// 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 "VideoConfig.h" #include "D3DBase.h" #include "D3DUtil.h" #include "FramebufferManager.h" #include "PixelShaderCache.h" #include "Render.h" #include "VertexShaderCache.h" FramebufferManager::Efb FramebufferManager::m_efb; D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } 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.iMultisampleMode) { D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); return m_efb.resolved_color_tex; } else return m_efb.color_tex; } D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture() { if (g_ActiveConfig.iMultisampleMode) { D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); return m_efb.resolved_color_tex; } else return m_efb.depth_tex; } FramebufferManager::FramebufferManager() { unsigned int target_width = Renderer::GetFullTargetWidth(); unsigned int target_height = Renderer::GetFullTargetHeight(); DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode); ID3D11Texture2D* buf; D3D11_TEXTURE2D_DESC texdesc; HRESULT hr; // EFB color texture - primary render target texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, 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)); CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex 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, NULL, &m_efb.color_staging_buf); CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)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_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); // 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, NULL, &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((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)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, NULL, &m_efb.depth_staging_buf); CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); if (g_ActiveConfig.iMultisampleMode) { // Framebuffer resolve textures (color+depth) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view"); } else { m_efb.resolved_color_tex = NULL; m_efb.resolved_depth_tex = NULL; } } FramebufferManager::~FramebufferManager() { SAFE_RELEASE(m_efb.color_tex); SAFE_RELEASE(m_efb.color_staging_buf); 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); } void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) { // TODO PanicAlert("CopyToRealXFB not implemented, yet\n"); } XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) { return new XFBSource(D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM)); } void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) { const float scaleX = Renderer::GetXFBScaleX(); const float scaleY = Renderer::GetXFBScaleY(); TargetRectangle targetSource; targetSource.top = (int)(sourceRc.top *scaleY); targetSource.bottom = (int)(sourceRc.bottom *scaleY); targetSource.left = (int)(sourceRc.left *scaleX); targetSource.right = (int)(sourceRc.right * scaleX); *width = targetSource.right - targetSource.left; *height = targetSource.bottom - targetSource.top; } void XFBSource::Draw(const MathUtil::Rectangle &sourcerc, const MathUtil::Rectangle &drawrc, int width, int height) const { D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc, texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); } void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { // TODO: PanicAlert("RealXFB not implemented, yet\n"); } void XFBSource::CopyEFB(float Gamma) { // Copy EFB data to XFB and restore render target again const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL); D3D::SetLinearCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),Gamma); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); }