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

1312 lines
47 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/Render.h"
#include <cinttypes>
#include <cmath>
#include <memory>
#include <string>
#include <strsafe.h>
#include <tuple>
#include <unordered_map>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Core/Core.h"
#include "VideoBackends/D3D12/BoundingBox.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/NativeVertexFormat.h"
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoBackends/D3D12/ShaderConstantsManager.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace DX12
{
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
enum CLEAR_BLEND_DESC
{
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED = 1,
CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED = 2,
CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED = 3
};
static D3D12_BLEND_DESC s_clear_blend_descs[4] = {};
enum CLEAR_DEPTH_DESC
{
CLEAR_DEPTH_DESC_DEPTH_DISABLED = 0,
CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED = 1,
CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED = 2,
};
static D3D12_DEPTH_STENCIL_DESC s_clear_depth_descs[3] = {};
// These are accessed in D3DUtil.
D3D12_BLEND_DESC g_reset_blend_desc = {};
D3D12_DEPTH_STENCIL_DESC g_reset_depth_desc = {};
D3D12_RASTERIZER_DESC g_reset_rast_desc = {};
static ID3D12Resource* s_screenshot_texture = nullptr;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
static struct
{
SamplerState sampler[8];
BlendState blend;
ZMode zmode;
RasterizerState raster;
} gx_state;
StateCache gx_state_cache;
static void SetupDeviceObjects()
{
D3D12_DEPTH_STENCIL_DESC depth_desc;
depth_desc.DepthEnable = FALSE;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
depth_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
depth_desc.StencilEnable = FALSE;
depth_desc.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
depth_desc.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_DISABLED] = depth_desc;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
depth_desc.DepthEnable = TRUE;
s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED] = depth_desc;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED] = depth_desc;
D3D12_BLEND_DESC blend_desc;
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.IndependentBlendEnable = FALSE;
blend_desc.RenderTarget[0].LogicOpEnable = FALSE;
blend_desc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
blend_desc.RenderTarget[0].BlendEnable = FALSE;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
blend_desc.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
g_reset_blend_desc = blend_desc;
s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED] = g_reset_blend_desc;
blend_desc.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE;
s_clear_blend_descs[CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED] = blend_desc;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALPHA;
s_clear_blend_descs[CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED] = blend_desc;
blend_desc.RenderTarget[0].RenderTargetWriteMask = 0;
s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED] = blend_desc;
depth_desc.DepthEnable = FALSE;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
depth_desc.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
depth_desc.StencilEnable = FALSE;
depth_desc.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
depth_desc.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
g_reset_depth_desc = depth_desc;
D3D12_RASTERIZER_DESC rast_desc =
CD3DX12_RASTERIZER_DESC(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false, 0, 0.f, 0.f,
false, false, false, 0, D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF);
g_reset_rast_desc = rast_desc;
s_screenshot_texture = nullptr;
}
// Kill off all device objects
static void TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
if (s_screenshot_texture)
{
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_screenshot_texture);
s_screenshot_texture = nullptr;
}
gx_state_cache.Clear();
}
void CreateScreenshotTexture()
{
// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the
// screenshot buffer size.
// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
const unsigned int screenshot_buffer_size =
Common::AlignUp(D3D::GetBackBufferWidth() * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
D3D::GetBackBufferHeight();
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(screenshot_buffer_size), D3D12_RESOURCE_STATE_COPY_DEST,
nullptr, IID_PPV_ARGS(&s_screenshot_texture)));
}
static D3D12_BOX GetScreenshotSourceBox(const TargetRectangle& target_rc)
{
// Since the screenshot buffer is copied back to the CPU, we can't access pixels that
// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
// smaller than the backbuffer, but never larger.
return CD3DX12_BOX(
std::max(target_rc.left, 0), std::max(target_rc.top, 0), 0,
std::min(D3D::GetBackBufferWidth(), static_cast<unsigned int>(target_rc.right)),
std::min(D3D::GetBackBufferHeight(), static_cast<unsigned int>(target_rc.bottom)), 1);
}
static void Create3DVisionTexture(int width, int height)
{
// D3D12TODO: 3D Vision not implemented on D3D12 backend.
