// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/XFBEncoder.h" #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DShader.h" #include "VideoBackends/D3D12/D3DState.h" #include "VideoBackends/D3D12/D3DUtil.h" #include "VideoBackends/D3D12/FramebufferManager.h" #include "VideoBackends/D3D12/Render.h" #include "VideoBackends/D3D12/StaticShaderCache.h" namespace DX12 { // YUYV data is packed into half-width RGBA, with Y values in (R,B) and UV in (G,A) constexpr size_t XFB_TEXTURE_WIDTH = MAX_XFB_WIDTH / 2; constexpr size_t XFB_TEXTURE_HEIGHT = MAX_XFB_HEIGHT; // Buffer enough space for 2 XFB buffers (our frame latency) constexpr size_t XFB_UPLOAD_BUFFER_SIZE = Common::AlignUp(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * XFB_TEXTURE_HEIGHT * 2; constexpr size_t XFB_ENCODER_PARAMS_BUFFER_SIZE = 64 * 1024; std::unique_ptr g_xfb_encoder; XFBEncoder::XFBEncoder() { ID3D12Resource* texture; CheckHR(D3D::device12->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET), D3D12_RESOURCE_STATE_RENDER_TARGET, nullptr, IID_PPV_ARGS(&texture))); m_yuyv_texture = new D3DTexture2D(texture, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM); SAFE_RELEASE(texture); CheckHR(D3D::device12->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer( Common::AlignUp(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * MAX_XFB_HEIGHT), D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_readback_buffer))); m_upload_buffer = std::make_unique(XFB_UPLOAD_BUFFER_SIZE, XFB_UPLOAD_BUFFER_SIZE, nullptr); m_encode_params_buffer = std::make_unique( XFB_ENCODER_PARAMS_BUFFER_SIZE, XFB_ENCODER_PARAMS_BUFFER_SIZE, nullptr); } XFBEncoder::~XFBEncoder() { SAFE_RELEASE(m_yuyv_texture); SAFE_RELEASE(m_readback_buffer); } void XFBEncoder::EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height, D3DTexture2D* src_texture, const TargetRectangle& src_rect, u32 src_width, u32 src_height, float gamma) { // src_rect is in native coordinates // dst_pitch is in words u32 dst_width = dst_pitch / 2; u32 dst_texture_width = dst_width / 2; _assert_msg_(VIDEO, dst_width <= MAX_XFB_WIDTH && dst_height <= MAX_XFB_HEIGHT, "XFB destination does not exceed maximum size"); // Encode parameters constant buffer used by shader struct EncodeParameters { float srcRect[4]; float texelSize[2]; float pad[2]; }; EncodeParameters parameters = { {static_cast(src_rect.left) / static_cast(src_width), static_cast(src_rect.top) / static_cast(src_height), static_cast(src_rect.right) / static_cast(src_width), static_cast(src_rect.bottom) / static_cast(src_height)}, {1.0f / EFB_WIDTH, 1.0f / EFB_HEIGHT}, {0.0f, 0.0f}}; m_encode_params_buffer->AllocateSpaceInBuffer(sizeof(parameters), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); memcpy(m_encode_params_buffer->GetCPUAddressOfCurrentAllocation(), ¶meters, sizeof(parameters)); // Convert RGBA texture to YUYV intermediate texture. // Performs downscaling through a linear filter. Probably not ideal, but it's not going to look // perfect anyway. CD3DX12_RECT src_texture_rect(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom); D3D12_RESOURCE_STATES src_texture_state = src_texture->GetResourceUsageState(); m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::current_command_list->OMSetRenderTargets(1, &m_yuyv_texture->GetRTV12(), FALSE, nullptr); D3D::current_command_list->SetGraphicsRootConstantBufferView( DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUAddressOfCurrentAllocation()); D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true); D3D::SetViewportAndScissor(0, 0, dst_texture_width, dst_height); D3D::SetLinearCopySampler(); D3D::DrawShadedTexQuad(src_texture, &src_texture_rect, src_rect.GetWidth(), src_rect.GetHeight(), StaticShaderCache::GetXFBEncodePixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false); src_texture->TransitionToResourceState(D3D::current_command_list, src_texture_state); // Copy from YUYV intermediate texture to readback buffer. It's likely the pitch here is going to // be different to dst_pitch. u32 readback_pitch = static_cast( Common::AlignUp(dst_width * sizeof(u16), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT)); D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, {DXGI_FORMAT_R8G8B8A8_UNORM, dst_texture_width, dst_height, 1, readback_pitch}}; CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_readback_buffer, dst_footprint); CD3DX12_TEXTURE_COPY_LOCATION src_location(m_yuyv_texture->GetTex12(), 0); CD3DX12_BOX src_box(0, 0, dst_texture_width, dst_height); m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box); // Wait until the GPU completes the copy. Resets back to known state automatically. D3D::command_list_mgr->ExecuteQueuedWork(true); // Copy from the readback buffer to dst. // Can't be done as one memcpy due to pitch difference. void* readback_texture_map; D3D12_RANGE read_range = {0, readback_pitch * dst_height}; CheckHR(m_readback_buffer->Map(0, &read_range, &readback_texture_map)); for (u32 row = 0; row < dst_height; row++) { const u8* row_src = reinterpret_cast(readback_texture_map) + readback_pitch * row; u8* row_dst = dst + dst_pitch * row; memcpy(row_dst, row_src, std::min(dst_pitch, readback_pitch)); } D3D12_RANGE write_range = {}; m_readback_buffer->Unmap(0, &write_range); } void XFBEncoder::DecodeToTexture(D3DTexture2D* dst_texture, const u8* src, u32 src_width, u32 src_height) { _assert_msg_(VIDEO, src_width <= MAX_XFB_WIDTH && src_height <= MAX_XFB_HEIGHT, "XFB source does not exceed maximum size"); // Copy to XFB upload buffer. Each row has to be done separately due to pitch differences. u32 buffer_pitch = static_cast( Common::AlignUp(src_width / 2 * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT)); m_upload_buffer->AllocateSpaceInBuffer(buffer_pitch * src_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); for (u32 row = 0; row < src_height; row++) { const u8* row_src = src + (src_width * 2) * row; u8* row_dst = reinterpret_cast(m_upload_buffer->GetCPUAddressOfCurrentAllocation()) + buffer_pitch * row; memcpy(row_dst, row_src, src_width * 2); } // Copy from upload buffer to intermediate YUYV texture. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = { m_upload_buffer->GetOffsetOfCurrentAllocation(), {DXGI_FORMAT_R8G8B8A8_UNORM, src_width / 2, src_height, 1, buffer_pitch}}; CD3DX12_TEXTURE_COPY_LOCATION src_location(m_upload_buffer->GetBuffer(), src_footprint); CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_yuyv_texture->GetTex12(), 0); CD3DX12_BOX src_box(0, 0, src_width / 2, src_height); m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST); D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box); // Convert YUYV texture to RGBA texture with pixel shader. CD3DX12_RECT src_texture_rect(0, 0, src_width / 2, src_height); dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::current_command_list->OMSetRenderTargets(1, &dst_texture->GetRTV12(), FALSE, nullptr); D3D::SetViewportAndScissor(0, 0, src_width, src_height); D3D::DrawShadedTexQuad(m_yuyv_texture, &src_texture_rect, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT, StaticShaderCache::GetXFBDecodePixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false); // XFB source textures are expected to be in shader resource state. dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } }