// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/Render.h" #include #include #include #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MathUtil.h" #include "Core/Core.h" #include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/Television.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/AVIDump.h" #include "VideoCommon/BPFunctions.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/RenderState.h" #include "VideoCommon/SamplerCommon.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" namespace DX11 { // Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK typedef struct _Nv_Stereo_Image_Header { unsigned int dwSignature; unsigned int dwWidth; unsigned int dwHeight; unsigned int dwBPP; unsigned int dwFlags; } NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER; #define NVSTEREO_IMAGE_SIGNATURE 0x4433564e struct GXPipelineState { std::array samplers; BlendingState blend; ZMode zmode; RasterizerState raster; }; static u32 s_last_multisamples = 1; static bool s_last_stereo_mode = false; static bool s_last_xfb_mode = false; static bool s_last_fullscreen_mode = false; static Television s_television; static std::array s_clear_blend_states{}; static std::array s_clear_depth_states{}; static ID3D11BlendState* s_reset_blend_state = nullptr; static ID3D11DepthStencilState* s_reset_depth_state = nullptr; static ID3D11RasterizerState* s_reset_rast_state = nullptr; static ID3D11Texture2D* s_screenshot_texture = nullptr; static D3DTexture2D* s_3d_vision_texture = nullptr; static GXPipelineState s_gx_state; static StateCache s_gx_state_cache; static void SetupDeviceObjects() { s_television.Init(); HRESULT hr; D3D11_DEPTH_STENCIL_DESC ddesc; ddesc.DepthEnable = FALSE; ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS; ddesc.StencilEnable = FALSE; ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[0]); CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen"); ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; ddesc.DepthEnable = TRUE; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[1]); CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen"); ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]); CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen"); D3D::SetDebugObjectName(s_clear_depth_states[0], "depth state for Renderer::ClearScreen (depth buffer disabled)"); D3D::SetDebugObjectName( s_clear_depth_states[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)"); D3D::SetDebugObjectName( s_clear_depth_states[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)"); D3D11_BLEND_DESC blenddesc; blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE; blenddesc.RenderTarget[0].BlendEnable = FALSE; blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state); CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState"); D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState"); s_clear_blend_states[0] = s_reset_blend_state; s_reset_blend_state->AddRef(); blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE; hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[1]); CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen"); blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[2]); CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen"); blenddesc.RenderTarget[0].RenderTargetWriteMask = 0; hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[3]); CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen"); ddesc.DepthEnable = FALSE; ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; ddesc.DepthFunc = D3D11_COMPARISON_LESS; ddesc.StencilEnable = FALSE; ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state); CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState"); D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState"); D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false); hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state); CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState"); D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState"); s_screenshot_texture = nullptr; } // Kill off all device objects static void TeardownDeviceObjects() { g_framebuffer_manager.reset(); SAFE_RELEASE(s_clear_blend_states[0]); SAFE_RELEASE(s_clear_blend_states[1]); SAFE_RELEASE(s_clear_blend_states[2]); SAFE_RELEASE(s_clear_blend_states[3]); SAFE_RELEASE(s_clear_depth_states[0]); SAFE_RELEASE(s_clear_depth_states[1]); SAFE_RELEASE(s_clear_depth_states[2]); SAFE_RELEASE(s_reset_blend_state); SAFE_RELEASE(s_reset_depth_state); SAFE_RELEASE(s_reset_rast_state); SAFE_RELEASE(s_screenshot_texture); SAFE_RELEASE(s_3d_vision_texture); s_television.Shutdown(); s_gx_state_cache.Clear(); } static void CreateScreenshotTexture() { // We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the // screenshot buffer size. // This texture is released to be recreated when the window is resized in Renderer::SwapImpl. D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture); CHECK(hr == S_OK, "Create screenshot staging texture"); D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture"); } static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc) { // Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that // fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is // off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right // coordinates at the backbuffer dimensions. This will result in a rectangle