197 lines
9.5 KiB
C++
197 lines
9.5 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D12/XFBEncoder.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DShader.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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namespace DX12
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{
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// YUYV data is packed into half-width RGBA, with Y values in (R,B) and UV in (G,A)
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constexpr size_t XFB_TEXTURE_WIDTH = MAX_XFB_WIDTH / 2;
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constexpr size_t XFB_TEXTURE_HEIGHT = MAX_XFB_HEIGHT;
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// Buffer enough space for 2 XFB buffers (our frame latency)
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constexpr size_t XFB_UPLOAD_BUFFER_SIZE =
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D3D::AlignValue(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
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XFB_TEXTURE_HEIGHT * 2;
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constexpr size_t XFB_ENCODER_PARAMS_BUFFER_SIZE = 64 * 1024;
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std::unique_ptr<XFBEncoder> g_xfb_encoder;
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XFBEncoder::XFBEncoder()
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{
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ID3D12Resource* texture;
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, XFB_TEXTURE_WIDTH,
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XFB_TEXTURE_HEIGHT, 1, 1, 1, 0,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET),
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D3D12_RESOURCE_STATE_RENDER_TARGET, nullptr, IID_PPV_ARGS(&texture)));
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m_yuyv_texture =
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new D3DTexture2D(texture, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM);
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SAFE_RELEASE(texture);
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(
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D3D::AlignValue(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
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MAX_XFB_HEIGHT),
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_readback_buffer)));
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m_upload_buffer =
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std::make_unique<D3DStreamBuffer>(XFB_UPLOAD_BUFFER_SIZE, XFB_UPLOAD_BUFFER_SIZE, nullptr);
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m_encode_params_buffer = std::make_unique<D3DStreamBuffer>(
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XFB_ENCODER_PARAMS_BUFFER_SIZE, XFB_ENCODER_PARAMS_BUFFER_SIZE, nullptr);
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}
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XFBEncoder::~XFBEncoder()
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{
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SAFE_RELEASE(m_yuyv_texture);
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SAFE_RELEASE(m_readback_buffer);
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}
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void XFBEncoder::EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height,
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D3DTexture2D* src_texture, const TargetRectangle& src_rect,
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u32 src_width, u32 src_height, float gamma)
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{
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// src_rect is in native coordinates
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// dst_pitch is in words
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u32 dst_width = dst_pitch / 2;
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u32 dst_texture_width = dst_width / 2;
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_assert_msg_(VIDEO, dst_width <= MAX_XFB_WIDTH && dst_height <= MAX_XFB_HEIGHT,
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"XFB destination does not exceed maximum size");
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// Encode parameters constant buffer used by shader
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struct EncodeParameters
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{
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float srcRect[4];
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float texelSize[2];
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float pad[2];
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};
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EncodeParameters parameters = {
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{static_cast<float>(src_rect.left) / static_cast<float>(src_width),
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static_cast<float>(src_rect.top) / static_cast<float>(src_height),
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static_cast<float>(src_rect.right) / static_cast<float>(src_width),
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static_cast<float>(src_rect.bottom) / static_cast<float>(src_height)},
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{1.0f / EFB_WIDTH, 1.0f / EFB_HEIGHT},
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{0.0f, 0.0f}};
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m_encode_params_buffer->AllocateSpaceInBuffer(sizeof(parameters),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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memcpy(m_encode_params_buffer->GetCPUAddressOfCurrentAllocation(), ¶meters,
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sizeof(parameters));
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// Convert RGBA texture to YUYV intermediate texture.
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// Performs downscaling through a linear filter. Probably not ideal, but it's not going to look
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// perfect anyway.
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CD3DX12_RECT src_texture_rect(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom);
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D3D12_RESOURCE_STATES src_texture_state = src_texture->GetResourceUsageState();
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m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(1, &m_yuyv_texture->GetRTV12(), FALSE, nullptr);
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D3D::current_command_list->SetGraphicsRootConstantBufferView(
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DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUAddressOfCurrentAllocation());
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
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D3D::SetViewportAndScissor(0, 0, dst_texture_width, dst_height);
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D3D::SetLinearCopySampler();
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D3D::DrawShadedTexQuad(src_texture, &src_texture_rect, src_rect.GetWidth(), src_rect.GetHeight(),
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StaticShaderCache::GetXFBEncodePixelShader(),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, gamma, 0,
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DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
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src_texture->TransitionToResourceState(D3D::current_command_list, src_texture_state);
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// Copy from YUYV intermediate texture to readback buffer. It's likely the pitch here is going to
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// be different to dst_pitch.
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u32 readback_pitch = D3D::AlignValue(dst_width * sizeof(u16), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
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0, {DXGI_FORMAT_R8G8B8A8_UNORM, dst_texture_width, dst_height, 1, readback_pitch}};
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CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_readback_buffer, dst_footprint);
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CD3DX12_TEXTURE_COPY_LOCATION src_location(m_yuyv_texture->GetTex12(), 0);
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CD3DX12_BOX src_box(0, 0, dst_texture_width, dst_height);
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m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
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// Wait until the GPU completes the copy. Resets back to known state automatically.
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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// Copy from the readback buffer to dst.
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// Can't be done as one memcpy due to pitch difference.
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void* readback_texture_map;
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D3D12_RANGE read_range = {0, readback_pitch * dst_height};
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CheckHR(m_readback_buffer->Map(0, &read_range, &readback_texture_map));
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for (u32 row = 0; row < dst_height; row++)
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{
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const u8* row_src = reinterpret_cast<u8*>(readback_texture_map) + readback_pitch * row;
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u8* row_dst = dst + dst_pitch * row;
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memcpy(row_dst, row_src, std::min(dst_pitch, readback_pitch));
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}
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D3D12_RANGE write_range = {};
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m_readback_buffer->Unmap(0, &write_range);
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}
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void XFBEncoder::DecodeToTexture(D3DTexture2D* dst_texture, const u8* src, u32 src_width,
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u32 src_height)
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{
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_assert_msg_(VIDEO, src_width <= MAX_XFB_WIDTH && src_height <= MAX_XFB_HEIGHT,
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"XFB source does not exceed maximum size");
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// Copy to XFB upload buffer. Each row has to be done separately due to pitch differences.
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u32 buffer_pitch =
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D3D::AlignValue(src_width / 2 * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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m_upload_buffer->AllocateSpaceInBuffer(buffer_pitch * src_height,
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D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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for (u32 row = 0; row < src_height; row++)
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{
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const u8* row_src = src + (src_width * 2) * row;
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u8* row_dst = reinterpret_cast<u8*>(m_upload_buffer->GetCPUAddressOfCurrentAllocation()) +
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buffer_pitch * row;
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memcpy(row_dst, row_src, src_width * 2);
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}
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// Copy from upload buffer to intermediate YUYV texture.
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {
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m_upload_buffer->GetOffsetOfCurrentAllocation(),
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{DXGI_FORMAT_R8G8B8A8_UNORM, src_width / 2, src_height, 1, buffer_pitch}};
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CD3DX12_TEXTURE_COPY_LOCATION src_location(m_upload_buffer->GetBuffer(), src_footprint);
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CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_yuyv_texture->GetTex12(), 0);
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CD3DX12_BOX src_box(0, 0, src_width / 2, src_height);
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m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_COPY_DEST);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
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// Convert YUYV texture to RGBA texture with pixel shader.
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CD3DX12_RECT src_texture_rect(0, 0, src_width / 2, src_height);
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dst_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(1, &dst_texture->GetRTV12(), FALSE, nullptr);
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D3D::SetViewportAndScissor(0, 0, src_width, src_height);
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D3D::DrawShadedTexQuad(m_yuyv_texture, &src_texture_rect, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT,
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StaticShaderCache::GetXFBDecodePixelShader(),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
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DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
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// XFB source textures are expected to be in shader resource state.
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dst_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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}
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