mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-31 01:59:52 -06:00
Remove old XFB logic
This commit is contained in:
@ -38,8 +38,6 @@ set(SRCS
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VertexShaderCache.cpp
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VertexShaderCache.h
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VideoBackend.h
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XFBEncoder.cpp
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XFBEncoder.h
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)
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set(LIBS
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@ -55,7 +55,6 @@
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<ClCompile Include="TextureCache.cpp" />
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<ClCompile Include="VertexManager.cpp" />
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<ClCompile Include="VertexShaderCache.cpp" />
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<ClCompile Include="XFBEncoder.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="BoundingBox.h" />
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@ -76,7 +75,6 @@
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<ClInclude Include="VertexManager.h" />
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<ClInclude Include="VertexShaderCache.h" />
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<ClInclude Include="VideoBackend.h" />
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<ClInclude Include="XFBEncoder.h" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
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@ -57,9 +57,6 @@
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<ClCompile Include="VertexShaderCache.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="XFBEncoder.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="main.cpp" />
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<ClCompile Include="BoundingBox.cpp">
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<Filter>Render</Filter>
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@ -114,9 +111,6 @@
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<ClInclude Include="VertexShaderCache.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="XFBEncoder.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="VideoBackend.h" />
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<ClInclude Include="BoundingBox.h">
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<Filter>Render</Filter>
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@ -16,12 +16,10 @@
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoBackends/D3D/XFBEncoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static XFBEncoder s_xfbEncoder;
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static bool s_integer_efb_render_target = false;
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FramebufferManager::Efb FramebufferManager::m_efb;
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@ -282,15 +280,11 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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m_efb.resolved_color_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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}
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s_xfbEncoder.Init();
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s_integer_efb_render_target = false;
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}
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FramebufferManager::~FramebufferManager()
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{
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s_xfbEncoder.Shutdown();
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_int_rtv);
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SAFE_RELEASE(m_efb.color_temp_tex);
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@ -304,52 +298,4 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
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const EFBRectangle& sourceRc, float Gamma)
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{
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u8* dst = Memory::GetPointer(xfbAddr);
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// The destination stride can differ from the copy region width, in which case the pixels
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// outside the copy region should not be written to.
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s_xfbEncoder.Encode(dst, static_cast<u32>(sourceRc.GetWidth()), fbHeight, sourceRc, Gamma);
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}
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std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers)
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{
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return std::make_unique<XFBSource>(
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D3DTexture2D::Create(target_width, target_height,
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(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
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layers);
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}
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std::pair<u32, u32> FramebufferManager::GetTargetSize() const
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{
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return std::make_pair(m_target_width, m_target_height);
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}
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void XFBSource::CopyEFB(float Gamma)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Copy EFB data to XFB and restore render target again
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
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const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, g_renderer->GetTargetWidth(),
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g_renderer->GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader(), Gamma);
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FramebufferManager::BindEFBRenderTarget();
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g_renderer->RestoreAPIState();
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}
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} // namespace DX11
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@ -46,16 +46,6 @@ namespace DX11
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// There may be multiple XFBs in GameCube RAM. This is the maximum number to
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// virtualize.
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struct XFBSource : public XFBSourceBase
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{
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XFBSource(D3DTexture2D* _tex, int slices) : tex(_tex), m_slices(slices) {}
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~XFBSource() { tex->Release(); }
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void CopyEFB(float Gamma) override;
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D3DTexture2D* const tex;
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const int m_slices;
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};
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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@ -79,14 +69,6 @@ public:
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static void BindEFBRenderTarget(bool bind_depth = true);
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private:
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers) override;
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std::pair<u32, u32> GetTargetSize() const override;
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void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,
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float Gamma) override;
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static struct Efb
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{
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D3DTexture2D* color_tex;
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@ -610,11 +610,6 @@ void Renderer::SetBlendingState(const BlendingState& state)
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma)
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{
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if (!m_xfb_written)
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{
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Core::Callback_VideoCopiedToXFB(false);
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}
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ResetAPIState();
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// Prepare to copy the XFBs to our backbuffer
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@ -1,367 +0,0 @@
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// 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/XFBEncoder.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DBlob.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/FramebufferManager.h"
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#include "VideoBackends/D3D/Render.h"
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namespace DX11
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{
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union XFBEncodeParams
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{
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struct
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{