}
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
{
PanicAlert("3DVision not implemented on D3D12 backend.");
return;
}
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
gx_state.blend.blend_enable = false;
gx_state.blend.write_mask = D3D12_COLOR_WRITE_ENABLE_ALL;
gx_state.blend.src_blend = D3D12_BLEND_ONE;
gx_state.blend.dst_blend = D3D12_BLEND_ZERO;
gx_state.blend.blend_op = D3D12_BLEND_OP_ADD;
gx_state.blend.use_dst_alpha = false;
for (unsigned int k = 0; k < 8; k++)
{
gx_state.sampler[k].hex = 0;
}
gx_state.zmode.testenable = false;
gx_state.zmode.updateenable = false;
gx_state.zmode.func = ZMode::NEVER;
gx_state.raster.cull_mode = D3D12_CULL_MODE_NONE;
// Clear EFB textures
float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->ClearRenderTargetView(
FramebufferManager::GetEFBColorTexture()->GetRTV12(), clear_color, 0, nullptr);
D3D::current_command_list->ClearDepthStencilView(
FramebufferManager::GetEFBDepthTexture()->GetDSV12(), D3D12_CLEAR_FLAG_DEPTH, 0.f, 0, 0,
nullptr);
D3D12_VIEWPORT vp = {0.f,
0.f,
static_cast<float>(m_target_width),
static_cast<float>(m_target_height),
D3D12_MIN_DEPTH,
D3D12_MAX_DEPTH};
D3D::current_command_list->RSSetViewports(1, &vp);
// Already transitioned to appropriate states a few lines up for the clears.
FramebufferManager::RestoreEFBRenderTargets();
D3D::BeginFrame();
}
Renderer::~Renderer()
{
D3D::EndFrame();
D3D::WaitForOutstandingRenderingToComplete();
TeardownDeviceObjects();
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
D3D::font.DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
color & 0xFF000000, text);
D3D::font.DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color,
text);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
// With D3D, we have to resize the backbuffer if the window changed
// size.
bool Renderer::CheckForResize()
{
RECT rc_window;
GetClientRect(D3D::hWnd, &rc_window);
int client_width = rc_window.right - rc_window.left;
int client_height = rc_window.bottom - rc_window.top;
// Sanity check
if ((client_width != Renderer::GetBackbufferWidth() ||
client_height != Renderer::GetBackbufferHeight()) &&
client_width >= 4 && client_height >= 4)
{
return true;
}
return false;
}
void Renderer::SetScissorRect(const EFBRectangle& rc)
{
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::current_command_list->RSSetScissorRects(1, trc.AsRECT());
}
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
UINT8 color_mask = 0;
if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
{
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
color_mask = D3D12_COLOR_WRITE_ENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
color_mask |= D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN |
D3D12_COLOR_WRITE_ENABLE_BLUE;
}
gx_state.blend.write_mask = color_mask;
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (type == EFBAccessType::PeekColor)
{
u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return (color | 0xFF000000); // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return (color & 0x00FFFFFF); // GX_READ_00
}
}
else // if (type == EFBAccessType::PeekZ)
{
// depth buffer is inverted in the d3d backend
float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
if (type == EFBAccessType::PokeColor)
{
// In the D3D12 backend, the rt/db/viewport is passed into DrawEFBPokeQuads, and set there.
