dolphin/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp

179 lines
6.2 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "RenderBase.h"
#include "D3DBase.h"
#include "D3DUtil.h"
#include "FramebufferManager.h"
#include "PixelShaderCache.h"
#include "TextureCache.h"
#include "VertexShaderCache.h"
#include "TextureEncoder.h"
#include "PSTextureEncoder.h"
#include "HW/Memmap.h"
#include "VideoConfig.h"
namespace DX11
{
static std::unique_ptr<TextureEncoder> g_encoder;
const size_t MAX_COPY_BUFFERS = 25;
static SharedPtr<ID3D11Buffer> efbcopycbuf[MAX_COPY_BUFFERS];
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
D3D::g_context->PSSetShaderResources(stage, 1, &texture->GetSRV());
}
bool TextureCache::TCacheEntry::Save(const char filename[])
{
return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::g_context, texture->GetTex(), D3DX11_IFF_PNG, filename));
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level, bool autogen_mips)
{
D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
if (autogen_mips)
PD3DX11FilterTexture(D3D::g_context, texture->GetTex(), 0, D3DX11_DEFAULT);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
D3D11_SUBRESOURCE_DATA srdata, *data = NULL;
if (tex_levels == 1)
{
usage = D3D11_USAGE_DYNAMIC;
cpu_access = D3D11_CPU_ACCESS_WRITE;
srdata.pSysMem = TextureCache::temp;
srdata.SysMemPitch = 4 * expanded_width;
data = &srdata;
}
const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
auto const pTexture = CreateTexture2DShared(&texdesc, data);
CHECK(pTexture, "Create texture of the TextureCache");
std::unique_ptr<D3DTexture2D> tx(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
auto const entry = new TCacheEntry(std::move(tx));
entry->usage = usage;
// TODO: better debug names
D3D::SetDebugObjectName(entry->texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName(entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
return entry;
}
void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
unsigned int srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat)
{
if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture)
{
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
D3D::g_context->RSSetViewports(1, &vp);
// set transformation
if (NULL == 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;
efbcopycbuf[cbufid] = CreateBufferShared(&cbdesc, &data);
CHECK(efbcopycbuf[cbufid], "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName(efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::g_context->PSSetConstantBuffers(0, 1, &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();
D3D::g_context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
// Create texture copy
D3D::drawShadedTexQuad(
(srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
&sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
if (!g_ActiveConfig.bCopyEFBToTexture)
{
u8* dst = Memory::GetPointer(dstAddr);
size_t encodeSize = g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf);
hash = GetHash64(dst, (int)encodeSize, g_ActiveConfig.iSafeTextureCache_ColorSamples);
if (g_ActiveConfig.bEFBCopyCacheEnable)
{
// If the texture in RAM is already in the texture cache,
// do not copy it again as it has not changed.
if (TextureCache::Find(dstAddr, hash))
return;
}
TextureCache::MakeRangeDynamic(dstAddr, (u32)encodeSize);
}
}
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
unsigned int scaled_tex_w, unsigned int scaled_tex_h)
{
return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
}
TextureCache::TextureCache()
{
// FIXME: Is it safe here?
g_encoder.reset(new PSTextureEncoder);
}
TextureCache::~TextureCache()
{
g_encoder.reset();
}
}