that can be // smaller than the backbuffer, but never larger. return CD3D11_BOX(std::max(targetRc.left, 0), std::max(targetRc.top, 0), 0, std::min(D3D::GetBackBufferWidth(), (unsigned int)targetRc.right), std::min(D3D::GetBackBufferHeight(), (unsigned int)targetRc.bottom), 1); } static void Create3DVisionTexture(int width, int height) { // Create a staging texture for 3D vision with signature information in the last row. // Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process. NVSTEREOIMAGEHEADER header; header.dwSignature = NVSTEREO_IMAGE_SIGNATURE; header.dwWidth = static_cast(width * 2); header.dwHeight = static_cast(height + 1); header.dwBPP = 32; header.dwFlags = 0; const u32 pitch = static_cast(4 * width * 2); const auto memory = std::make_unique((height + 1) * pitch); u8* image_header_location = &memory[height * pitch]; std::memcpy(image_header_location, &header, sizeof(header)); D3D11_SUBRESOURCE_DATA sys_data; sys_data.SysMemPitch = pitch; sys_data.pSysMem = memory.get(); s_3d_vision_texture = D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data); } Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight()) { s_last_multisamples = g_ActiveConfig.iMultisamples; s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; s_last_xfb_mode = g_ActiveConfig.bUseRealXFB; s_last_fullscreen_mode = D3D::GetFullscreenState(); g_framebuffer_manager = std::make_unique(m_target_width, m_target_height); SetupDeviceObjects(); // Setup GX pipeline state for (auto& sampler : s_gx_state.samplers) sampler.packed = 0; s_gx_state.zmode.testenable = false; s_gx_state.zmode.updateenable = false; s_gx_state.zmode.func = ZMode::NEVER; s_gx_state.raster.cull_mode = D3D11_CULL_NONE; // Clear EFB textures constexpr std::array clear_color{{0.f, 0.f, 0.f, 1.f}}; D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_color.data()); D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 0.f, 0); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::BeginFrame(); } Renderer::~Renderer() { TeardownDeviceObjects(); D3D::EndFrame(); D3D::Present(); D3D::Close(); } void Renderer::RenderText(const std::string& text, int left, int top, u32 color) { D3D::font.DrawTextScaled((float)(left + 1), (float)(top + 1), 20.f, 0.0f, color & 0xFF000000, text); D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text); } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { TargetRectangle result; result.left = EFBToScaledX(rc.left); result.top = EFBToScaledY(rc.top); result.right = EFBToScaledX(rc.right); result.bottom = EFBToScaledY(rc.bottom); return result; } // With D3D, we have to resize the backbuffer if the window changed // size. bool Renderer::CheckForResize() { RECT rcWindow; GetClientRect(D3D::hWnd, &rcWindow); int client_width = rcWindow.right - rcWindow.left; int client_height = rcWindow.bottom - rcWindow.top; // Sanity check if ((client_width != GetBackbufferWidth() || client_height != GetBackbufferHeight()) && client_width >= 4 && client_height >= 4) { return true; } return false; } void Renderer::SetScissorRect(const EFBRectangle& rc) { TargetRectangle trc = ConvertEFBRectangle(rc); D3D::context->RSSetScissorRects(1, trc.AsRECT()); } // This function allows the CPU to directly access the EFB. // There are EFB peeks (which will read the color or depth of a pixel) // and EFB pokes (which will change the color or depth of a pixel). // // The behavior of EFB peeks can only be modified by: // - GX_PokeAlphaRead // The behavior of EFB pokes can be modified by: // - GX_PokeAlphaMode (TODO) // - GX_PokeAlphaUpdate (TODO) // - GX_PokeBlendMode (TODO) // - GX_PokeColorUpdate (TODO) // - GX_PokeDither (TODO) // - GX_PokeDstAlpha (TODO) // - GX_PokeZMode (TODO) u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) { // Convert EFB dimensions to the ones of our render target EFBRectangle efbPixelRc; efbPixelRc.left = x; efbPixelRc.top = y; efbPixelRc.right = x + 1; efbPixelRc.bottom = y + 1; TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc); // Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the // average color instead D3D11_RECT RectToLock; if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ) { RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2; RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2; RectToLock.right = RectToLock.left + 1; RectToLock.bottom = RectToLock.top + 1; } else { RectToLock.left = targetPixelRc.left; RectToLock.right = targetPixelRc.right; RectToLock.top = targetPixelRc.top; RectToLock.bottom = targetPixelRc.bottom; } // Reset any game specific settings. ResetAPIState(); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f); D3D::context->RSSetViewports(1, &vp); D3D::SetPointCopySampler(); // Select copy and read textures depending on if we are doing a color or depth read (since they // are different formats). D3DTexture2D* source_tex; D3DTexture2D* read_tex; ID3D11Texture2D* staging_tex; if (type == EFBAccessType::PeekColor) { source_tex = FramebufferManager::GetEFBColorTexture(); read_tex = FramebufferManager::GetEFBColorReadTexture(); staging_tex = FramebufferManager::GetEFBColorStagingBuffer(); } else { source_tex = FramebufferManager::GetEFBDepthTexture(); read_tex = FramebufferManager::GetEFBDepthReadTexture(); staging_tex = FramebufferManager::GetEFBDepthStagingBuffer(); } // Select pixel shader (we don't want to average depth samples, instead