// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/FramebufferManager.h" #include #include #include "Common/CommonTypes.h" #include "Core/HW/Memmap.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static bool s_integer_efb_render_target = false; 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; } D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture() { return m_efb.color_read_texture; } ID3D11Texture2D*& 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; } ID3D11Texture2D*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; } D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture() { if (g_ActiveConfig.iMultisamples > 1) { for (int i = 0; i < m_efb.slices; i++) D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM); return m_efb.resolved_color_tex; } else { return m_efb.color_tex; } } D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture() { if (g_ActiveConfig.iMultisamples > 1) { // ResolveSubresource does not work with depth textures. // Instead, we use a shader that selects the minimum depth from all samples. g_renderer->ResetAPIState(); CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height); D3D::context->RSSetViewports(1, &viewport); D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr); const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height); D3D::drawShadedTexQuad( m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height, PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); g_renderer->RestoreAPIState(); return m_efb.resolved_depth_tex; } else { return m_efb.depth_tex; } } void FramebufferManager::SwapReinterpretTexture() { std::swap(m_efb.color_tex, m_efb.color_temp_tex); std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv); } void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled) { if (s_integer_efb_render_target == enabled) return; // We only use UINT render targets for logic ops, which is only supported with D3D11.1. if (!D3D::device1) return; s_integer_efb_render_target = enabled; BindEFBRenderTarget(); } void FramebufferManager::BindEFBRenderTarget(bool bind_depth) { ID3D11RenderTargetView* rtv = s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV(); ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr; D3D::context->OMSetRenderTargets(1, &rtv, dsv); } FramebufferManager::FramebufferManager(int target_width, int target_height) { static constexpr std::array clear_color = {0.0f, 0.0f, 0.0f, 1.0f}; m_target_width = static_cast(std::max(target_width, 1)); m_target_height = static_cast(std::max(target_height, 1)); DXGI_SAMPLE_DESC sample_desc; sample_desc.Count = g_ActiveConfig.iMultisamples; sample_desc.Quality = 0; ID3D11Texture2D* buf; D3D11_TEXTURE2D_DESC texdesc; HRESULT hr; m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1; // EFB color texture - primary render target texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.color_tex = new D3DTexture2D( buf, (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)); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture"); D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view"); D3D::context->ClearRenderTargetView(m_efb.color_tex->GetRTV(), clear_color.data()); // Temporary EFB color texture - used in ReinterpretPixelData texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.color_temp_tex = new D3DTexture2D( buf, (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)); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view"); D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view"); D3D::context->ClearRenderTargetView(m_efb.color_temp_tex->GetRTV(), clear_color.data()); // Integer render targets for EFB, used for logic op CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(), g_ActiveConfig.iMultisamples > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UINT); hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc, &m_efb.color_int_rtv); CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr); hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc, &m_efb.color_temp_int_rtv); CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr); // Render buffer for AccessEFB (color data) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr); m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.color_read_texture->GetTex(), "EFB color read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName( m_efb.color_read_texture->GetRTV(), "EFB color read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf); CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName(m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); // EFB depth buffer - primary depth buffer texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.depth_tex = new D3DTexture2D( buf, (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)); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture"); D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); D3D::context->ClearDepthStencilView(m_efb.depth_tex->GetDSV(), D3D11_CLEAR_DEPTH, 0.0f, 0); // Render buffer for AccessEFB (depth data) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr); m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName( m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf); CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); if (g_ActiveConfig.iMultisamples > 1) { // Framebuffer resolve textures (color+depth) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); 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( buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT); SAFE_RELEASE(buf); D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view"); } else { m_efb.resolved_color_tex = nullptr; m_efb.resolved_depth_tex = nullptr; } s_integer_efb_render_target = false; } FramebufferManager::~FramebufferManager() { SAFE_RELEASE(m_efb.color_tex); SAFE_RELEASE(m_efb.color_int_rtv); SAFE_RELEASE(m_efb.color_temp_tex); SAFE_RELEASE(m_efb.color_temp_int_rtv); SAFE_RELEASE(m_efb.color_staging_buf); SAFE_RELEASE(m_efb.color_read_texture); SAFE_RELEASE(m_efb.resolved_color_tex); SAFE_RELEASE(m_efb.depth_tex); SAFE_RELEASE(m_efb.depth_staging_buf); SAFE_RELEASE(m_efb.depth_read_texture); SAFE_RELEASE(m_efb.resolved_depth_tex); } } // namespace DX11