(dst, leftRc, rightRc);
|
||||
|
||||
m_post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
|
||||
m_post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
{
|
||||
if (convtype == 0 || convtype == 2)
|
||||
|
@ -1473,8 +1489,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
|
||||
sourceRc.right -= fbStride - fbWidth;
|
||||
|
||||
// TODO: Virtual XFB stereoscopic 3D support.
|
||||
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight, 1);
|
||||
BlitScreen(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1483,19 +1498,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
|
||||
// for msaa mode, we must resolve the efb content to non-msaa
|
||||
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
|
||||
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
{
|
||||
TargetRectangle leftRc, rightRc;
|
||||
ConvertStereoRectangle(flipped_trc, leftRc, rightRc);
|
||||
|
||||
m_post_processor->BlitFromTexture(targetRc, leftRc, tex, s_target_width, s_target_height, 0);
|
||||
m_post_processor->BlitFromTexture(targetRc, rightRc, tex, s_target_width, s_target_height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
|
||||
}
|
||||
BlitScreen(targetRc, flipped_trc, tex, s_target_width, s_target_height);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
|
|
@ -91,6 +91,8 @@ public:
|
|||
|
||||
private:
|
||||
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data);
|
||||
|
||||
void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr
|
|||
}
|
||||
|
||||
if (!m_realXFBSource)
|
||||
m_realXFBSource = g_framebuffer_manager->CreateXFBSource(fbWidth, fbHeight);
|
||||
m_realXFBSource = g_framebuffer_manager->CreateXFBSource(fbWidth, fbHeight, 1);
|
||||
|
||||
m_realXFBSource->srcAddr = xfbAddr;
|
||||
|
||||
|
@ -66,7 +66,6 @@ const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr
|
|||
m_realXFBSource->texWidth = fbWidth;
|
||||
m_realXFBSource->texHeight = fbHeight;
|
||||
|
||||
// TODO: stuff only used by OGL... :/
|
||||
// OpenGL texture coordinates originate at the lower left, which is why
|
||||
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
|
||||
m_realXFBSource->sourceRc.left = 0;
|
||||
|
@ -147,7 +146,7 @@ void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHe
|
|||
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, vxfb);
|
||||
|
||||
unsigned int target_width, target_height;
|
||||
g_framebuffer_manager->GetTargetSize(&target_width, &target_height, sourceRc);
|
||||
g_framebuffer_manager->GetTargetSize(&target_width, &target_height);
|
||||
|
||||
// recreate if needed
|
||||
if (vxfb->xfbSource && (vxfb->xfbSource->texWidth != target_width || vxfb->xfbSource->texHeight != target_height))
|
||||
|
@ -158,7 +157,7 @@ void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHe
|
|||
|
||||
if (!vxfb->xfbSource)
|
||||
{
|
||||
vxfb->xfbSource = g_framebuffer_manager->CreateXFBSource(target_width, target_height);
|
||||
vxfb->xfbSource = g_framebuffer_manager->CreateXFBSource(target_width, target_height, m_EFBLayers);
|
||||
vxfb->xfbSource->texWidth = target_width;
|
||||
vxfb->xfbSource->texHeight = target_height;
|
||||
}
|
||||
|
@ -234,7 +233,7 @@ void FramebufferManagerBase::ReplaceVirtualXFB()
|
|||
}
|
||||
}
|
||||
|
||||
int FramebufferManagerBase::ScaleToVirtualXfbWidth(int x, unsigned int backbuffer_width)
|
||||
int FramebufferManagerBase::ScaleToVirtualXfbWidth(int x)
|
||||
{
|
||||
if (g_ActiveConfig.RealXFBEnabled())
|
||||
return x;
|
||||
|
@ -242,7 +241,7 @@ int FramebufferManagerBase::ScaleToVirtualXfbWidth(int x, unsigned int backbuffe
|
|||
return x * (int)Renderer::GetTargetRectangle().GetWidth() / (int)FramebufferManagerBase::LastXfbWidth();
|
||||
}
|
||||
|
||||
int FramebufferManagerBase::ScaleToVirtualXfbHeight(int y, unsigned int backbuffer_height)
|
||||
