319 lines
11 KiB
C++
319 lines
11 KiB
C++
// Copyright 2010 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/D3D/TextureCache.h"
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#include <algorithm>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PSTextureEncoder.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static std::unique_ptr<PSTextureEncoder> g_encoder;
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void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
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float gamma, bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients)
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{
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g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
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scale_by_half, y_scale, gamma, clamp_top, clamp_bottom, filter_coefficients);
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}
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const char palette_shader[] =
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R"HLSL(
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sampler samp0 : register(s0);
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Texture2DArray Tex0 : register(t0);
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Buffer<uint> Tex1 : register(t1);
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uniform float Multiply;
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uint Convert3To8(uint v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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uint Convert4To8(uint v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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uint Convert5To8(uint v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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uint Convert6To8(uint v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(uint val)
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{
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int r,g,b,a;
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if ((val&0x8000))
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_RGB565(uint val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_IA8(uint val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255;
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}
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void main(
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out float4 ocol0 : SV_Target,
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in float4 pos : SV_Position,
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in float3 uv0 : TEXCOORD0)
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{
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uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
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src = Tex1.Load(src);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DECODE(src);
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}
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)HLSL";
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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const void* palette, TLUTFormat format)
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{
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DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
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DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(source->GetWidth()),
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static_cast<float>(source->GetHeight()));
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D3D::context->RSSetViewports(1, &vp);
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D3D11_BOX box{0, 0, 0, 512, 1, 1};
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D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0);
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D3D::stateman->SetTexture(1, palette_buf_srv);
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// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
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float params[8] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
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D3D::context->UpdateSubresource(uniform_buffer, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(uniform_buffer);
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const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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// Create texture copy
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D3D::drawShadedTexQuad(
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source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
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source->GetHeight(), palette_pixel_shader[static_cast<int>(format)],
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader* GetConvertShader(const char* Type)
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{
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std::string shader = "#define DECODE DecodePixel_";
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shader.append(Type);
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shader.append("\n");
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shader.append(palette_shader);
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return D3D::CompileAndCreatePixelShader(shader);
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}
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TextureCache::TextureCache()
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{
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// FIXME: Is it safe here?
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g_encoder = std::make_unique<PSTextureEncoder>();
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g_encoder->Init();
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palette_buf = nullptr;
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palette_buf_srv = nullptr;
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uniform_buffer = nullptr;
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palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3");
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auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
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HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
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CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");
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D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer");
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// TODO: C14X2 format.
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auto outlutUavDesc =
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CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0);
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hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv);
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CHECK(SUCCEEDED(hr), "create palette decoder lut srv");
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D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv");
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(sizeof(float) * 8, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &uniform_buffer);
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CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
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D3D::SetDebugObjectName(uniform_buffer,
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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TextureCache::~TextureCache()
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{
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g_encoder->Shutdown();
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g_encoder.reset();
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SAFE_RELEASE(palette_buf);
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SAFE_RELEASE(palette_buf_srv);
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SAFE_RELEASE(uniform_buffer);
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for (auto*& shader : palette_pixel_shader)
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SAFE_RELEASE(shader);
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for (auto& iter : m_efb_to_tex_pixel_shaders)
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SAFE_RELEASE(iter.second);
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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EFBCopyFormat dst_format, bool is_intensity, float gamma,
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bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients)
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{
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auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
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bool multisampled = g_ActiveConfig.iMultisamples > 1;
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ID3D11ShaderResourceView* efb_tex_srv;
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if (multisampled)
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{
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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else
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{
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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}
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half,
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NeedsCopyFilterInShader(filter_coefficients));
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ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
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if (!pixel_shader)
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return;
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(destination_texture->GetConfig().width),
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static_cast<float>(destination_texture->GetConfig().height));
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D3D::context->RSSetViewports(1, &vp);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect =
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CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (scale_by_half)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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struct PixelConstants
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{
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float filter_coefficients[3];
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float gamma_rcp;
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float clamp_top;
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float clamp_bottom;
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float pixel_height;
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u32 padding;
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};
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PixelConstants constants;
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for (size_t i = 0; i < filter_coefficients.size(); i++)
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constants.filter_coefficients[i] = filter_coefficients[i] / 64.0f;
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constants.gamma_rcp = 1.0f / gamma;
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constants.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
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constants.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
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constants.pixel_height =
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g_ActiveConfig.bCopyEFBScaled ? 1.0f / g_renderer->GetTargetHeight() : 1.0f / EFB_HEIGHT;
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constants.padding = 0;
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D3D::context->UpdateSubresource(uniform_buffer, 0, nullptr, &constants, 0, 0);
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D3D::stateman->SetPixelConstants(uniform_buffer);
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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// Create texture copy
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D3D::drawShadedTexQuad(
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efb_tex_srv, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader*
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TextureCache::GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid)
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{
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auto iter = m_efb_to_tex_pixel_shaders.find(uid);
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if (iter != m_efb_to_tex_pixel_shaders.end())
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return iter->second;
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ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::D3D, uid.GetUidData());
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ID3D11PixelShader* shader = D3D::CompileAndCreatePixelShader(code.GetBuffer());
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m_efb_to_tex_pixel_shaders.emplace(uid, shader);
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return shader;
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}
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}
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