// 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 "RenderBase.h" #include "D3DBase.h" #include "D3DUtil.h" #include "FramebufferManager.h" #include "PixelShaderCache.h" #include "TextureCache.h" #include "VertexShaderCache.h" #include "TextureEncoder.h" #include "PSTextureEncoder.h" #include "HW/Memmap.h" #include "VideoConfig.h" namespace DX11 { static TextureEncoder* g_encoder = NULL; const size_t MAX_COPY_BUFFERS = 25; ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 }; TextureCache::TCacheEntry::~TCacheEntry() { texture->Release(); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { D3D::context->PSSetShaderResources(stage, 1, &texture->GetSRV()); } bool TextureCache::TCacheEntry::Save(const char filename[]) { return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::context, texture->GetTex(), D3DX11_IFF_PNG, filename)); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level, bool autogen_mips) { D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage); if (autogen_mips) PD3DX11FilterTexture(D3D::context, texture->GetTex(), 0, D3DX11_DEFAULT); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0; D3D11_SUBRESOURCE_DATA srdata, *data = NULL; if (tex_levels == 1) { usage = D3D11_USAGE_DYNAMIC; cpu_access = D3D11_CPU_ACCESS_WRITE; srdata.pSysMem = TextureCache::temp; srdata.SysMemPitch = 4 * expanded_width; data = &srdata; } const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access); ID3D11Texture2D *pTexture; const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture); CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE)); entry->usage = usage; // TODO: better debug names D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache"); D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache"); SAFE_RELEASE(pTexture); return entry; } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture) { g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH); D3D::context->RSSetViewports(1, &vp); // set transformation if (NULL == efbcopycbuf[cbufid]) { const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); D3D11_SUBRESOURCE_DATA data; data.pSysMem = colmat; HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]); CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); } D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]); const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); // TODO: try targetSource.asRECT(); const D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom); // Use linear filtering if (bScaleByHalf), use point filtering otherwise if (scaleByHalf) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL); // Create texture copy D3D::drawShadedTexQuad( (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), (srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); } if (!g_ActiveConfig.bCopyEFBToTexture) { u8* dst = Memory::GetPointer(dstAddr); size_t encodeSize = g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf); hash = GetHash64(dst, encodeSize, g_ActiveConfig.iSafeTextureCache_ColorSamples); if (g_ActiveConfig.bEFBCopyCacheEnable) { // If the texture in RAM is already in the texture cache, // do not copy it again as it has not changed. if (TextureCache::Find(dstAddr, hash)) return; } TextureCache::MakeRangeDynamic(dstAddr, encodeSize); } } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( unsigned int scaled_tex_w, unsigned int scaled_tex_h) { return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM)); } TextureCache::TextureCache() { // FIXME: Is it safe here? g_encoder = new PSTextureEncoder; g_encoder->Init(); } TextureCache::~TextureCache() { for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k) SAFE_RELEASE(efbcopycbuf[k]); g_encoder->Shutdown(); delete g_encoder; g_encoder = NULL; } }