// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/XFBEncoder.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DBlob.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/Render.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" "Texture2DArray 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, float3(texCoord, 0.0)).rgb;\n" "}\n" "void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : " "ENCODECOORD)\n" "{\n" // Multiplying X by 2, moves pixel centers from (x+0.5) to (2x+1) instead of (2x+0.5), so // subtract 0.5 to compensate "float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\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_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr), m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr), m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr), m_xfbEncodeRastState(nullptr), m_efbSampler(nullptr) { } void XFBEncoder::Init() { HRESULT hr; // 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); hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "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); hr = D3D::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; hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "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); hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "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}; hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad); CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer"); D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer"); // Create vertex shader D3DBlob* bytecode = nullptr; if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode)) { ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile"); return; } hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); CHECK(SUCCEEDED(hr), "create xfb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader"); // Create input layout for vertex quad using bytecode from vertex shader hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC, sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC), bytecode->Data(), bytecode->Size(), &m_quadLayout); CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout"); D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout"); bytecode->Release(); // Create pixel shader m_pShader = D3D::CompileAndCreatePixelShader(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 D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState); CHECK(SUCCEEDED(hr), "create xfb encode blend state"); D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state"); // Create depth state D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); dsd.DepthEnable = FALSE; hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState); CHECK(SUCCEEDED(hr), "create xfb encode depth state"); D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state"); // Create rasterizer state D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT()); rd.CullMode = D3D11_CULL_NONE; rd.DepthClipEnable = FALSE; hr = D3D::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 D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler); CHECK(SUCCEEDED(hr), "create xfb encode texture sampler"); D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler"); } void XFBEncoder::Shutdown() { SAFE_RELEASE(m_efbSampler); SAFE_RELEASE(m_xfbEncodeRastState); SAFE_RELEASE(m_xfbEncodeDepthState); SAFE_RELEASE(m_xfbEncodeBlendState); SAFE_RELEASE(m_pShader); SAFE_RELEASE(m_quadLayout); SAFE_RELEASE(m_vShader); SAFE_RELEASE(m_quad); SAFE_RELEASE(m_encodeParams); SAFE_RELEASE(m_outStage); SAFE_RELEASE(m_outRTV); SAFE_RELEASE(m_out); } 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::stateman->SetPixelShader(m_pShader); D3D::stateman->SetVertexShader(m_vShader); D3D::stateman->SetGeometryShader(nullptr); D3D::stateman->PushBlendState(m_xfbEncodeBlendState); D3D::stateman->PushDepthState(m_xfbEncodeDepthState); D3D::stateman->PushRasterizerState(m_xfbEncodeRastState); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width / 2), FLOAT(height)); D3D::context->RSSetViewports(1, &vp); D3D::stateman->SetInputLayout(m_quadLayout); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); UINT stride = sizeof(QuadVertex); UINT offset = 0; D3D::stateman->SetVertexBuffer(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->GetTargetWidth(); params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight(); params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth(); params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight(); params.Gamma = gamma; D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0); D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); ID3D11ShaderResourceView* pEFB = FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); D3D::stateman->SetVertexConstants(m_encodeParams); D3D::stateman->SetPixelConstants(m_encodeParams); D3D::stateman->SetTexture(0, pEFB); D3D::stateman->SetSampler(0, m_efbSampler); // Encode! D3D::stateman->Apply(); D3D::context->Draw(4, 0); // Copy to staging buffer D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width / 2, height, 1); D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); // Clean up state D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::stateman->SetSampler(0, nullptr); D3D::stateman->SetTexture(0, nullptr); D3D::stateman->SetPixelConstants(nullptr); D3D::stateman->SetVertexConstants(nullptr); D3D::stateman->SetPixelShader(nullptr); D3D::stateman->SetVertexShader(nullptr); D3D::stateman->PopRasterizerState(); D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); // Transfer staging buffer to GameCube/Wii RAM D3D11_MAPPED_SUBRESOURCE map = {0}; hr = D3D::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::context->Unmap(m_outStage, 0); // Restore API g_renderer->RestoreAPIState(); D3D::stateman->Apply(); // force unbind efb texture as shader resource D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } }