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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
TextureCache: Extract BP enum check to VideoCommon.
We have TOO many video backends.
This commit is contained in:
@ -106,9 +106,8 @@ void PSTextureEncoder::Shutdown()
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}
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void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
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bool is_intensity, bool scale_by_half)
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
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{
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if (!m_ready) // Make sure we initialized OK
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return;
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@ -117,7 +116,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
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// Resolve MSAA targets before copying.
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D3DTexture2D* efb_source =
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(src_format == PEControl::Z24) ?
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is_depth_copy ?
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FramebufferManager::GetResolvedEFBDepthTexture() :
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// EXISTINGD3D11TODO: 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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@ -163,7 +162,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
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D3D::DrawShadedTexQuad(
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efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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SetStaticShader(format, src_format, is_intensity, scale_by_half),
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SetStaticShader(format, is_depth_copy, is_intensity, scale_by_half),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
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DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
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@ -219,27 +218,21 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
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m_out_readback_buffer->Unmap(0, &write_range);
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}
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D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
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PEControl::PixelFormat src_format,
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D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half)
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{
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size_t fetch_num = static_cast<size_t>(src_format);
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size_t scaled_fetch_num = scale_by_half ? 1 : 0;
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size_t intensity_num = is_intensity ? 1 : 0;
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size_t generator_num = dst_format;
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ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
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ComboKey key = MakeComboKey(dst_format, is_depth_copy, is_intensity, scale_by_half);
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ComboMap::iterator it = m_static_shaders_map.find(key);
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if (it == m_static_shaders_map.end())
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{
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INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, "
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INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, is_depth_copy %d, "
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"is_intensity %d, scale_by_half %d",
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dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
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dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
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u32 format = dst_format;
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if (src_format == PEControl::Z24)
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if (is_depth_copy)
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{
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format |= _GX_TF_ZTF;
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if (dst_format == 11)
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@ -257,10 +250,9 @@ D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
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if (!D3D::CompilePixelShader(shader, &bytecode))
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{
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WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, "
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WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, is_depth_copy %d, is_intensity %d, "
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"scale_by_half %d failed to compile",
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dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0,
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scale_by_half ? 1 : 0);
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dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
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m_static_shaders_blobs[key] = {};
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return {};
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}
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@ -18,7 +18,7 @@ public:
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void Init();
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void Shutdown();
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void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
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u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
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bool is_intensity, bool scale_by_half);
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private:
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@ -32,14 +32,14 @@ private:
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ID3D12Resource* m_encode_params_buffer = nullptr;
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void* m_encode_params_buffer_data = nullptr;
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D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,
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D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half);
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using ComboKey = unsigned int; // Key for a shader combination
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static ComboKey MakeComboKey(unsigned int dst_format, PEControl::PixelFormat src_format,
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bool is_intensity, bool scale_by_half)
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static ComboKey MakeComboKey(unsigned int dst_format, bool is_depth_copy, bool is_intensity,
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bool scale_by_half)
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{
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return (dst_format << 4) | (static_cast<int>(src_format) << 2) | (is_intensity ? (1 << 1) : 0) |
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return (dst_format << 4) | (is_depth_copy << 2) | (is_intensity ? (1 << 1) : 0) |
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(scale_by_half ? (1 << 0) : 0);
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}
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@ -229,7 +229,7 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
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}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format,
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, bool is_depth_copy,
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const EFBRectangle& srcRect, bool scale_by_half,
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unsigned int cbuf_id, const float* colmat)
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{
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@ -237,14 +237,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ?
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FramebufferManager::GetEFBDepthTexture() :
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FramebufferManager::GetEFBColorTexture();
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D3DTexture2D* efb_tex = is_depth_copy ? FramebufferManager::GetEFBDepthTexture() :
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FramebufferManager::GetEFBColorTexture();
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if (multisampled && scale_by_half)
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{
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multisampled = false;
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efb_tex = (src_format == PEControl::Z24) ? FramebufferManager::GetResolvedEFBDepthTexture() :
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FramebufferManager::GetResolvedEFBColorTexture();
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efb_tex = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture() :
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FramebufferManager::GetResolvedEFBColorTexture();
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}
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// set transformation
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@ -286,8 +285,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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// Create texture copy
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D3D::DrawShadedTexQuad(
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efb_tex, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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(src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
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StaticShaderCache::GetColorMatrixPixelShader(multisampled),
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is_depth_copy ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
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StaticShaderCache::GetColorMatrixPixelShader(multisampled),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
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@ -305,11 +304,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
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srcFormat, srcRect, isIntensity, scaleByHalf);
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is_depth_copy, srcRect, isIntensity, scaleByHalf);
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}
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static const constexpr char s_palette_shader_hlsl[] =
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@ -41,7 +41,7 @@ private:
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void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override;
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void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
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void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
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void Bind(unsigned int stage) override;
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@ -61,7 +61,7 @@ private:
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TlutFormat format) override;
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void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
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u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
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bool is_intensity, bool scale_by_half) override;
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bool CompileShaders() override { return true; }
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@ -24,7 +24,7 @@ public:
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virtual void Shutdown() = 0;
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// Returns size in bytes of encoded block of memory
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virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, PEControl::PixelFormat src_format,
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const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) = 0;
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u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
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bool is_intensity, bool scale_by_half) = 0;
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};
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}
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