// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #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/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/PSTextureEncoder.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/TextureEncoder.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/LookUpTables.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static std::unique_ptr g_encoder; const size_t MAX_COPY_BUFFERS = 32; ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 }; TextureCache::TCacheEntry::~TCacheEntry() { texture->Release(); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { D3D::stateman->SetTexture(stage, texture->GetSRV()); } bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) { // TODO: Somehow implement this (D3DX11 doesn't support dumping individual LODs) static bool warn_once = true; if (level && warn_once) { WARN_LOG(VIDEO, "Dumping individual LOD not supported by D3D11 backend!"); warn_once = false; return false; } ID3D11Texture2D* pNewTexture = nullptr; ID3D11Texture2D* pSurface = texture->GetTex(); D3D11_TEXTURE2D_DESC desc; pSurface->GetDesc(&desc); desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.Usage = D3D11_USAGE_STAGING; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &pNewTexture); bool saved_png = false; if (SUCCEEDED(hr) && pNewTexture) { D3D::context->CopyResource(pNewTexture, pSurface); D3D11_MAPPED_SUBRESOURCE map; hr = D3D::context->Map(pNewTexture, 0, D3D11_MAP_READ_WRITE, 0, &map); if (SUCCEEDED(hr)) { saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, desc.Width, desc.Height); D3D::context->Unmap(pNewTexture, 0); } SAFE_RELEASE(pNewTexture); } return saved_png; } void TextureCache::TCacheEntry::CopyRectangleFromTexture( const TCacheEntryBase* source, const MathUtil::Rectangle &srcrect, const MathUtil::Rectangle &dstrect) { TCacheEntry* srcentry = (TCacheEntry*)source; if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight()) { const D3D11_BOX *psrcbox = nullptr; D3D11_BOX srcbox; if (srcrect.left != 0 || srcrect.top != 0) { srcbox.left = srcrect.left; srcbox.top = srcrect.top; srcbox.right = srcrect.right; srcbox.bottom = srcrect.bottom; psrcbox = &srcbox; } D3D::context->CopySubresourceRegion( texture->GetTex(), 0, dstrect.left, dstrect.top, 0, srcentry->texture->GetTex(), 0, psrcbox); return; } else if (!config.rendertarget) { return; } g_renderer->ResetAPIState(); // reset any game specific settings const D3D11_VIEWPORT vp = CD3D11_VIEWPORT( float(dstrect.left), float(dstrect.top), float(dstrect.GetWidth()), float(dstrect.GetHeight())); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); D3D::context->RSSetViewports(1, &vp); D3D::SetLinearCopySampler(); D3D11_RECT srcRC; srcRC.left = srcrect.left; srcRC.right = srcrect.right; srcRC.top = srcrect.top; srcRC.bottom = srcrect.bottom; D3D::drawShadedTexQuad(srcentry->texture->GetSRV(), &srcRC, srcentry->config.width, srcentry->config.height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0, 0); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { unsigned int src_pitch = 4 * expanded_width; D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, src_pitch, level, usage); } TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config) { if (config.rendertarget) { return new TCacheEntry(config, D3DTexture2D::Create(config.width, config.height, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, config.layers)); } else { D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0; if (config.levels == 1) { usage = D3D11_USAGE_DYNAMIC; cpu_access = D3D11_CPU_ACCESS_WRITE; } const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, config.width, config.height, 1, config.levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access); ID3D11Texture2D *pTexture; const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); TCacheEntry* const entry = new TCacheEntry(config, 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(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat) { // When copying at half size, in multisampled mode, resolve the color/depth buffer first. // This is because multisampled texture reads go through Load, not Sample, and the linear // filter is ignored. bool multisampled = (g_ActiveConfig.iMultisamples > 1); ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(); if (multisampled && scaleByHalf) { multisampled = false; efbTexSRV = (srcFormat == PEControl::Z24) ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); } g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)config.width, (float)config.height); D3D::context->RSSetViewports(1, &vp); // set transformation if (nullptr == 