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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
This commit is contained in:
@ -7,265 +7,35 @@
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#include <algorithm>
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#include <memory>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.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/D3DTexture.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/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PSTextureEncoder.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static const size_t MAX_COPY_BUFFERS = 32;
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static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
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static std::unique_ptr<PSTextureEncoder> g_encoder;
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const size_t MAX_COPY_BUFFERS = 32;
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ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = {0};
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static DXGI_FORMAT GetDXGIFormatForHostFormat(HostTextureFormat format)
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std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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return DXGI_FORMAT_BC1_UNORM;
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case HostTextureFormat::DXT3:
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return DXGI_FORMAT_BC2_UNORM;
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case HostTextureFormat::DXT5:
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return DXGI_FORMAT_BC3_UNORM;
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case HostTextureFormat::RGBA8:
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default:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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texture->Release();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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D3D::stateman->SetTexture(stage, texture->GetSRV());
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(config.format == HostTextureFormat::RGBA8);
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// Create a staging/readback texture with the dimensions of the specified mip level.
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u32 mip_width = std::max(config.width >> level, 1u);
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u32 mip_height = std::max(config.height >> level, 1u);
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CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1,
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1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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ID3D11Texture2D* staging_texture;
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HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
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return false;
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}
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// Copy the selected mip level to the staging texture.
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CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1);
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D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, texture->GetTex(),
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D3D11CalcSubresource(level, 0, config.levels), &src_box);
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// Map the staging texture to client memory, and encode it as a .png image.
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D3D11_MAPPED_SUBRESOURCE map;
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hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
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staging_texture->Release();
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return false;
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}
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bool encode_result =
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TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height);
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D3D::context->Unmap(staging_texture, 0);
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staging_texture->Release();
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return encode_result;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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TCacheEntry* srcentry = (TCacheEntry*)source;
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
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{
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D3D11_BOX srcbox;
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srcbox.left = srcrect.left;
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srcbox.top = srcrect.top;
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srcbox.right = srcrect.right;
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srcbox.bottom = srcrect.bottom;
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srcbox.front = 0;
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srcbox.back = srcentry->config.layers;
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D3D::context->CopySubresourceRegion(texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
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srcentry->texture->GetTex(), 0, &srcbox);
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return;
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}
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else if (!config.rendertarget)
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{
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return;
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}
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g_renderer->ResetAPIState(); // reset any game specific settings
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
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float(dstrect.GetWidth()), float(dstrect.GetHeight()));
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D3D::stateman->UnsetTexture(texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
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D3D::context->RSSetViewports(1, &vp);
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D3D::SetLinearCopySampler();
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D3D11_RECT srcRC;
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srcRC.left = srcrect.left;
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srcRC.right = srcrect.right;
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srcRC.top = srcrect.top;
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srcRC.bottom = srcrect.bottom;
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D3D::drawShadedTexQuad(srcentry->texture->GetSRV(), &srcRC, srcentry->config.width,
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srcentry->config.height, PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
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const u8* buffer, size_t buffer_size)
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{
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size_t src_pitch = CalculateHostTextureLevelPitch(config.format, row_length);
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D3D::context->UpdateSubresource(texture->GetTex(), level, nullptr, buffer,
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static_cast<UINT>(src_pitch), 0);
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}
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TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(config.format);
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if (config.rendertarget)
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{
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return new TCacheEntry(
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config, D3DTexture2D::Create(config.width, config.height,
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(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET |
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(int)D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, dxgi_format, 1, config.layers));
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}
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else
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{
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const D3D11_TEXTURE2D_DESC texdesc =
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CD3D11_TEXTURE2D_DESC(dxgi_format, config.width, config.height, 1, config.levels,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0);
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ID3D11Texture2D* pTexture;
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const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
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CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
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TCacheEntry* const entry =
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new TCacheEntry(config, new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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// TODO: better debug names
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(),
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"a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(),
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"shader resource view of a texture of the TextureCache");
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SAFE_RELEASE(pTexture);
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return entry;
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}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid,
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const float* colmat)
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{
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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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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ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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if (multisampled && scaleByHalf)
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{
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multisampled = false;
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efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)config.width, (float)config.height);
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (nullptr == efbcopycbuf[cbufid])
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{
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid],
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect =
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CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (scaleByHalf)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
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// Create texture copy
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D3D::drawShadedTexQuad(
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efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
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PixelShaderCache::GetColorMatrixProgram(multisampled),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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g_renderer->RestoreAPIState();
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return std::make_unique<DXTexture>(config);
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}
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void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
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@ -356,14 +126,16 @@ void main(
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}
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)HLSL";
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void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted,
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void* palette, TlutFormat format)
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
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TlutFormat format)
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{
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DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
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DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width,
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(float)unconverted->config.height);
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(source->GetWidth()),
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static_cast<float>(source->GetHeight()));
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D3D::context->RSSetViewports(1, &vp);
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D3D11_BOX box{0, 0, 0, 512, 1, 1};
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@ -372,29 +144,27 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
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D3D::stateman->SetTexture(1, palette_buf_srv);
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// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
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float params[4] = {(unconverted->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
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float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
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D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(palette_uniform);
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const D3D11_RECT sourcerect =
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CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height);
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const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
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D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(),
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D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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// Create texture copy
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D3D::drawShadedTexQuad(static_cast<TCacheEntry*>(unconverted)->texture->GetSRV(), &sourcerect,
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unconverted->config.width, unconverted->config.height,
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palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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D3D::drawShadedTexQuad(
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source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
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source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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@ -444,7 +214,7 @@ TextureCache::TextureCache()
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TextureCache::~TextureCache()
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{
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for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
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SAFE_RELEASE(efbcopycbuf[k]);
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SAFE_RELEASE(s_efbcopycbuf[k]);
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g_encoder->Shutdown();
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g_encoder.reset();
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@ -455,4 +225,79 @@ TextureCache::~TextureCache()
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for (ID3D11PixelShader*& shader : palette_pixel_shader)
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SAFE_RELEASE(shader);
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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unsigned int cbuf_id, const float* colmat)
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{
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auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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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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ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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if (multisampled && scale_by_half)
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{
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multisampled = false;
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efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(destination_texture->GetConfig().width),
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static_cast<float>(destination_texture->GetConfig().height));
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (nullptr == s_efbcopycbuf[cbuf_id])
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{
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_efbcopycbuf[cbuf_id],
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
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|
||||
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
|
||||
// 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 (scale_by_half)
|
||||
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(destination_texture->GetRawTexIdentifier()->GetSRV());
|
||||
D3D::stateman->Apply();
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
|
||||
nullptr);
|
||||
|
||||
// Create texture copy
|
||||
D3D::drawShadedTexQuad(
|
||||
efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
||||
is_depth_copy ? 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();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user