D3D::DrawEFBPokeQuads(type, points, num_points, &g_reset_blend_desc, &g_reset_depth_desc,
&FramebufferManager::GetEFBColorTexture()->GetRTV12(), nullptr,
FramebufferManager::GetEFBColorTexture()->GetMultisampled());
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::DrawEFBPokeQuads(type, points, num_points,
&s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED],
&s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED],
&FramebufferManager::GetEFBColorTexture()->GetRTV12(),
&FramebufferManager::GetEFBDepthTexture()->GetDSV12(),
FramebufferManager::GetEFBColorTexture()->GetMultisampled());
}
RestoreAPIState();
}
void Renderer::SetViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
// D3D crashes for zero viewports
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
return;
int scissor_x_offset = bpmem.scissorOffset.x * 2;
int scissor_y_offset = bpmem.scissorOffset.y * 2;
float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
width = -width;
}
if (height < 0.0f)
{
y += height;
height = -height;
}
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target.
x = (x >= 0.f) ? x : 0.f;
y = (y >= 0.f) ? y : 0.f;
width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
D3D::current_command_list->RSSetViewports(1, &vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z)
{
D3D12_BLEND_DESC* blend_desc = nullptr;
if (color_enable && alpha_enable)
blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED];
else if (color_enable)
blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_RGB_CHANNELS_ENABLED];
else if (alpha_enable)
blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALPHA_CHANNEL_ENABLED];
else
blend_desc = &s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED];
D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc = nullptr;
// EXISTINGD3D11TODO: Should we enable Z testing here?
/*if (!bpmem.zmode.testenable) depth_stencil_desc =
&s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_DISABLED];
else */
if (z_enable)
depth_stencil_desc = &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_ENABLED];
else /*if (!z_enable)*/
depth_stencil_desc = &s_clear_depth_descs[CLEAR_DEPTH_DESC_DEPTH_ENABLED_WRITES_DISABLED];
// Update the view port for clearing the picture
TargetRectangle target_rc = Renderer::ConvertEFBRectangle(rc);
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgba_color = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::SetViewportAndScissor(target_rc.left, target_rc.top, target_rc.GetWidth(),
target_rc.GetHeight());
D3D::DrawClearQuad(rgba_color, 1.0f - (z & 0xFFFFFF) / 16777216.0f, blend_desc,
depth_stencil_desc,
FramebufferManager::GetEFBColorTexture()->GetMultisampled());
// Restores proper viewport/scissor settings.
SetViewport();
BPFunctions::SetScissor();
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
// EXISTINGD3D11TODO: MSAA support..
D3D12_RECT source = CD3DX12_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
D3D12_SHADER_BYTECODE pixel_shader = {};
if (convtype == 0)
{
pixel_shader = StaticShaderCache::GetReinterpRGB8ToRGBA6PixelShader(true);
}
else if (convtype == 2)
{
pixel_shader = StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(true);
}
else
{
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
convtype);
return;
}
D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
FramebufferManager::GetEFBColorTempTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(
1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
D3D::DrawShadedTexQuad(
FramebufferManager::GetEFBColorTexture(), &source, GetTargetWidth(), GetTargetHeight(),
pixel_shader, StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
FramebufferManager::GetEFBColorTempTexture()->GetMultisampled());
FramebufferManager::SwapReinterpretTexture();
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.
RestoreAPIState();
}
void Renderer::SetBlendMode(bool force_update)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to
// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
// is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
const D3D12_BLEND d3d_src_factors[8] = {
D3D12_BLEND_ZERO,
D3D12_BLEND_ONE,
D3D12_BLEND_DEST_COLOR,
D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC1_ALPHA,
D3D12_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
const D3D12_BLEND d3d_dst_factors[8] = {
D3D12_BLEND_ZERO,
D3D12_BLEND_ONE,
D3D12_BLEND_SRC_COLOR,
D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_SRC1_ALPHA,
D3D12_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !force_update)
return;
if (bpmem.blendmode.subtract)
{
gx_state.blend.blend_enable = true;
gx_state.blend.blend_op = D3D12_BLEND_OP_REV_SUBTRACT;
gx_state.blend.src_blend = D3D12_BLEND_ONE;
gx_state.blend.dst_blend = D3D12_BLEND_ONE;
}
else
{
gx_state.blend.blend_enable = static_cast<u32>(bpmem.blendmode.blendenable);
if (bpmem.blendmode.blendenable)
{
gx_state.blend.blend_op = D3D12_BLEND_OP_ADD;
gx_state.blend.src_blend = d3d_src_factors[bpmem.blendmode.srcfactor];
gx_state.blend.dst_blend = d3d_dst_factors[bpmem.blendmode.dstfactor];
}
}
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
const EFBRectangle& rc, u64 ticks, float gamma)
{
if ((!m_xfb_written && !g_ActiveConfig.RealXFBEnabled()) || !fb_width || !fb_height)
{
Core::Callback_VideoCopiedToXFB(false);
return;
}
u32 xfb_count = 0;
const XFBSourceBase* const* xfb_source_list =
FramebufferManager::GetXFBSource(xfb_addr, fb_stride, fb_height, &xfb_count);
if ((!xfb_source_list || xfb_count == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
{
Core::Callback_VideoCopiedToXFB(false);
return;
}
// Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped
// when calling Present().
