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

298 lines
9.7 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/PSTextureEncoder.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoCommon/TextureConversionShader.h"
namespace DX12
{
struct EFBEncodeParams
{
DWORD SrcLeft;
DWORD SrcTop;
DWORD DestWidth;
DWORD ScaleFactor;
};
PSTextureEncoder::PSTextureEncoder()
{
}
void PSTextureEncoder::Init()
{
// Create output texture RGBA format
D3D12_RESOURCE_DESC out_tex_desc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_B8G8R8A8_UNORM,
EFB_WIDTH * 4,
EFB_HEIGHT / 4,
1,
0,
1,
0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET
);
D3D12_CLEAR_VALUE optimized_clear_value = { DXGI_FORMAT_B8G8R8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&out_tex_desc,
D3D12_RESOURCE_STATE_COPY_SOURCE,
&optimized_clear_value,
IID_PPV_ARGS(&m_out)
)
);
D3D::SetDebugObjectName12(m_out, "efb encoder output texture");
// Create output render target view
D3D12_RENDER_TARGET_VIEW_DESC tex_rtv_desc = {
DXGI_FORMAT_B8G8R8A8_UNORM, // DXGI_FORMAT Format;
D3D12_RTV_DIMENSION_TEXTURE2D // D3D12_RTV_DIMENSION ViewDimension;
};
tex_rtv_desc.Texture2D.MipSlice = 0;
D3D::rtv_descriptor_heap_mgr->Allocate(&m_out_rtv_cpu);
D3D::device12->CreateRenderTargetView(m_out, &tex_rtv_desc, m_out_rtv_cpu);
// Create output staging buffer
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(
D3D::AlignValue(static_cast<unsigned int>(out_tex_desc.Width) * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
out_tex_desc.Height
),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_out_readback_buffer)
)
);
D3D::SetDebugObjectName12(m_out_readback_buffer, "efb encoder output staging buffer");
// Create constant buffer for uploading data to shaders. Need to align to 256 bytes.
unsigned int encode_params_buffer_size = (sizeof(EFBEncodeParams) + 0xff) & ~0xff;
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(encode_params_buffer_size),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_encode_params_buffer)
)
);
D3D::SetDebugObjectName12(m_encode_params_buffer, "efb encoder params buffer");
CheckHR(m_encode_params_buffer->Map(0, nullptr, &m_encode_params_buffer_data));
m_ready = true;
}
void PSTextureEncoder::Shutdown()
{
m_ready = false;
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out_readback_buffer);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_encode_params_buffer);
for (auto& it : m_static_shaders_blobs)
{
SAFE_RELEASE(it);
}
m_static_shaders_blobs.clear();
m_static_shaders_map.clear();
}
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half)
{
if (!m_ready) // Make sure we initialized OK
return;
D3D::command_list_mgr->CPUAccessNotify();
// Resolve MSAA targets before copying.
D3DTexture2D* efb_source = (src_format == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture() :
// EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture();
// GetResolvedEFBDepthTexture will set the render targets, when MSAA is enabled
// (since it needs to do a manual depth resolve). So make sure to set the RTs
// afterwards.
const u32 words_per_row = bytes_per_row / sizeof(u32);
D3D::SetViewportAndScissor(0, 0, words_per_row, num_blocks_y);
constexpr EFBRectangle full_src_rect(0, 0, EFB_WIDTH, EFB_HEIGHT);
TargetRectangle target_rect = g_renderer->ConvertEFBRectangle(full_src_rect);
D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
D3D::current_command_list->OMSetRenderTargets(1, &m_out_rtv_cpu, FALSE, nullptr);
EFBEncodeParams params;
params.SrcLeft = src_rect.left;
params.SrcTop = src_rect.top;
params.DestWidth = native_width;
params.ScaleFactor = scale_by_half ? 2 : 1;
memcpy(m_encode_params_buffer_data, &params, sizeof(params));
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_PS_CBVONE,
m_encode_params_buffer->GetGPUVirtualAddress()
);
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scale_by_half)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::DrawShadedTexQuad(efb_source,
target_rect.AsRECT(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
SetStaticShader(format, src_format, is_intensity, scale_by_half),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(),
1.0f,
0,
DXGI_FORMAT_B8G8R8A8_UNORM,
false,
false /* Render target is not multisampled */
);
// Copy to staging buffer
D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = m_out_readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
dst_location.PlacedFootprint.Footprint.Width = EFB_WIDTH * 4;
dst_location.PlacedFootprint.Footprint.Height = EFB_HEIGHT / 4;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.pResource = m_out;
src_location.SubresourceIndex = 0;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// State is automatically restored after executing command list.
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Transfer staging buffer to GameCube/Wii RAM
void* readback_data_map;
CheckHR(m_out_readback_buffer->Map(0, nullptr, &readback_data_map));
u8* src = static_cast<u8*>(readback_data_map);
u32 read_stride = std::min(bytes_per_row, dst_location.PlacedFootprint.Footprint.RowPitch);
for (unsigned int y = 0; y < num_blocks_y; ++y)
{
memcpy(dst, src, read_stride);
dst += memory_stride;
src += dst_location.PlacedFootprint.Footprint.RowPitch;
}
m_out_readback_buffer->Unmap(0, nullptr);
}
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,
bool is_intensity, bool scale_by_half)
{
size_t fetch_num = static_cast<size_t>(src_format);
size_t scaled_fetch_num = scale_by_half ? 1 : 0;
size_t intensity_num = is_intensity ? 1 : 0;
size_t generator_num = dst_format;
ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
ComboMap::iterator it = m_static_shaders_map.find(key);
if (it == m_static_shaders_map.end())
{
INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, is_intensity %d, scale_by_half %d",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
u32 format = dst_format;
if (src_format == PEControl::Z24)
{
format |= _GX_TF_ZTF;
if (dst_format == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
{
if (dst_format > GX_TF_RGBA8 || (dst_format < GX_TF_RGB565 && !is_intensity))
format |= _GX_TF_CTF;
}
ID3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, scale_by_half %d failed to compile",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
m_static_shaders_blobs[key] = {};
return {};
}
D3D12_SHADER_BYTECODE new_shader = {
bytecode->GetBufferPointer(),
bytecode->GetBufferSize()
};
it = m_static_shaders_map.emplace(key, new_shader).first;
// Keep track of the ID3DBlobs, so we can free them upon shutdown.
m_static_shaders_blobs.push_back(bytecode);
}
return it->second;
}
}