dolphin/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp

543 lines
24 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/XFBEncoder.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
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::GetEFBDepthTexture()
{
return m_efb.depth_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture()
{
return m_efb.color_temp_tex;
}
void FramebufferManager::SwapReinterpretTexture()
{
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
{
if (g_ActiveConfig.iMultisamples > 1)
{
m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RESOLVE_DEST);
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
for (int i = 0; i < m_efb.slices; i++)
{
D3D::current_command_list->ResolveSubresource(
m_efb.resolved_color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
m_efb.color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
DXGI_FORMAT_R8G8B8A8_UNORM);
}
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
return m_efb.resolved_color_tex;
}
else
{
return m_efb.color_tex;
}
}
D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
{
if (g_ActiveConfig.iMultisamples > 1)
{
ResolveDepthTexture();
return m_efb.resolved_depth_tex;
}
else
{
return m_efb.depth_tex;
}
}
FramebufferManager::FramebufferManager()
{
m_target_width = std::max(Renderer::GetTargetWidth(), 1);
m_target_height = std::max(Renderer::GetTargetHeight(), 1);
DXGI_SAMPLE_DESC sample_desc;
sample_desc.Count = g_ActiveConfig.iMultisamples;
sample_desc.Quality = 0;
ID3D12Resource* buf12;
D3D12_RESOURCE_DESC texdesc12;
D3D12_CLEAR_VALUE optimized_clear_valueRTV = {DXGI_FORMAT_R8G8B8A8_UNORM,
{0.0f, 0.0f, 0.0f, 1.0f}};
D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);
HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// EFB color texture - primary render target
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
m_efb.color_tex =
new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
(sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
m_efb.color_temp_tex =
new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
(sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
// EFB depth buffer - primary depth buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count,
sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
m_efb.depth_tex =
new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL,
DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN,
(sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width,
m_target_height, m_efb.slices, 1);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width,
m_target_height);
m_efb.resolved_color_tex = new D3DTexture2D(
buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(),
"EFB color resolve texture shader resource view");
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height,
m_efb.slices, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(),
"EFB depth resolve texture shader resource view");
}
else
{
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
}
InitializeEFBAccessCopies();
}
FramebufferManager::~FramebufferManager()
{
DestroyEFBAccessCopies();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
const EFBRectangle& sourceRc, float gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
D3DTexture2D* src_texture = GetResolvedEFBColorTexture();
TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc);
g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect,
m_target_width, m_target_height, gamma);
}
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers)
{
return std::make_unique<XFBSource>(
D3DTexture2D::Create(target_width, target_height,
TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
layers);
}
void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
{
*width = m_target_width;
*height = m_target_height;
}
void FramebufferManager::ResolveDepthTexture()
{
// ResolveSubresource does not work with depth textures.
// Instead, we use a shader that selects the minimum depth from all samples.
D3D::SetViewportAndScissor(0, 0, m_target_width, m_target_height);
m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE,
&m_efb.resolved_depth_tex->GetDSV12());
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(FramebufferManager::GetEFBDepthTexture(), &source_rect, m_target_width,
m_target_height, StaticShaderCache::GetDepthResolveToColorPixelShader(),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(), 1.0, 0, DXGI_FORMAT_D32_FLOAT);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
}
void FramebufferManager::RestoreEFBRenderTargets()
{
D3D::current_command_list->OMSetRenderTargets(
1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
&FramebufferManager::GetEFBDepthTexture()->GetDSV12());
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
{
if (!m_efb.color_access_readback_map)
MapEFBColorAccessCopy();
u32 color;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
return color;
}
float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
{
if (!m_efb.depth_access_readback_map)
MapEFBDepthAccessCopy();
float depth;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
return depth;
}
void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
{
if (!m_efb.color_access_readback_map)
return;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
}
void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
{
if (!m_efb.depth_access_readback_map)
return;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
}
void FramebufferManager::InitializeEFBAccessCopies()
{
D3D12_CLEAR_VALUE optimized_color_clear_value = {DXGI_FORMAT_R8G8B8A8_UNORM,
{0.0f, 0.0f, 0.0f, 1.0f}};
D3D12_CLEAR_VALUE optimized_depth_clear_value = {DXGI_FORMAT_R32_FLOAT, {1.0f}};
CD3DX12_RESOURCE_DESC texdesc12;
ID3D12Resource* buf12;
HRESULT hr;
// EFB access - color resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1,
1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
m_efb.color_access_resize_tex =
new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
"EFB access color resize buffer");
buf12->Release();
// EFB access - color staging/readback buffer
m_efb.color_access_readback_pitch =
D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
// EFB access - depth resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
m_efb.depth_access_resize_tex =
new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
"EFB access depth resize buffer");
buf12->Release();
// EFB access - depth staging/readback buffer
m_efb.depth_access_readback_pitch =
D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
}
void FramebufferManager::MapEFBColorAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
D3D::SetPointCopySampler();
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(),
FALSE, nullptr);
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
0, {DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch}};
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.color_tex->GetTex12())
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
// Block until completion - state is automatically restored
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Resource copy has finished, so safe to map now
D3D12_RANGE read_range = {0, m_efb.color_access_readback_pitch * EFB_HEIGHT};
m_efb.color_access_readback_buffer->Map(
0, &read_range, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
}
void FramebufferManager::MapEFBDepthAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
D3D::SetPointCopySampler();
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(),
FALSE, nullptr);
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
(g_ActiveConfig.iMultisamples > 1) ?
StaticShaderCache::GetDepthResolveToColorPixelShader() :
StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
DXGI_FORMAT_R32_FLOAT, false, false);
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
0, {DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch}};
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.depth_tex->GetTex12())
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Block until completion - state is automatically restored
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Resource copy has finished, so safe to map now
D3D12_RANGE read_range = {0, m_efb.depth_access_readback_pitch * EFB_HEIGHT};
m_efb.depth_access_readback_buffer->Map(
0, &read_range, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
}
void FramebufferManager::InvalidateEFBAccessCopies()
{
D3D12_RANGE write_range = {};
if (m_efb.color_access_readback_map)
{
m_efb.color_access_readback_buffer->Unmap(0, &write_range);
m_efb.color_access_readback_map = nullptr;
}
if (m_efb.depth_access_readback_map)
{
m_efb.depth_access_readback_buffer->Unmap(0, &write_range);
m_efb.depth_access_readback_map = nullptr;
}
}
void FramebufferManager::DestroyEFBAccessCopies()
{
InvalidateEFBAccessCopies();
SAFE_RELEASE(m_efb.color_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
m_efb.color_access_readback_buffer);
m_efb.color_access_readback_buffer = nullptr;
SAFE_RELEASE(m_efb.depth_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
m_efb.depth_access_readback_buffer);
m_efb.depth_access_readback_buffer = nullptr;
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
u8* src = Memory::GetPointer(xfbAddr);
g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight);
}
void XFBSource::CopyEFB(float gamma)
{
// Copy EFB data to XFB and restore render target again
D3D::SetViewportAndScissor(0, 0, texWidth, texHeight);
const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight);
m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
D3D::DrawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &rect,
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(), gamma, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, false, m_tex->GetMultisampled());
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
}
} // namespace DX12