FramebufferManager::InvalidateEFBAccessCopies();
BBox::Invalidate();
// Prepare to copy the XFBs to our backbuffer
UpdateDrawRectangle();
TargetRectangle target_rc = GetTargetRectangle();
D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
nullptr);
float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
D3D::current_command_list->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV12(), clear_color, 0,
nullptr);
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
if (g_ActiveConfig.bUseXFB)
{
const XFBSource* xfb_source;
// draw each xfb source
for (u32 i = 0; i < xfb_count; ++i)
{
xfb_source = static_cast<const XFBSource*>(xfb_source_list[i]);
TargetRectangle drawRc;
TargetRectangle source_rc;
source_rc.left = xfb_source->sourceRc.left;
source_rc.top = xfb_source->sourceRc.top;
source_rc.right = xfb_source->sourceRc.right;
source_rc.bottom = xfb_source->sourceRc.bottom;
// use virtual xfb with offset
int xfb_height = xfb_source->srcHeight;
int xfb_width = xfb_source->srcWidth;
int hOffset = (static_cast<s32>(xfb_source->srcAddr) - static_cast<s32>(xfb_addr)) /
(static_cast<s32>(fb_stride) * 2);
if (g_ActiveConfig.bUseRealXFB)
{
drawRc = target_rc;
source_rc.right -= fb_stride - fb_width;
}
else
{
drawRc.top = target_rc.top + hOffset * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.bottom =
target_rc.top +
(hOffset + xfb_height) * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.left = target_rc.left +
(target_rc.GetWidth() -
xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) /
2;
drawRc.right = target_rc.left +
(target_rc.GetWidth() +
xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) /
2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
// float vScale = static_cast<float>(fbHeight) / static_cast<float>(s_backbuffer_height);
// float hScale = static_cast<float>(fbWidth) / static_cast<float>(s_backbuffer_width);
// drawRc.top *= vScale;
// drawRc.bottom *= vScale;
// drawRc.left *= hScale;
// drawRc.right *= hScale;
source_rc.right -= Renderer::EFBToScaledX(fb_stride - fb_width);
}
BlitScreen(source_rc, drawRc, xfb_source->m_tex, xfb_source->texWidth, xfb_source->texHeight,
gamma);
}
}
else
{
TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
// EXISTINGD3D11TODO: Improve sampling algorithm for the pixel shader so that we can use the
// multisampled EFB texture as source
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
BlitScreen(source_rc, target_rc, read_texture, GetTargetWidth(), GetTargetHeight(), gamma);
}
// Dump frames
if (IsFrameDumping())
{
if (!s_screenshot_texture)
CreateScreenshotTexture();
D3D12_BOX source_box = GetScreenshotSourceBox(target_rc);
unsigned int source_width = source_box.right - source_box.left;
unsigned int source_height = source_box.bottom - source_box.top;
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = s_screenshot_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dst_location.PlacedFootprint.Footprint.Width = GetTargetRectangle().GetWidth();
dst_location.PlacedFootprint.Footprint.Height = GetTargetRectangle().GetHeight();
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = Common::AlignUp(
dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
src_location.pResource = D3D::GetBackBuffer()->GetTex12();
D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location,
&source_box);
D3D::command_list_mgr->ExecuteQueuedWork(true);
void* screenshot_texture_map;
D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
AVIDump::Frame state = AVIDump::FetchState(ticks);
DumpFrameData(reinterpret_cast<const u8*>(screenshot_texture_map), source_width, source_height,
dst_location.PlacedFootprint.Footprint.RowPitch, state);
FinishFrameData();
D3D12_RANGE write_range = {};
s_screenshot_texture->Unmap(0, &write_range);
}
// Reset viewport for drawing text
D3D::SetViewportAndScissor(0, 0, GetBackbufferWidth(), GetBackbufferHeight());
Renderer::DrawDebugText();
OSD::DrawMessages();
D3D::EndFrame();
g_texture_cache->Cleanup(frameCount);
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
SetWindowSize(fb_stride, fb_height);
const bool window_resized = CheckForResize();
bool xfb_changed = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
if (FramebufferManagerBase::LastXfbWidth() != fb_stride ||
FramebufferManagerBase::LastXfbHeight() != fb_height)
{
xfb_changed = true;
unsigned int xfb_w = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
unsigned int xfb_h = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
FramebufferManagerBase::SetLastXfbWidth(xfb_w);
FramebufferManagerBase::SetLastXfbHeight(xfb_h);
}
// Flip/present backbuffer to frontbuffer here
D3D::Present();
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || xfb_changed || window_resized ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
// Block on any changes until the GPU catches up, so we can free resources safely.
D3D::command_list_mgr->ExecuteQueuedWork(true);
if (s_last_multisamples != g_ActiveConfig.iMultisamples)
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
StaticShaderCache::InvalidateMSAAShaders();
gx_state_cache.OnMSAASettingsChanged();
}
if (window_resized)
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
if (s_screenshot_texture)
{
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_screenshot_texture);
s_screenshot_texture = nullptr;
}
m_backbuffer_width = D3D::GetBackBufferWidth();
m_backbuffer_height = D3D::GetBackBufferHeight();
}
UpdateDrawRectangle();
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
nullptr);
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
const float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->ClearRenderTargetView(
FramebufferManager::GetEFBColorTexture()->GetRTV12(), clear_color, 0, nullptr);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->ClearDepthStencilView(
FramebufferManager::GetEFBDepthTexture()->GetDSV12(), D3D12_CLEAR_FLAG_DEPTH, 0.f, 0, 0,
nullptr);
}
// begin next frame
D3D::BeginFrame();
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
RestoreAPIState();
}
void Renderer::ResetAPIState()
{
CHECK(0, "This should never be called.. just required for inheritance.");
}
void Renderer::RestoreAPIState()
{
// Restores viewport/scissor rects, which might have been
// overwritten elsewhere (particularly the viewport).
SetViewport();
BPFunctions::SetScissor();
FramebufferManager::RestoreEFBRenderTargets();
BBox::Bind();
}
static bool s_previous_use_dst_alpha = false;
static D3DVertexFormat* s_previous_vertex_format = nullptr;
void Renderer::ApplyState()
{
// TODO: Refactor this logic here.
bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
if (use_dst_alpha != s_previous_use_dst_alpha)
{
s_previous_use_dst_alpha = use_dst_alpha;
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
gx_state.blend.use_dst_alpha = use_dst_alpha;
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS))
{
D3D12_GPU_DESCRIPTOR_HANDLE sample_group_gpu_handle;
sample_group_gpu_handle =
D3D::sampler_descriptor_heap_mgr->GetHandleForSamplerGroup(gx_state.sampler, 8);
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
sample_group_gpu_handle);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, false);
}
// Uploads and binds required constant buffer data for all stages.