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::stateman->SetPixelConstants(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(); // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(texture->GetSRV()); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) : PixelShaderCache::GetColorMatrixProgram(multisampled), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); } void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) { g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf); } const char palette_shader[] = R"HLSL( sampler samp0 : register(s0); Texture2DArray Tex0 : register(t0); Buffer Tex1 : register(t1); uniform float Multiply; uint Convert3To8(uint v) { // Swizzle bits: 00000123 -> 12312312 return (v << 5) | (v << 2) | (v >> 1); } uint Convert4To8(uint v) { // Swizzle bits: 00001234 -> 12341234 return (v << 4) | v; } uint Convert5To8(uint v) { // Swizzle bits: 00012345 -> 12345123 return (v << 3) | (v >> 2); } uint Convert6To8(uint v) { // Swizzle bits: 00123456 -> 12345612 return (v << 2) | (v >> 4); } float4 DecodePixel_RGB5A3(uint val) { int r,g,b,a; if ((val&0x8000)) { r=Convert5To8((val>>10) & 0x1f); g=Convert5To8((val>>5 ) & 0x1f); b=Convert5To8((val ) & 0x1f); a=0xFF; } else { a=Convert3To8((val>>12) & 0x7); r=Convert4To8((val>>8 ) & 0xf); g=Convert4To8((val>>4 ) & 0xf); b=Convert4To8((val ) & 0xf); } return float4(r, g, b, a) / 255; } float4 DecodePixel_RGB565(uint val) { int r, g, b, a; r = Convert5To8((val >> 11) & 0x1f); g = Convert6To8((val >> 5) & 0x3f); b = Convert5To8((val) & 0x1f); a = 0xFF; return float4(r, g, b, a) / 255; } float4 DecodePixel_IA8(uint val) { int i = val & 0xFF; int a = val >> 8; return float4(i, i, i, a) / 255; } void main( out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float3 uv0 : TEXCOORD0) { uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r; src = Tex1.Load(src); src = ((src << 8) & 0xFF00) | (src >> 8); ocol0 = DECODE(src); } )HLSL"; void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) { g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width, (float)unconverted->config.height); D3D::context->RSSetViewports(1, &vp); D3D11_BOX box{ 0, 0, 0, 512, 1, 1 }; D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0); D3D::stateman->SetTexture(1, palette_buf_srv); // TODO: Add support for C14X2 format. (Different multiplier, more palette entries.) float params[4] = { (unconverted->format & 0xf) == 0 ? 15.f : 255.f }; D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0); D3D::stateman->SetPixelConstants(palette_uniform); const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height); D3D::SetPointCopySampler(); // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(static_cast(entry)->texture->GetSRV()); D3D::context->OMSetRenderTargets(1, &static_cast(entry)->texture->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( static_cast(unconverted)->texture->GetSRV(), &sourcerect, unconverted->config.width, unconverted->config.height, palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); } ID3D11PixelShader *GetConvertShader(const char* Type) { std::string shader = "#define DECODE DecodePixel_"; shader.append(Type); shader.append("\n"); shader.append(palette_shader); return D3D::CompileAndCreatePixelShader(shader); } TextureCache::TextureCache() { // FIXME: Is it safe here? g_encoder = std::make_unique(); g_encoder->Init(); palette_buf = nullptr; palette_buf_srv = nullptr; palette_uniform = nullptr; palette_pixel_shader[GX_TL_IA8] = GetConvertShader("IA8"); palette_pixel_shader[GX_TL_RGB565] = GetConvertShader("RGB565"); palette_pixel_shader[GX_TL_RGB5A3] = GetConvertShader("RGB5A3"); auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE); HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf); CHECK(SUCCEEDED(hr), "create palette decoder lut buffer"); D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer"); // TODO: C14X2 format. auto outlutUavDesc = CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0); hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv); CHECK(SUCCEEDED(hr), "create palette decoder lut srv"); D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv"); const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform); CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer"); D3D::SetDebugObjectName((ID3D11DeviceChild*)palette_uniform, "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); } TextureCache::~TextureCache() { for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k) SAFE_RELEASE(efbcopycbuf[k]); g_encoder->Shutdown(); g_encoder.reset(); SAFE_RELEASE(palette_buf); SAFE_RELEASE(palette_buf_srv); SAFE_RELEASE(palette_uniform); for (ID3D11PixelShader*& shader : palette_pixel_shader) SAFE_RELEASE(shader); } }