// 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 // Common #include "CommonPaths.h" #include "FileUtil.h" #include "MemoryUtil.h" #include "Hash.h" // VideoCommon #include "VideoConfig.h" #include "Statistics.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "TextureDecoder.h" #include "HiresTextures.h" // DX11 #include "DX11_D3DBase.h" #include "DX11_D3DTexture.h" #include "DX11_D3DUtil.h" #include "DX11_FramebufferManager.h" #include "DX11_PixelShaderCache.h" #include "DX11_VertexShaderCache.h" #include "DX11_TextureCache.h" #include "../Main.h" namespace DX11 { ID3D11BlendState* efbcopyblendstate = NULL; ID3D11RasterizerState* efbcopyraststate = NULL; ID3D11DepthStencilState* efbcopydepthstate = NULL; ID3D11Buffer* efbcopycbuf[20] = {}; TextureCache::TCacheEntry::~TCacheEntry() { SAFE_RELEASE(texture); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage); } void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf, unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect) { // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledw, (float)Scaledh); D3D::context->RSSetViewports(1, &vp); // set transformation if (NULL == efbcopycbuf[cbufid]) { const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20 * 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(source_rect); // 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 (bScaleByHalf) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); D3D::stateman->PushBlendState(efbcopyblendstate); D3D::stateman->PushRasterizerState(efbcopyraststate); D3D::stateman->PushDepthState(efbcopydepthstate); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL); D3D::drawShadedTexQuad( (bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), &sourcerect, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), (bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::stateman->PopBlendState(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { D3D::gfxstate->SetShaderResource(stage, texture->GetSRV()); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { D3D11_SUBRESOURCE_DATA srdata; D3D11_SUBRESOURCE_DATA *data = NULL; D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0; D3D11_USAGE usage = D3D11_USAGE_DEFAULT; // TODO: temp tex_levels = 1; if (1 == tex_levels) { cpu_access = D3D11_CPU_ACCESS_WRITE; usage = D3D11_USAGE_DYNAMIC; srdata.pSysMem = 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; 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: silly 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"); // wuts this? //if (0 == tex_levels) // PD3DX11FilterTexture(D3D::context, entry->texture->GetTex(), 0, D3DX11_DEFAULT); // TODO: this good? //if (1 != tex_levels) // entry->Load(width, height, expanded_width, 0); SAFE_RELEASE(pTexture); return entry; } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, 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() { HRESULT hr; D3D11_BLEND_DESC blenddesc; blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE; blenddesc.RenderTarget[0].BlendEnable = FALSE; blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate); CHECK(hr==S_OK, "Create blend state for CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in CopyRenderTargetToTexture"); D3D11_DEPTH_STENCIL_DESC depthdesc; depthdesc.DepthEnable = FALSE; depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthdesc.DepthFunc = D3D11_COMPARISON_LESS; depthdesc.StencilEnable = FALSE; depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate); CHECK(hr==S_OK, "Create depth state for CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in CopyRenderTargetToTexture"); D3D11_RASTERIZER_DESC rastdesc; rastdesc.CullMode = D3D11_CULL_NONE; rastdesc.FillMode = D3D11_FILL_SOLID; rastdesc.FrontCounterClockwise = false; rastdesc.DepthBias = false; rastdesc.DepthBiasClamp = 0; rastdesc.SlopeScaledDepthBias = 0; rastdesc.DepthClipEnable = false; rastdesc.ScissorEnable = false; rastdesc.MultisampleEnable = false; rastdesc.AntialiasedLineEnable = false; hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate); CHECK(hr==S_OK, "Create rasterizer state for CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in CopyRenderTargetToTexture"); } TextureCache::~TextureCache() { SAFE_RELEASE(efbcopyblendstate); SAFE_RELEASE(efbcopyraststate); SAFE_RELEASE(efbcopydepthstate); for (unsigned int k = 0; k < 20; ++k) SAFE_RELEASE(efbcopycbuf[k]); } }