ShaderConstantsManager::LoadAndSetGeometryShaderConstants();
ShaderConstantsManager::LoadAndSetPixelShaderConstants();
ShaderConstantsManager::LoadAndSetVertexShaderConstants();
if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_PSO) ||
s_previous_vertex_format !=
reinterpret_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()))
{
s_previous_vertex_format =
reinterpret_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
D3D12_PRIMITIVE_TOPOLOGY_TYPE topologyType = ShaderCache::GetCurrentPrimitiveTopology();
RasterizerState modifiableRastState = gx_state.raster;
if (topologyType != D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE)
{
modifiableRastState.cull_mode = D3D12_CULL_MODE_NONE;
}
SmallPsoDesc pso_desc = {
ShaderCache::GetActiveGeometryShaderBytecode(), // D3D12_SHADER_BYTECODE GS;
ShaderCache::GetActivePixelShaderBytecode(), // D3D12_SHADER_BYTECODE PS;
ShaderCache::GetActiveVertexShaderBytecode(), // D3D12_SHADER_BYTECODE VS;
s_previous_vertex_format, // D3DVertexFormat* InputLayout;
gx_state.blend, // BlendState BlendState;
modifiableRastState, // RasterizerState RasterizerState;
gx_state.zmode, // ZMode DepthStencilState;
};
if (use_dst_alpha)
{
// restore actual state
SetBlendMode(false);
SetLogicOpMode();
}
ID3D12PipelineState* pso = nullptr;
CheckHR(gx_state_cache.GetPipelineStateObjectFromCache(
&pso_desc, &pso, topologyType, ShaderCache::GetActiveGeometryShaderUid(),
ShaderCache::GetActivePixelShaderUid(), ShaderCache::GetActiveVertexShaderUid()));
D3D::current_command_list->SetPipelineState(pso);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
}
// Always called prior to drawing, so we can invalidate the CPU EFB copies here.
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::RestoreState()
{
}
void Renderer::ApplyCullDisable()
{
// This functionality is handled directly in ApplyState.
}
void Renderer::RestoreCull()
{
// This functionality is handled directly in ApplyState.
}
void Renderer::SetGenerationMode()
{
const D3D12_CULL_MODE d3d_cull_modes[4] = {D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_BACK,
D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_BACK};
// rastdc.FrontCounterClockwise must be false for this to work
// EXISTINGD3D11TODO: GX_CULL_ALL not supported, yet!
gx_state.raster.cull_mode = d3d_cull_modes[bpmem.genMode.cullmode];
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
void Renderer::SetDepthMode()
{
gx_state.zmode.hex = bpmem.zmode.hex;
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
void Renderer::SetLogicOpMode()
{
// D3D11 doesn't support logic blending, so this is a huge hack
// EXISTINGD3D11TODO: Make use of D3D11.1's logic blending support
// D3D12TODO: Obviously these are always available in D3D12..
// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
const D3D12_BLEND_OP d3d_logic_ops[16] = {
D3D12_BLEND_OP_ADD, // 0
D3D12_BLEND_OP_ADD, // 1
D3D12_BLEND_OP_SUBTRACT, // 2
D3D12_BLEND_OP_ADD, // 3
D3D12_BLEND_OP_REV_SUBTRACT, // 4
D3D12_BLEND_OP_ADD, // 5
D3D12_BLEND_OP_MAX, // 6
D3D12_BLEND_OP_ADD, // 7
D3D12_BLEND_OP_MAX, // 8
D3D12_BLEND_OP_MAX, // 9
D3D12_BLEND_OP_ADD, // 10
D3D12_BLEND_OP_ADD, // 11
D3D12_BLEND_OP_ADD, // 12
D3D12_BLEND_OP_ADD, // 13
D3D12_BLEND_OP_ADD, // 14
D3D12_BLEND_OP_ADD // 15
};
const D3D12_BLEND d3d_logic_op_src_factors[16] = {
D3D12_BLEND_ZERO, // 0
D3D12_BLEND_DEST_COLOR, // 1
D3D12_BLEND_ONE, // 2
D3D12_BLEND_ONE, // 3
D3D12_BLEND_DEST_COLOR, // 4
D3D12_BLEND_ZERO, // 5
D3D12_BLEND_INV_DEST_COLOR, // 6
D3D12_BLEND_INV_DEST_COLOR, // 7
D3D12_BLEND_INV_SRC_COLOR, // 8
D3D12_BLEND_INV_SRC_COLOR, // 9
D3D12_BLEND_INV_DEST_COLOR, // 10
D3D12_BLEND_ONE, // 11
D3D12_BLEND_INV_SRC_COLOR, // 12
D3D12_BLEND_INV_SRC_COLOR, // 13
D3D12_BLEND_INV_DEST_COLOR, // 14
D3D12_BLEND_ONE // 15
};
const D3D12_BLEND d3d_logic_op_dest_factors[16] = {
D3D12_BLEND_ZERO, // 0
D3D12_BLEND_ZERO, // 1
D3D12_BLEND_INV_SRC_COLOR, // 2
D3D12_BLEND_ZERO, // 3
D3D12_BLEND_ONE, // 4
D3D12_BLEND_ONE, // 5
D3D12_BLEND_INV_SRC_COLOR, // 6
D3D12_BLEND_ONE, // 7
D3D12_BLEND_INV_DEST_COLOR, // 8
D3D12_BLEND_SRC_COLOR, // 9
D3D12_BLEND_INV_DEST_COLOR, // 10
D3D12_BLEND_INV_DEST_COLOR, // 11
D3D12_BLEND_INV_SRC_COLOR, // 12
D3D12_BLEND_ONE, // 13
D3D12_BLEND_INV_SRC_COLOR, // 14
D3D12_BLEND_ONE // 15
};
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
{
gx_state.blend.blend_enable = true;
gx_state.blend.blend_op = d3d_logic_ops[bpmem.blendmode.logicmode];
gx_state.blend.src_blend = d3d_logic_op_src_factors[bpmem.blendmode.logicmode];
gx_state.blend.dst_blend = d3d_logic_op_dest_factors[bpmem.blendmode.logicmode];
}
else
{
SetBlendMode(true);
}
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
void Renderer::SetSamplerState(int stage, int tex_index, bool custom_tex)
{
const FourTexUnits& tex = bpmem.tex[tex_index];
const TexMode0& tm0 = tex.texMode0[stage];
const TexMode1& tm1 = tex.texMode1[stage];
SamplerState new_state = {};
if (tex_index)
stage += 4;
if (g_ActiveConfig.bForceFiltering)
{
// Only use mipmaps if the game says they are available.
new_state.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
new_state.mag_filter = 1; // linear mag
}
else
{
new_state.min_filter = tm0.min_filter;
new_state.mag_filter = tm0.mag_filter;
}
new_state.wrap_s = tm0.wrap_s;
new_state.wrap_t = tm0.wrap_t;
new_state.max_lod = tm1.max_lod;
new_state.min_lod = tm1.min_lod;
new_state.lod_bias = tm0.lod_bias;
// custom textures may have higher resolution, so disable the max_lod
if (custom_tex)
{
new_state.max_lod = 255;
}
if (new_state.hex != gx_state.sampler[stage].hex)
{
gx_state.sampler[stage].hex = new_state.hex;
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
}
}
void Renderer::SetInterlacingMode()
{
// EXISTINGD3D11TODO
}
u16 Renderer::BBoxRead(int index)
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox::Get(index);
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / m_target_width;
}
else
{
// up/down
value = value * EFB_HEIGHT / m_target_height;
}
if (index & 1)
value++; // fix max values to describe the outer border
return value;
}
void Renderer::BBoxWrite(int index, u16 value)
{
int local_value = value; // u16 isn't enough to multiply by the efb width
if (index & 1)
local_value--;
if (index < 2)
{
local_value = local_value * m_target_width / EFB_WIDTH;
}
else
{
local_value = local_value * m_target_height / EFB_HEIGHT;
}
BBox::Set(index, local_value);
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float gamma)
{
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
{
TargetRectangle left_rc, right_rc;
std::tie(left_rc, right_rc) = ConvertStereoRectangle(dst);
// Swap chain backbuffer is never multisampled..