int FramebufferManagerBase::ScaleToVirtualXfbHeight(int y)
|
||||
{
|
||||
if (g_ActiveConfig.RealXFBEnabled())
|
||||
return y;
|
||||
|
|
|
@ -13,9 +13,6 @@ struct XFBSourceBase
|
|||
{
|
||||
virtual ~XFBSourceBase() {}
|
||||
|
||||
virtual void Draw(const MathUtil::Rectangle<int> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc) const {};
|
||||
|
||||
virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
|
||||
|
||||
virtual void CopyEFB(float Gamma) = 0;
|
||||
|
@ -52,8 +49,8 @@ public:
|
|||
static unsigned int LastXfbWidth() { return s_last_xfb_width; }
|
||||
static unsigned int LastXfbHeight() { return s_last_xfb_height; }
|
||||
|
||||
static int ScaleToVirtualXfbWidth(int x, unsigned int backbuffer_width);
|
||||
static int ScaleToVirtualXfbHeight(int y, unsigned int backbuffer_height);
|
||||
static int ScaleToVirtualXfbWidth(int x);
|
||||
static int ScaleToVirtualXfbHeight(int y);
|
||||
|
||||
static unsigned int GetEFBLayers() { return m_EFBLayers; }
|
||||
|
||||
|
@ -75,9 +72,9 @@ protected:
|
|||
static unsigned int m_EFBLayers;
|
||||
|
||||
private:
|
||||
virtual XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) = 0;
|
||||
virtual XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) = 0;
|
||||
// TODO: figure out why OGL is different for this guy
|
||||
virtual void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) = 0;
|
||||
virtual void GetTargetSize(unsigned int *width, unsigned int *height) = 0;
|
||||
|
||||
static VirtualXFBListType::iterator FindVirtualXFB(u32 xfbAddr, u32 width, u32 height);
|
||||
|
||||
|
|
|
@ -136,7 +136,7 @@ int Renderer::EFBToScaledX(int x)
|
|||
switch (g_ActiveConfig.iEFBScale)
|
||||
{
|
||||
case SCALE_AUTO: // fractional
|
||||
return FramebufferManagerBase::ScaleToVirtualXfbWidth(x, s_backbuffer_width);
|
||||
return FramebufferManagerBase::ScaleToVirtualXfbWidth(x);
|
||||
|
||||
default:
|
||||
return x * (int)efb_scale_numeratorX / (int)efb_scale_denominatorX;
|
||||
|
@ -148,7 +148,7 @@ int Renderer::EFBToScaledY(int y)
|
|||
switch (g_ActiveConfig.iEFBScale)
|
||||
{
|
||||
case SCALE_AUTO: // fractional
|
||||
return FramebufferManagerBase::ScaleToVirtualXfbHeight(y, s_backbuffer_height);
|
||||
return FramebufferManagerBase::ScaleToVirtualXfbHeight(y);
|
||||
|
||||
default:
|
||||
return y * (int)efb_scale_numeratorY / (int)efb_scale_denominatorY;
|
||||
|
@ -180,8 +180,8 @@ bool Renderer::CalculateTargetSize(unsigned int framebuffer_width, unsigned int
|
|||
{
|
||||
case SCALE_AUTO:
|
||||
case SCALE_AUTO_INTEGRAL:
|
||||
newEFBWidth = FramebufferManagerBase::ScaleToVirtualXfbWidth(EFB_WIDTH, framebuffer_width);
|
||||
newEFBHeight = FramebufferManagerBase::ScaleToVirtualXfbHeight(EFB_HEIGHT, framebuffer_height);
|
||||
newEFBWidth = FramebufferManagerBase::ScaleToVirtualXfbWidth(EFB_WIDTH);
|
||||
newEFBHeight = FramebufferManagerBase::ScaleToVirtualXfbHeight(EFB_HEIGHT);
|
||||
|
||||
if (s_LastEFBScale == SCALE_AUTO_INTEGRAL)
|
||||
{
|
||||
|
|
|
@ -217,10 +217,19 @@ void VideoConfig::VerifyValidity()
|
|||
if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1)) iAdapter = 0;
|
||||
if (iMultisampleMode < 0 || iMultisampleMode >= (int)backend_info.AAModes.size()) iMultisampleMode = 0;
|
||||
|
||||
if (iStereoMode > 0 && !backend_info.bSupportsGeometryShaders)
|
||||
if (iStereoMode > 0)
|
||||
{
|
||||
OSD::AddMessage("Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", 10000);
|
||||
iStereoMode = 0;
|
||||
if (!backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
OSD::AddMessage("Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", 10000);
|
||||
iStereoMode = 0;
|
||||
}
|
||||
|
||||
if (bUseRealXFB)
|
||||
{
|
||||
OSD::AddMessage("Stereoscopic 3D isn't supported with Real XFB, turning off stereoscopy.", 10000);
|
||||
iStereoMode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue