// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Core/HW/Memmap.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DUtil.h" #include "VideoBackends/D3D12/FramebufferManager.h" #include "VideoBackends/D3D12/Render.h" #include "VideoBackends/D3D12/StaticShaderCache.h" #include "VideoBackends/D3D12/XFBEncoder.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { static XFBEncoder s_xfbEncoder; FramebufferManager::Efb FramebufferManager::m_efb; unsigned int FramebufferManager::m_target_width; unsigned int FramebufferManager::m_target_height; D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; } D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; } D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; } ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; } D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; } void FramebufferManager::SwapReinterpretTexture() { D3DTexture2D* swaptex = GetEFBColorTempTexture(); m_efb.color_temp_tex = GetEFBColorTexture(); m_efb.color_tex = swaptex; } D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() { if (g_ActiveConfig.iMultisamples > 1) { m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_DEST); m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); for (int i = 0; i < m_efb.slices; i++) { D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); } m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); return m_efb.resolved_color_tex; } else { return m_efb.color_tex; } } D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture() { if (g_ActiveConfig.iMultisamples > 1) { ResolveDepthTexture(); return m_efb.resolved_depth_tex; } else { return m_efb.depth_tex; } } FramebufferManager::FramebufferManager() { m_target_width = std::max(Renderer::GetTargetWidth(), 1); m_target_height = std::max(Renderer::GetTargetHeight(), 1); DXGI_SAMPLE_DESC sample_desc; sample_desc.Count = g_ActiveConfig.iMultisamples; sample_desc.Quality = 0; ID3D12Resource* buf12; D3D12_RESOURCE_DESC texdesc12; D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } }; D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0); HRESULT hr; m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; // EFB color texture - primary render target texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)); m_efb.color_tex = new D3DTexture2D(buf12, (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), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); // Temporary EFB color texture - used in ReinterpretPixelData texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12))); m_efb.color_temp_tex = new D3DTexture2D(buf12, (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), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024); CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf))); CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr); // EFB depth buffer - primary depth buffer texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12))); m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture"); // Render buffer for AccessEFB (depth data) texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT; hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)); CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr); m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024); hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf)); CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); if (g_ActiveConfig.iMultisamples > 1) { // Framebuffer resolve textures (color+depth) texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1); hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12)); CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height); m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view"); texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12)); CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view"); } else { m_efb.resolved_color_tex = nullptr; m_efb.resolved_depth_tex = nullptr; } s_xfbEncoder.Init(); } FramebufferManager::~FramebufferManager() { s_xfbEncoder.Shutdown(); SAFE_RELEASE(m_efb.color_tex); SAFE_RELEASE(m_efb.color_temp_tex); D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf); SAFE_RELEASE(m_efb.resolved_color_tex); SAFE_RELEASE(m_efb.depth_tex); D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf); SAFE_RELEASE(m_efb.depth_read_texture); SAFE_RELEASE(m_efb.resolved_depth_tex); } void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma) { u8* dst = Memory::GetPointer(xfbAddr); s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma); } std::unique_ptr FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) { return std::make_unique(D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers); } void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height) { *width = m_target_width; *height = m_target_height; } void FramebufferManager::ResolveDepthTexture() { // ResolveSubresource does not work with depth textures. // Instead, we use a shader that selects the minimum depth from all samples. const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast(m_target_width), static_cast(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH }; D3D::current_command_list->RSSetViewports(1, &vp12); m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12()); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height); D3D::DrawShadedTexQuad( FramebufferManager::GetEFBDepthTexture(), &source_rect, m_target_width, m_target_height, StaticShaderCache::GetDepthResolveToColorPixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), StaticShaderCache::GetCopyGeometryShader(), 1.0, 0, DXGI_FORMAT_D32_FLOAT ); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); } void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { // DX12's XFB decoder does not use this function. // YUYV data is decoded in Render::Swap. } void XFBSource::CopyEFB(float gamma) { // Copy EFB data to XFB and restore render target again const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast(texWidth), static_cast(texHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH }; D3D::current_command_list->RSSetViewports(1, &vp12); const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight); m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr); D3D::SetPointCopySampler(); D3D::DrawShadedTexQuad( FramebufferManager::GetEFBColorTexture(), &rect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), StaticShaderCache::GetColorCopyPixelShader(true), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), StaticShaderCache::GetCopyGeometryShader(), gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, m_tex->GetMultisampled() ); FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE ); D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); } } // namespace DX12