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FLOAT Width; // Width and height of encoded XFB in luma pixels
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FLOAT Height;
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FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture
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FLOAT TexTop;
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FLOAT TexRight;
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FLOAT TexBottom;
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FLOAT Gamma;
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};
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// Constant buffers must be a multiple of 16 bytes in size
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u8 pad[32]; // Pad to the next multiple of 16
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};
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static const char XFB_ENCODE_VS[] =
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"// dolphin-emu XFB encoder vertex shader\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match XFBEncodeParams above
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"{\n"
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"float Width;\n"
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"float Height;\n"
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"float TexLeft;\n"
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"float Gamma;\n"
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"} Params;\n"
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"}\n"
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"struct Output\n"
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"{\n"
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"float4 Pos : SV_Position;\n"
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"float2 Coord : ENCODECOORD;\n"
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"};\n"
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"Output main(in float2 Pos : POSITION)\n"
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"{\n"
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"Output result;\n"
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"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n"
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"result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n"
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"return result;\n"
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"}\n";
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static const char XFB_ENCODE_PS[] =
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"// dolphin-emu XFB encoder pixel shader\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match XFBEncodeParams above
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"{\n"
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"float Width;\n"
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"float Height;\n"
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"float TexLeft;\n"
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"float Gamma;\n"
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"} Params;\n"
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"}\n"
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"Texture2DArray EFBTexture : register(t0);\n"
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"sampler EFBSampler : register(s0);\n"
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// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
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// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
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"static const float3x4 RGB_TO_YCBCR = float3x4(\n"
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"0.257, 0.504, 0.098, 16.0/255.0,\n"
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"-0.148, -0.291, 0.439, 128.0/255.0,\n"
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"0.439, -0.368, -0.071, 128.0/255.0\n"
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");\n"
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"float3 SampleEFB(float2 coord)\n"
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"{\n"
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"float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), "
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"float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
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"return EFBTexture.Sample(EFBSampler, float3(texCoord, 0.0)).rgb;\n"
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"}\n"
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"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : "
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"ENCODECOORD)\n"
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"{\n"
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// Multiplying X by 2, moves pixel centers from (x+0.5) to (2x+1) instead of (2x+0.5), so
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// subtract 0.5 to compensate
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"float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\n"
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// FIXME: Shall we apply gamma here, or apply it below to the Y components?
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// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
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"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
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"float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle
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"float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right
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"float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n"
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"float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n"
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"float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n"
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// The Y components correspond to two EFB pixels, while the U and V are
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// made from a blend of three EFB pixels.
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"float y0 = yuvM.r;\n"
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"float y1 = yuvR.r;\n"
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"float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n"
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"float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n"
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"ocol0 = float4(y0, u0, y1, v0);\n"
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"}\n";
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static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}};
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static const struct QuadVertex
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{
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float posX;
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float posY;
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} QUAD_VERTS[4] = {{0, 0}, {1, 0}, {0, 1}, {1, 1}};
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XFBEncoder::XFBEncoder()
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: m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr),
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m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr),
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m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr), m_xfbEncodeRastState(nullptr),
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m_efbSampler(nullptr)
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{
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}
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void XFBEncoder::Init()
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{
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HRESULT hr;
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// Create output texture
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// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
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// is created for every two EFB pixels.
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH / 2,
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MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
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CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
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D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
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// Create output render target view
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(
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m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
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hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
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CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
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D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
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// Create output staging buffer
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t2dd.Usage = D3D11_USAGE_STAGING;
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t2dd.BindFlags = 0;
