dolphin/Source/Core/VideoBackends/D3D/TextureCache.cpp

443 lines
16 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#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/PSTextureEncoder.h"
#include "VideoBackends/D3D/PixelShaderCache.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 std::unique_ptr<TextureEncoder> g_encoder;
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())
{
D3D11_BOX srcbox;
srcbox.left = srcrect.left;
srcbox.top = srcrect.top;
srcbox.right = srcrect.right;
srcbox.bottom = srcrect.bottom;
srcbox.front = 0;
srcbox.back = srcentry->config.layers;
D3D::context->CopySubresourceRegion(texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
srcentry->texture->GetTex(), 0, &srcbox);
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::stateman->UnsetTexture(texture->GetSRV());
D3D::stateman->Apply();
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(),
GeometryShaderCache::GetCopyGeometryShader(), 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)
{
unsigned int src_pitch = 4 * expanded_width;
D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, src_pitch, level,
usage);
}
TextureCacheBase::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(u8* dst, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat)
{
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scaleByHalf)
{
multisampled = false;
efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
}
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::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
// Create texture copy
D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
srcFormat, srcRect, isIntensity, scaleByHalf);
}
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 & 0xf) == GX_TF_I4 ? 15.f : 255.f};
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 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::stateman->Apply();
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 = std::make_unique<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();
g_encoder.reset();
SAFE_RELEASE(palette_buf);
SAFE_RELEASE(palette_buf_srv);
SAFE_RELEASE(palette_uniform);
for (ID3D11PixelShader*& shader : palette_pixel_shader)
SAFE_RELEASE(shader);
}
}