425 lines
14 KiB
C++
425 lines
14 KiB
C++
// Copyright 2010 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "Core/HW/Memmap.h"
|
|
#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 TextureEncoder* g_encoder = nullptr;
|
|
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<int> &srcrect,
|
|
const MathUtil::Rectangle<int> &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)
|
|
{
|
|
D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
|
|
}
|
|
|
|
TextureCache::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(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
|
|
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
|
|
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
|
|
const float *colmat)
|
|
{
|
|
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(
|
|
(srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
|
|
&sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
|
|
(srcFormat == PEControl::Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
|
|
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
|
|
g_renderer->RestoreAPIState();
|
|
|
|
if (!g_ActiveConfig.bSkipEFBCopyToRam)
|
|
{
|
|
u8* dst = Memory::GetPointer(dstAddr);
|
|
size_t encoded_size = g_encoder->Encode(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf);
|
|
|
|
size_in_bytes = (u32)encoded_size;
|
|
|
|
TextureCache::MakeRangeDynamic(dstAddr, (u32)encoded_size);
|
|
|
|
this->hash = GetHash64(dst, (int)encoded_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
|
}
|
|
}
|
|
|
|
const char palette_shader[] =
|
|
R"HLSL(
|
|
sampler samp0 : register(s0);
|
|
Texture2DArray Tex0 : register(t0);
|
|
Buffer<uint> 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 == 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<TCacheEntry*>(entry)->texture->GetSRV());
|
|
|
|
D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(), nullptr);
|
|
|
|
// Create texture copy
|
|
D3D::drawShadedTexQuad(
|
|
static_cast<TCacheEntry*>(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 = new PSTextureEncoder;
|
|
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();
|
|
delete g_encoder;
|
|
g_encoder = nullptr;
|
|
|
|
SAFE_RELEASE(palette_buf);
|
|
SAFE_RELEASE(palette_buf_srv);
|
|
SAFE_RELEASE(palette_uniform);
|
|
for (ID3D11PixelShader*& shader : palette_pixel_shader)
|
|
SAFE_RELEASE(shader);
|
|
}
|
|
|
|
}
|