// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "XFBEncoder.h" #include "D3DBase.h" #include "D3DShader.h" #include "Render.h" #include "GfxState.h" #include "FramebufferManager.h" namespace DX11 { union XFBEncodeParams { struct { FLOAT Width; // Width and height of encoded XFB in luma pixels FLOAT Height; FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture FLOAT TexTop; FLOAT TexRight; FLOAT TexBottom; FLOAT Gamma; }; // Constant buffers must be a multiple of 16 bytes in size u8 pad[32]; // Pad to the next multiple of 16 }; static const char XFB_ENCODE_VS[] = "// dolphin-emu XFB encoder vertex shader\n" "cbuffer cbParams : register(b0)\n" "{\n" "struct\n" // Should match XFBEncodeParams above "{\n" "float Width;\n" "float Height;\n" "float TexLeft;\n" "float TexTop;\n" "float TexRight;\n" "float TexBottom;\n" "float Gamma;\n" "} Params;\n" "}\n" "struct Output\n" "{\n" "float4 Pos : SV_Position;\n" "float2 Coord : ENCODECOORD;\n" "};\n" "Output main(in float2 Pos : POSITION)\n" "{\n" "Output result;\n" "result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n" "result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n" "return result;\n" "}\n" ; static const char XFB_ENCODE_PS[] = "// dolphin-emu XFB encoder pixel shader\n" "cbuffer cbParams : register(b0)\n" "{\n" "struct\n" // Should match XFBEncodeParams above "{\n" "float Width;\n" "float Height;\n" "float TexLeft;\n" "float TexTop;\n" "float TexRight;\n" "float TexBottom;\n" "float Gamma;\n" "} Params;\n" "}\n" "Texture2D EFBTexture : register(t0);\n" "sampler EFBSampler : register(s0);\n" // GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see // "static const float3x4 RGB_TO_YCBCR = float3x4(\n" "0.257, 0.504, 0.098, 16.0/255.0,\n" "-0.148, -0.291, 0.439, 128.0/255.0,\n" "0.439, -0.368, -0.071, 128.0/255.0\n" ");\n" "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" "}\n" "void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n" "{\n" "float2 baseCoord = Coord * float2(2,1);\n" // FIXME: Shall we apply gamma here, or apply it below to the Y components? // Be careful if you apply it to Y! The Y components are in the range (16..235) / 255. "float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left "float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle "float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right "float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n" "float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n" "float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n" // The Y components correspond to two EFB pixels, while the U and V are // made from a blend of three EFB pixels. "float y0 = yuvM.r;\n" "float y1 = yuvR.r;\n" "float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n" "float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n" "ocol0 = float4(y0, u0, y1, v0);\n" "}\n" ; static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; static const struct QuadVertex { float posX; float posY; } QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } }; XFBEncoder::XFBEncoder() : m_outRTV(NULL), m_xfbEncodeDepthState(NULL), m_xfbEncodeRastState(NULL), m_efbSampler(NULL) { // Create output texture // The pixel shader can generate one YUYV entry per pixel. One YUYV entry // is created for every two EFB pixels. D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET); m_out = CreateTexture2DShared(&t2dd, NULL); CHECK(m_out, "create xfb encoder output texture"); D3D::SetDebugObjectName(m_out, "xfb encoder output texture"); // Create output render target view D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM); HRESULT hr = D3D::g_device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv"); D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv"); // Create output staging buffer t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; m_outStage = CreateTexture2DShared(&t2dd, NULL); CHECK(m_outStage, "create xfb encoder output staging buffer"); D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer"); // Create constant buffer for uploading params to shaders D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); m_encodeParams = CreateBufferShared(&bd, NULL); CHECK(m_encodeParams, "create xfb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer"); // Create vertex quad bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE); D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 }; m_quad = CreateBufferShared(&bd, &srd); CHECK(m_quad, "create xfb encode quad vertex buffer"); D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer"); // Create vertex shader SharedPtr bytecode; m_vShader = D3D::CompileAndCreateVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), std::addressof(bytecode)); CHECK(m_vShader, "compile/create xfb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader"); // Create input layout for vertex quad using bytecode from vertex shader