I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2011-03-30 07:17:23 +00:00
parent c316417a34
commit 3d5d205c73
40 changed files with 1384 additions and 1611 deletions

View File

@ -18,7 +18,6 @@
#include "XFBEncoder.h"
#include "D3DBase.h"
#include "D3DBlob.h"
#include "D3DShader.h"
#include "Render.h"
#include "GfxState.h"
@ -144,16 +143,10 @@ static const struct QuadVertex
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
XFBEncoder::XFBEncoder()
: m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
: m_outRTV(NULL),
m_xfbEncodeDepthState(NULL),
m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
{ }
void XFBEncoder::Init()
{
HRESULT hr;
// Create output texture
// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
@ -161,15 +154,15 @@ void XFBEncoder::Init()
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
m_out = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_out, "create xfb encoder output texture");
D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
HRESULT hr = D3D::g_device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
@ -178,16 +171,16 @@ void XFBEncoder::Init()
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
m_outStage = CreateTexture2DShared(&t2dd, NULL);
CHECK(m_outStage, "create xfb encoder output staging buffer");
D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
// Create constant buffer for uploading params to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
m_encodeParams = CreateBufferShared(&bd, NULL);
CHECK(m_encodeParams, "create xfb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
// Create vertex quad
@ -196,35 +189,24 @@ void XFBEncoder::Init()
D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
m_quad = CreateBufferShared(&bd, &srd);
CHECK(m_quad, "create xfb encode quad vertex buffer");
D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
// Create vertex shader
D3DBlob* bytecode = NULL;
if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
{
ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
return;
}
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
SharedPtr<ID3D10Blob> bytecode;
m_vShader = D3D::CompileAndCreateVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), std::addressof(bytecode));
CHECK(m_vShader, "compile/create xfb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
// Create input layout for vertex quad using bytecode from vertex shader
hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->Data(), bytecode->Size(), &m_quadLayout);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
m_quadLayout = CreateInputLayoutShared(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->GetBufferPointer(), bytecode->GetBufferSize());
CHECK(m_quadLayout, "create xfb encode quad vertex layout");
D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
bytecode->Release();
// Create pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
if (!m_pShader)
{
@ -235,52 +217,44 @@ void XFBEncoder::Init()
// Create blend state
D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
CHECK(SUCCEEDED(hr), "create xfb encode blend state");
auto bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
m_xfbEncodeBlendState = CreateBlendStateShared(&bld);
CHECK(m_xfbEncodeBlendState, "create xfb encode blend state");
D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
// Create depth state
D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
auto dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dsd.DepthEnable = FALSE;
hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
hr = D3D::g_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());
auto rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
rd.DepthClipEnable = FALSE;
hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
hr = D3D::g_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());
auto sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
// FIXME: Should we really use point sampling here?
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
hr = D3D::g_device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
}
void XFBEncoder::Shutdown()
XFBEncoder::~XFBEncoder()
{
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)
@ -293,8 +267,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
// Set up all the state for XFB encoding
D3D::context->PSSetShader(m_pShader, NULL, 0);
D3D::context->VSSetShader(m_vShader, NULL, 0);
D3D::g_context->PSSetShader(m_pShader, NULL, 0);
D3D::g_context->VSSetShader(m_vShader, NULL, 0);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
@ -302,13 +276,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D::stateman->Apply();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
D3D::context->RSSetViewports(1, &vp);
D3D::g_context->RSSetViewports(1, &vp);
D3D::context->IASetInputLayout(m_quadLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::g_context->IASetInputLayout(m_quadLayout);
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
D3D::g_context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
@ -320,50 +294,50 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetFullTargetWidth();
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetFullTargetHeight();
params.Gamma = gamma;
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
D3D::g_context->OMSetRenderTargets(1, &m_outRTV, NULL);
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->PSSetShaderResources(0, 1, &pEFB);
D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);
D3D::g_context->PSSetSamplers(0, 1, &m_efbSampler);
// Encode!
D3D::context->Draw(4, 0);
D3D::g_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);
D3D::g_context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Clean up state
IUnknown* nullDummy = NULL;
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::g_context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::g_context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::g_context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->OMSetRenderTargets(0, NULL, NULL);
D3D::g_context->OMSetRenderTargets(0, NULL, NULL);
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::g_context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::context->PSSetShader(NULL, NULL, 0);
D3D::context->VSSetShader(NULL, NULL, 0);
D3D::g_context->PSSetShader(NULL, NULL, 0);
D3D::g_context->VSSetShader(NULL, NULL, 0);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
hr = D3D::g_context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer");
u8* src = (u8*)map.pData;
@ -374,12 +348,12 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
src += map.RowPitch;
}
D3D::context->Unmap(m_outStage, 0);
D3D::g_context->Unmap(m_outStage, 0);
// Restore API
g_renderer->RestoreAPIState();
D3D::context->OMSetRenderTargets(1,
D3D::g_context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}