select the minimum). ID3D11PixelShader* copy_pixel_shader; if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1) copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram(); else copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true); // Draw a quad to grab the texel we want to read. D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr); D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), copy_pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); // Restore expected game state. D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); RestoreAPIState(); // Copy the pixel from the renderable to cpu-readable buffer. D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1); D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box); D3D11_MAPPED_SUBRESOURCE map; CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK, "Map staging buffer failed"); // Convert the framebuffer data to the format the game is expecting to receive. u32 ret; if (type == EFBAccessType::PeekColor) { u32 val; memcpy(&val, map.pData, sizeof(val)); // our buffers are RGBA, yet a BGRA value is expected val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000)); // check what to do with the alpha channel (GX_PokeAlphaRead) PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode(); if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24) { val = RGBA8ToRGBA6ToRGBA8(val); } else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16) { val = RGBA8ToRGB565ToRGBA8(val); } if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24) { val |= 0xFF000000; } if (alpha_read_mode.ReadMode == 2) ret = val; // GX_READ_NONE else if (alpha_read_mode.ReadMode == 1) ret = (val | 0xFF000000); // GX_READ_FF else /*if(alpha_read_mode.ReadMode == 0)*/ ret = (val & 0x00FFFFFF); // GX_READ_00 } else // type == EFBAccessType::PeekZ { float val; memcpy(&val, map.pData, sizeof(val)); // depth buffer is inverted in the d3d backend val = 1.0f - val; if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16) { // if Z is in 16 bit format you must return a 16 bit integer ret = MathUtil::Clamp(static_cast(val * 65536.0f), 0, 0xFFFF); } else { ret = MathUtil::Clamp(static_cast(val * 16777216.0f), 0, 0xFFFFFF); } } D3D::context->Unmap(staging_tex, 0); return ret; } void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) { ResetAPIState(); if (type == EFBAccessType::PokeColor) { D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight()); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr); } else // if (type == EFBAccessType::PokeZ) { D3D::stateman->PushBlendState(s_clear_blend_states[3]); D3D::stateman->PushDepthState(s_clear_depth_states[1]); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight()); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } D3D::DrawEFBPokeQuads(type, points, num_points); if (type == EFBAccessType::PokeZ) { D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); } RestoreAPIState(); } void Renderer::SetViewport() { // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // [0] = width/2 // [1] = height/2 // [2] = 16777215 * (farz - nearz) // [3] = xorig + width/2 + 342 // [4] = yorig + height/2 + 342 // [5] = 16777215 * farz // D3D crashes for zero viewports if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0) return; int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff); float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff); float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Wd < 0.0f) { X += Wd; Wd = -Wd; } if (Ht < 0.0f) { Y += Ht; Ht = -Ht; } // If an inverted or oversized depth range is used, we need to calculate the depth range in the // vertex shader. if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } // In D3D, the viewport rectangle must fit within the render target. X = (X >= 0.f) ? X : 0.f; Y = (Y >= 0.f) ? Y : 0.f; Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X); Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y); // We use an inverted depth range here to apply the Reverse Z trick. // This trick makes sure we match the precision provided by the 1:0 // clipping depth range on the hardware. D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth); D3D::context->RSSetViewports(1, &vp); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { ResetAPIState(); if (colorEnable && alphaEnable) D3D::stateman->PushBlendState(s_clear_blend_states[0]); else if (colorEnable) D3D::stateman->PushBlendState(s_clear_blend_states[1]); else if (alphaEnable) D3D::stateman->PushBlendState(s_clear_blend_states[2]); else D3D::stateman->PushBlendState(s_clear_blend_states[3]); // TODO: Should we enable Z testing here? // if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]); // else if (zEnable) D3D::stateman->PushDepthState(s_clear_depth_states[1]); else /*if (!zEnable)*/ D3D::stateman->PushDepthState(s_clear_depth_states[2]); // Update the view port for clearing the picture TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(), 0.f, 1.f); D3D::context->RSSetViewports(1, &vp); // Color is passed in bgra mode so we need to convert it to rgba u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000); D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f); D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); RestoreAPIState(); } void Renderer::ReinterpretPixelData(unsigned int convtype) { // TODO: MSAA