// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/PSTextureEncoder.h" #include "Common/Logging/Log.h" #include "Core/HW/Memmap.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/VideoCommon.h" namespace DX11 { struct EFBEncodeParams { s32 SrcLeft; s32 SrcTop; u32 DestWidth; u32 ScaleFactor; float y_scale; u32 padding[3]; }; PSTextureEncoder::PSTextureEncoder() : m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr) { } void PSTextureEncoder::Init() { m_ready = false; HRESULT hr; // Create output texture RGBA format // TODO: This Texture is overly large and parts of it are unused // EFB2RAM copies use max (EFB_WIDTH * 4) by (EFB_HEIGHT / 4) // XFB2RAM copies use max (EFB_WIDTH / 2) by (EFB_HEIGHT) D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, 1024, 1, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create efb encode output texture"); D3D::SetDebugObjectName(m_out, "efb 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_B8G8R8A8_UNORM); hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); CHECK(SUCCEEDED(hr), "create efb encode output render target view"); D3D::SetDebugObjectName(m_outRTV, "efb 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 efb encode output staging buffer"); D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer"); // Create constant buffer for uploading data to shaders D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create efb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer"); m_ready = true; } void PSTextureEncoder::Shutdown() { m_ready = false; for (auto& it : m_encoding_shaders) { SAFE_RELEASE(it.second); } m_encoding_shaders.clear(); SAFE_RELEASE(m_encodeParams); SAFE_RELEASE(m_outStage); SAFE_RELEASE(m_outRTV); SAFE_RELEASE(m_out); } void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half) { if (!m_ready) // Make sure we initialized OK return; HRESULT hr; // Resolve MSAA targets before copying. // FIXME: Instead of resolving EFB, it would be better to pick out a // single sample from each pixel. The game may break if it isn't // expecting the blurred edges around multisampled shapes. ID3D11ShaderResourceView* pEFB = params.depth ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); // Reset API g_renderer->ResetAPIState(); // Set up all the state for EFB encoding { const u32 words_per_row = bytes_per_row / sizeof(u32); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y)); D3D::context->RSSetViewports(1, &vp); constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT); TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect); D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); EFBEncodeParams encode_params; encode_params.SrcLeft = src_rect.left; encode_params.SrcTop = src_rect.top; encode_params.DestWidth = native_width; encode_params.ScaleFactor = scale_by_half ? 2 : 1; encode_params.y_scale = params.y_scale; D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0); D3D::stateman->SetPixelConstants(m_encodeParams); // We also linear filtering for both box filtering and downsampling higher resolutions to 1x // TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more // complex down filtering to average all pixels and produce the correct result. // Also, box filtering won't be correct for anything other than 1x IR if (scale_by_half || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), GetEncodingPixelShader(params), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); // Copy to staging buffer D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, num_blocks_y, 1); D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); // 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 (0x%x)", hr); u8* src = (u8*)map.pData; u32 readStride = std::min(bytes_per_row, map.RowPitch); for (unsigned int y = 0; y < num_blocks_y; ++y) { memcpy(dst, src, readStride); dst += memory_stride; src += map.RowPitch; } D3D::context->Unmap(m_outStage, 0); } // Restore API FramebufferManager::BindEFBRenderTarget(); g_renderer->RestoreAPIState(); } ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params) { auto iter = m_encoding_shaders.find(params); if (iter != m_encoding_shaders.end()) return iter->second; D3DBlob* bytecode = nullptr; const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::D3D); if (!D3D::CompilePixelShader(shader, &bytecode)) { PanicAlert("Failed to compile texture encoding shader."); m_encoding_shaders[params] = nullptr; return nullptr; } ID3D11PixelShader* newShader; HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader); CHECK(SUCCEEDED(hr), "create efb encoder pixel shader"); m_encoding_shaders.emplace(params, newShader); return newShader; } }