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t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
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CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
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D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
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// Create constant buffer for uploading params to shaders
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);
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hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
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CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
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D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
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// Create vertex quad
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bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE);
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D3D11_SUBRESOURCE_DATA srd = {QUAD_VERTS, 0, 0};
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hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
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CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
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D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
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// Create vertex shader
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode))
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{
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ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
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return;
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}
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
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CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
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D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
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// Create input layout for vertex quad using bytecode from vertex shader
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hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
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sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
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bytecode->Data(), bytecode->Size(), &m_quadLayout);
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CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
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D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
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bytecode->Release();
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// Create pixel shader
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m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS);
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if (!m_pShader)
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{
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ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
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return;
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}
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D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");
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// Create blend state
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D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
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CHECK(SUCCEEDED(hr), "create xfb encode blend state");
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D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
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||||
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// Create depth state
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D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
|
||||
dsd.DepthEnable = FALSE;
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hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encode depth state");
|
||||
D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
|
||||
|
||||
// Create rasterizer state
|
||||
|
||||
D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
|
||||
rd.CullMode = D3D11_CULL_NONE;
|
||||
rd.DepthClipEnable = FALSE;
|
||||
hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
|
||||
D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
|
||||
|
||||
// Create EFB texture sampler
|
||||
|
||||
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
||||
sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
|
||||
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
|
||||
}
|
||||
|
||||
void XFBEncoder::Shutdown()
|
||||
{
|
||||
SAFE_RELEASE(m_efbSampler);
|
||||
SAFE_RELEASE(m_xfbEncodeRastState);
|
||||
SAFE_RELEASE(m_xfbEncodeDepthState);
|
||||
SAFE_RELEASE(m_xfbEncodeBlendState);
|
||||
SAFE_RELEASE(m_pShader);
|
||||
SAFE_RELEASE(m_quadLayout);
|
||||
SAFE_RELEASE(m_vShader);
|
||||
SAFE_RELEASE(m_quad);
|
||||
SAFE_RELEASE(m_encodeParams);
|
||||
SAFE_RELEASE(m_outStage);
|
||||
SAFE_RELEASE(m_outRTV);
|
||||
SAFE_RELEASE(m_out);
|
||||
}
|
||||
|
||||
void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
// Reset API
|
||||
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
// Set up all the state for XFB encoding
|
||||
|
||||
D3D::stateman->SetPixelShader(m_pShader);
|
||||
D3D::stateman->SetVertexShader(m_vShader);
|
||||
D3D::stateman->SetGeometryShader(nullptr);
|
||||
|
||||
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
|
||||
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
|
||||
D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
|
||||
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width / 2), FLOAT(height));
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
D3D::stateman->SetInputLayout(m_quadLayout);
|
||||
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
UINT stride = sizeof(QuadVertex);
|
||||
UINT offset = 0;
|
||||
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
|
||||
|
||||
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
|
||||
XFBEncodeParams params = {0};
|
||||
params.Width = FLOAT(width);
|
||||
params.Height = FLOAT(height);
|
||||
params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
|
||||
params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
|
||||
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
|
||||
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
|
||||
params.Gamma = gamma;
|
||||
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
|
||||
|
||||
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
|
||||
|
||||
D3D::stateman->SetVertexConstants(m_encodeParams);
|
||||
D3D::stateman->SetPixelConstants(m_encodeParams);
|
||||
D3D::stateman->SetTexture(0, pEFB);
|
||||
D3D::stateman->SetSampler(0, m_efbSampler);
|
||||
|
||||
// Encode!
|
||||
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->Draw(4, 0);
|
||||
|
||||
// Copy to staging buffer
|
||||
|
||||
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width / 2, height, 1);
|
||||
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
|
||||
|
||||
// Clean up state
|
||||
|
||||
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
|
||||
|
||||
D3D::stateman->SetSampler(0, nullptr);
|
||||
D3D::stateman->SetTexture(0, nullptr);
|
||||
D3D::stateman->SetPixelConstants(nullptr);
|
||||
D3D::stateman->SetVertexConstants(nullptr);
|
||||
|
||||
D3D::stateman->SetPixelShader(nullptr);
|
||||
D3D::stateman->SetVertexShader(nullptr);
|
||||
|
||||
D3D::stateman->PopRasterizerState();
|
||||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopBlendState();
|
||||
|
||||
// Transfer staging buffer to GameCube/Wii RAM
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE map = {0};
|
||||
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
|
||||
CHECK(SUCCEEDED(hr), "map staging buffer");
|
||||
|
||||
u8* src = (u8*)map.pData;
|
||||
for (unsigned int y = 0; y < height; ++y)
|
||||
{
|
||||
memcpy(dst, src, 2 * width);
|
||||
dst += bpmem.copyMipMapStrideChannels * 32;
|
||||
src += map.RowPitch;
|
||||
}
|
||||
|
||||
D3D::context->Unmap(m_outStage, 0);
|
||||
|
||||
// Restore API
|
||||
g_renderer->RestoreAPIState();
|
||||
D3D::stateman->Apply(); // force unbind efb texture as shader resource
|
||||
FramebufferManager::BindEFBRenderTarget();
|
||||
}
|
||||
}
|
@ -1,46 +0,0 @@
|
||||
// Copyright 2011 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
|
||||
struct ID3D11Texture2D;
|
||||
struct ID3D11RenderTargetView;
|
||||
struct ID3D11Buffer;
|
||||
struct ID3D11VertexShader;
|
||||
struct ID3D11PixelShader;
|
||||
struct ID3D11InputLayout;
|
||||
struct ID3D11BlendState;
|
||||
struct ID3D11DepthStencilState;
|
||||
struct ID3D11RasterizerState;
|
||||
struct ID3D11SamplerState;
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class XFBEncoder
|
||||
{
|
||||
public:
|
||||
XFBEncoder();
|
||||
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
|
||||
|
||||
private:
|
||||
ID3D11Texture2D* m_out;
|
||||
ID3D11RenderTargetView* m_outRTV;
|
||||
ID3D11Texture2D* m_outStage;
|
||||
ID3D11Buffer* m_encodeParams;
|
||||
ID3D11Buffer* m_quad;
|
||||
ID3D11VertexShader* m_vShader;
|
||||
ID3D11InputLayout* m_quadLayout;
|
||||
ID3D11PixelShader* m_pShader;
|
||||
ID3D11BlendState* m_xfbEncodeBlendState;
|
||||
ID3D11DepthStencilState* m_xfbEncodeDepthState;
|
||||
ID3D11RasterizerState* m_xfbEncodeRastState;
|
||||
ID3D11SamplerState* m_efbSampler;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user