m_quadLayout = CreateInputLayoutShared(QUAD_LAYOUT_DESC, sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC), bytecode->GetBufferPointer(), bytecode->GetBufferSize()); CHECK(m_quadLayout, "create xfb encode quad vertex layout"); D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout"); // Create pixel shader m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS)); if (!m_pShader) { ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile"); return; } D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader"); // Create blend state auto bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); m_xfbEncodeBlendState = CreateBlendStateShared(&bld); CHECK(m_xfbEncodeBlendState, "create xfb encode blend state"); D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state"); // Create depth state auto dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); dsd.DepthEnable = FALSE; hr = D3D::g_device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState); CHECK(SUCCEEDED(hr), "create xfb encode depth state"); D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state"); // Create rasterizer state auto rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT()); rd.CullMode = D3D11_CULL_NONE; rd.DepthClipEnable = FALSE; hr = D3D::g_device->CreateRasterizerState(&rd, &m_xfbEncodeRastState); CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state"); D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state"); // Create EFB texture sampler auto sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); // FIXME: Should we really use point sampling here? sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; hr = D3D::g_device->CreateSamplerState(&sd, &m_efbSampler); CHECK(SUCCEEDED(hr), "create xfb encode texture sampler"); D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler"); } XFBEncoder::~XFBEncoder() { SAFE_RELEASE(m_efbSampler); SAFE_RELEASE(m_xfbEncodeRastState); SAFE_RELEASE(m_xfbEncodeDepthState); SAFE_RELEASE(m_outRTV); } void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma) { HRESULT hr; // Reset API g_renderer->ResetAPIState(); // Set up all the state for XFB encoding D3D::g_context->PSSetShader(m_pShader, NULL, 0); D3D::g_context->VSSetShader(m_vShader, NULL, 0); D3D::stateman->PushBlendState(m_xfbEncodeBlendState); D3D::stateman->PushDepthState(m_xfbEncodeDepthState); D3D::stateman->PushRasterizerState(m_xfbEncodeRastState); D3D::stateman->Apply(); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height)); D3D::g_context->RSSetViewports(1, &vp); D3D::g_context->IASetInputLayout(m_quadLayout); D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); UINT stride = sizeof(QuadVertex); UINT offset = 0; D3D::g_context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset); TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect); XFBEncodeParams params = { 0 }; params.Width = FLOAT(width); params.Height = FLOAT(height); params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetFullTargetWidth(); params.TexTop = FLOAT(targetRect.top) / g_renderer->GetFullTargetHeight(); params.TexRight = FLOAT(targetRect.right) / g_renderer->GetFullTargetWidth(); params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetFullTargetHeight(); params.Gamma = gamma; D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0); D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams); D3D::g_context->OMSetRenderTargets(1, &m_outRTV, NULL); ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV(); D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams); D3D::g_context->PSSetShaderResources(0, 1, &pEFB); D3D::g_context->PSSetSamplers(0, 1, &m_efbSampler); // Encode! D3D::g_context->Draw(4, 0); // Copy to staging buffer D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1); D3D::g_context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); // Clean up state IUnknown* nullDummy = NULL; D3D::g_context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy); D3D::g_context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy); D3D::g_context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); D3D::g_context->OMSetRenderTargets(0, NULL, NULL); D3D::g_context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); D3D::stateman->PopRasterizerState(); D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); D3D::g_context->PSSetShader(NULL, NULL, 0); D3D::g_context->VSSetShader(NULL, NULL, 0); // Transfer staging buffer to GameCube/Wii RAM D3D11_MAPPED_SUBRESOURCE map = { 0 }; hr = D3D::g_context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map); CHECK(SUCCEEDED(hr), "map staging buffer"); u8* src = (u8*)map.pData; for (unsigned int y = 0; y < height; ++y) { memcpy(dst, src, 2*width); dst += bpmem.copyMipMapStrideChannels*32; src += map.RowPitch; } D3D::g_context->Unmap(m_outStage, 0); // Restore API g_renderer->RestoreAPIState(); D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } }