173 lines
6.4 KiB
C++
173 lines
6.4 KiB
C++
// Copyright 2011 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/PSTextureEncoder.h"
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "Core/HW/Memmap.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/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/Render.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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namespace DX11
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{
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struct EFBEncodeParams
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{
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s32 SrcLeft;
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s32 SrcTop;
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u32 DestWidth;
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u32 ScaleFactor;
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float y_scale;
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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 filter_coefficients[3];
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u32 padding;
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};
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PSTextureEncoder::PSTextureEncoder()
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{
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}
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PSTextureEncoder::~PSTextureEncoder() = default;
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void PSTextureEncoder::Init()
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{
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// TODO: Move this to a constant somewhere in common.
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TextureConfig encoding_texture_config(EFB_WIDTH * 4, 1024, 1, 1, 1, AbstractTextureFormat::BGRA8,
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true);
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m_encoding_render_texture = g_renderer->CreateTexture(encoding_texture_config);
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m_encoding_readback_texture =
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g_renderer->CreateStagingTexture(StagingTextureType::Readback, encoding_texture_config);
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ASSERT(m_encoding_render_texture && m_encoding_readback_texture);
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// Create constant buffer for uploading data to shaders
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);
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HRESULT hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encode_params);
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CHECK(SUCCEEDED(hr), "create efb encode params buffer");
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D3D::SetDebugObjectName(m_encode_params, "efb encoder params buffer");
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}
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void PSTextureEncoder::Shutdown()
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{
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for (auto& it : m_encoding_shaders)
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SAFE_RELEASE(it.second);
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m_encoding_shaders.clear();
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SAFE_RELEASE(m_encode_params);
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}
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void PSTextureEncoder::Encode(
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u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half, float y_scale, float gamma,
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bool clamp_top, bool clamp_bottom,
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const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
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{
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// Resolve MSAA targets before copying.
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// FIXME: Instead of resolving EFB, it would be better to pick out a
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// single sample from each pixel. The game may break if it isn't
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// expecting the blurred edges around multisampled shapes.
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ID3D11ShaderResourceView* pEFB = params.depth ?
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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// Reset API
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g_renderer->ResetAPIState();
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// Set up all the state for EFB encoding
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{
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const u32 words_per_row = bytes_per_row / sizeof(u32);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y));
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D3D::context->RSSetViewports(1, &vp);
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constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
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TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
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D3D::context->OMSetRenderTargets(
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1,
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&static_cast<DXTexture*>(m_encoding_render_texture.get())->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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EFBEncodeParams encode_params;
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encode_params.SrcLeft = src_rect.left;
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encode_params.SrcTop = src_rect.top;
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encode_params.DestWidth = native_width;
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encode_params.ScaleFactor = scale_by_half ? 2 : 1;
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encode_params.y_scale = y_scale;
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encode_params.gamma_rcp = 1.0f / gamma;
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encode_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
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encode_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
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for (size_t i = 0; i < filter_coefficients.size(); i++)
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encode_params.filter_coefficients[i] = filter_coefficients[i];
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D3D::context->UpdateSubresource(m_encode_params, 0, nullptr, &encode_params, 0, 0);
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D3D::stateman->SetPixelConstants(m_encode_params);
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// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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// Also, box filtering won't be correct for anything other than 1x IR
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if (scale_by_half || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
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g_renderer->GetTargetHeight(), GetEncodingPixelShader(params),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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// Copy to staging buffer
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MathUtil::Rectangle<int> copy_rect(0, 0, words_per_row, num_blocks_y);
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m_encoding_readback_texture->CopyFromTexture(m_encoding_render_texture.get(), copy_rect, 0, 0,
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copy_rect);
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m_encoding_readback_texture->Flush();
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if (m_encoding_readback_texture->Map())
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{
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m_encoding_readback_texture->ReadTexels(copy_rect, dst, memory_stride);
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m_encoding_readback_texture->Unmap();
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}
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}
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)
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{
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auto iter = m_encoding_shaders.find(params);
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if (iter != m_encoding_shaders.end())
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return iter->second;
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D3DBlob* bytecode = nullptr;
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const char* shader = TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::D3D);
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if (!D3D::CompilePixelShader(shader, &bytecode))
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{
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PanicAlert("Failed to compile texture encoding shader.");
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m_encoding_shaders[params] = nullptr;
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return nullptr;
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}
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ID3D11PixelShader* newShader;
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HRESULT hr =
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D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
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CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
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m_encoding_shaders.emplace(params, newShader);
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return newShader;
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}
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} // namespace DX11
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