support.. D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight()); ID3D11PixelShader* pixel_shader; if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true); else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true); else { ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype); return; } // convert data and set the target texture as our new EFB ResetAPIState(); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast(GetTargetWidth()), static_cast(GetTargetHeight())); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), nullptr); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad( FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(), GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); RestoreAPIState(); FramebufferManager::SwapReinterpretTexture(); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } void Renderer::SetBlendMode(bool forceUpdate) { BlendingState state; state.Generate(bpmem); gx_state.blend.hex = state.hex; } // This function has the final picture. We adjust the aspect ratio here. void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma) { if ((!m_xfb_written && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight) { Core::Callback_VideoCopiedToXFB(false); return; } u32 xfbCount = 0; const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount); if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB) { Core::Callback_VideoCopiedToXFB(false); return; } ResetAPIState(); // Prepare to copy the XFBs to our backbuffer UpdateDrawRectangle(); TargetRectangle targetRc = GetTargetRectangle(); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); constexpr std::array clear_color{{0.f, 0.f, 0.f, 1.f}}; D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data()); // activate linear filtering for the buffer copies D3D::SetLinearCopySampler(); 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) { // draw each xfb source for (u32 i = 0; i < xfbCount; ++i) { const auto* const xfbSource = static_cast(xfbSourceList[i]); // use virtual xfb with offset int xfbHeight = xfbSource->srcHeight; int xfbWidth = xfbSource->srcWidth; int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2); TargetRectangle drawRc; drawRc.top = targetRc.top + hOffset * targetRc.GetHeight() / (s32)fbHeight; drawRc.bottom = targetRc.top + (hOffset + xfbHeight) * targetRc.GetHeight() / (s32)fbHeight; drawRc.left = targetRc.left + (targetRc.GetWidth() - xfbWidth * targetRc.GetWidth() / (s32)fbStride) / 2; drawRc.right = targetRc.left + (targetRc.GetWidth() + xfbWidth * targetRc.GetWidth() / (s32)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 = xfbSource->sourceRc.left; sourceRc.top = xfbSource->sourceRc.top; sourceRc.right = xfbSource->sourceRc.right; sourceRc.bottom = xfbSource->sourceRc.bottom; sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth); BlitScreen(sourceRc, drawRc, xfbSource->tex, xfbSource->texWidth, xfbSource->texHeight, Gamma); } } else { 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(); BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma); } // Dump frames if (IsFrameDumping()) { if (!s_screenshot_texture) CreateScreenshotTexture(); D3D11_BOX source_box = GetScreenshotSourceBox(targetRc); unsigned int source_width = source_box.right - source_box.left; unsigned int source_height = source_box.bottom - source_box.top; D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, D3D::GetBackBuffer()->GetTex(), 0, &source_box); D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map); AVIDump::Frame state = AVIDump::FetchState(ticks); DumpFrameData(reinterpret_cast(map.pData), source_width, source_height, map.RowPitch, state); FinishFrameData(); D3D::context->Unmap(s_screenshot_texture, 0); } // Reset viewport for drawing text D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight()); D3D::context->RSSetViewports(1, &vp); Renderer::DrawDebugText(); OSD::DrawMessages(); D3D::EndFrame(); g_texture_cache->Cleanup(frameCount); // Enable configuration changes UpdateActiveConfig(); g_texture_cache->OnConfigChanged(g_ActiveConfig); VertexShaderCache::RetreiveAsyncShaders(); SetWindowSize(fbStride, fbHeight); const bool window_resized = CheckForResize(); const bool fullscreen = D3D::GetFullscreenState(); const bool fs_changed = s_last_fullscreen_mode != fullscreen; bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB; if (FramebufferManagerBase::LastXfbWidth() != fbStride || FramebufferManagerBase::LastXfbHeight() != fbHeight) { xfbchanged = true; unsigned int xfb_w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride; unsigned int xfb_h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight; FramebufferManagerBase::SetLastXfbWidth(xfb_w); FramebufferManagerBase::SetLastXfbHeight(xfb_h); } // Flip/present backbuffer to frontbuffer here D3D::Present(); // Resize the back buffers NOW to avoid flickering if (CalculateTargetSize() || xfbchanged || window_resized || fs_changed || s_last_multisamples != g_ActiveConfig.iMultisamples || s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0)) { s_last_xfb_mode = g_ActiveConfig.bUseRealXFB; s_last_multisamples = g_ActiveConfig.iMultisamples; s_last_fullscreen_mode = fullscreen; PixelShaderCache::InvalidateMSAAShaders(); if (window_resized || fs_changed) { // TODO: Aren't we still holding a reference to the back buffer right now? D3D::Reset(); SAFE_RELEASE(s_screenshot_texture); SAFE_RELEASE(s_3d_vision_texture); m_backbuffer_width = D3D::GetBackBufferWidth(); m_backbuffer_height = D3D::GetBackBufferHeight(); } UpdateDrawRectangle(); s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); g_framebuffer_manager.reset(); g_framebuffer_manager = std::make_unique(m_target_width, m_target_height); D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_color.data()); D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 0.f, 0); } if (CheckForHostConfigChanges()) { VertexShaderCache::Reload(); GeometryShaderCache::Reload(); PixelShaderCache::Reload(); } // begin next frame RestoreAPIState(); D3D::BeginFrame(); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); SetViewport(); } // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing void Renderer::ResetAPIState() { D3D::stateman->PushBlendState(s_reset_blend_state); D3D::stateman->PushDepthState(s_reset_depth_state); D3D::stateman->PushRasterizerState(s_reset_rast_state); } void Renderer::RestoreAPIState() { // Gets us back into a more game-like state. D3D::stateman->PopBlendState(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); SetViewport(); BPFunctions::SetScissor(); } void Renderer::ApplyState() { D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend)); D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode)); D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster)); for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++) { // TODO: cache SamplerState directly, not d3d object s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy; D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage])); } ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer(); D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(), g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr); D3D::stateman->SetVertexConstants(vertexConstants); D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer()); } void Renderer::RestoreState() { D3D::stateman->PopBlendState(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); } void Renderer::ApplyCullDisable() { RasterizerState rast = s_gx_state.raster; rast.cull_mode = D3D11_CULL_NONE; ID3D11RasterizerState* raststate = s_gx_state_cache.Get(rast); D3D::stateman->PushRasterizerState(raststate); } void Renderer::RestoreCull() { D3D::stateman->PopRasterizerState(); } void Renderer::SetGenerationMode() { constexpr std::array d3d_cull_modes{{ D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK, }}; // rastdc.FrontCounterClockwise must be false for this to work // TODO: GX_CULL_ALL not supported, yet! s_gx_state.raster.cull_mode = d3d_cull_modes[bpmem.genMode.cullmode]; } void Renderer::SetDepthMode() { s_gx_state.zmode.hex = bpmem.zmode.hex; } void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex) { const FourTexUnits& tex = bpmem.tex[texindex]; const TexMode0& tm0 = tex.texMode0[stage]; const TexMode1& tm1 = tex.texMode1[stage]; if (texindex) stage += 4; if (g_ActiveConfig.bForceFiltering) { // Only use mipmaps if the game says they are available. s_gx_state.samplers[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4; s_gx_state.samplers[stage].mag_filter = 1; // linear mag } else { s_gx_state.samplers[stage].min_filter = (u32)tm0.min_filter; s_gx_state.samplers[stage].mag_filter = (u32)tm0.mag_filter; } s_gx_state.samplers[stage].wrap_s = (u32)tm0.wrap_s; s_gx_state.samplers[stage].wrap_t = (u32)tm0.wrap_t; s_gx_state.samplers[stage].max_lod = (u32)tm1.max_lod; s_gx_state.samplers[stage].min_lod = (u32)tm1.min_lod; s_gx_state.samplers[stage].lod_bias = (s32)tm0.lod_bias; // custom textures may have higher resolution, so disable the max_lod if (custom_tex) { s_gx_state.samplers[stage].max_lod = 255; } } void Renderer::SetInterlacingMode() { // TODO } u16 Renderer::BBoxRead(int index) { // Here we get the min/max value of the truncated position of the upscaled framebuffer. // So we have to correct them to the unscaled EFB sizes. int value = BBox::Get(index); if (index < 2) { // left/right value = value * EFB_WIDTH / m_target_width; } else { // up/down value = value * EFB_HEIGHT / m_target_height; } if (index & 1) value++; // fix max values to describe the outer border return value; } void Renderer::BBoxWrite(int index, u16 _value) { int value = _value; // u16 isn't enough to multiply by the efb width if (index & 1) value--; if (index < 2) { value = value * m_target_width / EFB_WIDTH; } else { value = value * m_target_height / EFB_HEIGHT; } 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; std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst); 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(m_backbuffer_width, m_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 + m_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, m_backbuffer_width, m_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); ID3D11PixelShader* pixelShader = (g_Config.iStereoMode == STEREO_ANAGLYPH) ? PixelShaderCache::GetAnaglyphProgram() : PixelShaderCache::GetColorCopyProgram(false); ID3D11GeometryShader* geomShader = (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) ? GeometryShaderCache::GetCopyGeometryShader() : nullptr; D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma); } } void Renderer::SetFullscreen(bool enable_fullscreen) { D3D::SetFullscreenState(enable_fullscreen); } bool Renderer::IsFullscreen() const { return D3D::GetFullscreenState(); } } // namespace DX11