D3D::SetViewportAndScissor(left_rc.left, left_rc.top, left_rc.GetWidth(), left_rc.GetHeight());
D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(), gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
false);
D3D::SetViewportAndScissor(right_rc.left, right_rc.top, right_rc.GetWidth(),
right_rc.GetHeight());
D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(), gamma, 1, DXGI_FORMAT_R8G8B8A8_UNORM, false,
false);
}
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
{
// D3D12TODO
// Not currently supported on D3D12 backend. Implemented (but untested) code kept for reference.
// if (!s_3d_vision_texture)
// Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
// D3D12_VIEWPORT leftVp12 = { static_cast<float>(dst.left), static_cast<float>(dst.top),
// static_cast<float>(dst.GetWidth()), static_cast<float>(dst.GetHeight()), D3D12_MIN_DEPTH,
// D3D12_MAX_DEPTH };
// D3D12_VIEWPORT rightVp12 = { static_cast<float>(dst.left + s_backbuffer_width),
// static_cast<float>(dst.top), static_cast<float>(dst.GetWidth()),
// static_cast<float>(dst.GetHeight()), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
//// Render to staging texture which is double the width of the backbuffer
// s_3d_vision_texture->TransitionToResourceState(D3D::current_command_list,
// D3D12_RESOURCE_STATE_RENDER_TARGET);
// D3D::current_command_list->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV12(), FALSE,
// nullptr);
// D3D::current_command_list->RSSetViewports(1, &leftVp12);
// D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
// StaticShaderCache::GetColorCopyPixelShader(false),
// StaticShaderCache::GetSimpleVertexShader(),
// StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), gamma, 0,
// DXGI_FORMAT_R8G8B8A8_UNORM, false, s_3d_vision_texture->GetMultisampled());
// D3D::current_command_list->RSSetViewports(1, &rightVp12);
// D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
// StaticShaderCache::GetColorCopyPixelShader(false),
// StaticShaderCache::GetSimpleVertexShader(),
// StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), gamma, 1,
// DXGI_FORMAT_R8G8B8A8_UNORM, false, s_3d_vision_texture->GetMultisampled());
//// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
//// recognize the signature and automatically include the right eye frame.
//// D3D12TODO: Does this work on D3D12?
// D3D12_BOX box = CD3DX12_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
// D3D12_TEXTURE_COPY_LOCATION dst =
// CD3DX12_TEXTURE_COPY_LOCATION(D3D::GetBackBuffer()->GetTex12(), 0);
// D3D12_TEXTURE_COPY_LOCATION src =
// CD3DX12_TEXTURE_COPY_LOCATION(s_3d_vision_texture->GetTex12(), 0);
// D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
// D3D12_RESOURCE_STATE_COPY_DEST);
// s_3d_vision_texture->TransitionToResourceState(D3D::current_command_list,
// D3D12_RESOURCE_STATE_COPY_SOURCE);
// D3D::current_command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
//// Restore render target to backbuffer
// D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
// D3D12_RESOURCE_STATE_RENDER_TARGET);
// D3D::current_command_list->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV12(), FALSE,
// nullptr);
}
else
{
D3D::SetViewportAndScissor(dst.left, dst.top, dst.GetWidth(), dst.GetHeight());
D3D::DrawShadedTexQuad(src_texture, src.AsRECT(), src_width, src_height,
(g_Config.iStereoMode == STEREO_ANAGLYPH) ?
StaticShaderCache::GetAnaglyphPixelShader() :
StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(), gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
false // Backbuffer never multisampled.
);
}
}
D3D12_BLEND_DESC Renderer::GetResetBlendDesc()
{
return g_reset_blend_desc;
}
D3D12_DEPTH_STENCIL_DESC Renderer::GetResetDepthStencilDesc()
{
return g_reset_depth_desc;
}
D3D12_RASTERIZER_DESC Renderer::GetResetRasterizerDesc()
{
return g_reset_rast_desc;
}
} // namespace DX12