D3D12: Simplify and fix MSAA EFB depth copy path

This commit is contained in:
Stenzek
2016-02-21 16:55:43 +10:00
parent 649b94338e
commit 6bbf836ea9
6 changed files with 21 additions and 52 deletions

View File

@ -15,7 +15,7 @@ namespace DX12
static ID3DBlob* s_color_matrix_program_blob[2] = {};
static ID3DBlob* s_color_copy_program_blob[2] = {};
static ID3DBlob* s_depth_matrix_program_blob[2] = {};
static ID3DBlob* s_depth_copy_program_blob[2] = {};
static ID3DBlob* s_depth_resolve_to_color_program_blob = {};
static ID3DBlob* s_clear_program_blob = {};
static ID3DBlob* s_anaglyph_program_blob = {};
static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {};
@ -73,17 +73,6 @@ static constexpr const char s_color_copy_program_hlsl[] = {
"}\n"
};
static constexpr const char s_depth_copy_program_hlsl[] = {
"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
"out float odepth : SV_Depth,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"odepth = Tex0.Sample(samp0,uv0);\n"
"}\n"
};
// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
// "Conversion of a Stereo Pair to Anaglyph with
@ -126,19 +115,19 @@ static constexpr const char s_color_copy_program_msaa_hlsl[] = {
"}\n"
};
static constexpr const char s_depth_copy_program_msaa_hlsl[] = {
static constexpr const char s_depth_resolve_to_color_program_hlsl[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float depth : SV_Depth,\n"
" out float ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" for(int i = 1; i < SAMPLES; ++i)\n"
" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
" ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
"}\n"
};
@ -497,25 +486,21 @@ D3D12_SHADER_BYTECODE StaticShaderCache::GetColorCopyPixelShader(bool multisampl
return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthCopyPixelShader(bool multisampled)
D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthResolveToColorPixelShader()
{
D3D12_SHADER_BYTECODE bytecode = {};
if (!multisampled || g_ActiveConfig.iMultisamples == 1)
if (s_depth_resolve_to_color_program_blob)
{
bytecode = { s_depth_copy_program_blob[0]->GetBufferPointer(), s_depth_copy_program_blob[0]->GetBufferSize() };
}
else if (s_depth_copy_program_blob[1])
{
bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() };
bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() };
}
else
{
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(s_depth_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
std::string buf = StringFromFormat(s_depth_resolve_to_color_program_hlsl, g_ActiveConfig.iMultisamples);
D3D::CompilePixelShader(buf, &s_depth_copy_program_blob[1]);
bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() };
D3D::CompilePixelShader(buf, &s_depth_resolve_to_color_program_blob);
bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() };
}
return bytecode;
@ -646,7 +631,6 @@ void StaticShaderCache::Init()
D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob);
D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob);
D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]);
D3D::CompilePixelShader(s_depth_copy_program_hlsl, &s_depth_copy_program_blob[0]);
D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]);
D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]);
@ -667,6 +651,7 @@ void StaticShaderCache::InvalidateMSAAShaders()
SAFE_RELEASE(s_depth_matrix_program_blob[1]);
SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]);
SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]);
SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
}
void StaticShaderCache::Shutdown()
@ -675,6 +660,7 @@ void StaticShaderCache::Shutdown()
SAFE_RELEASE(s_clear_program_blob);
SAFE_RELEASE(s_anaglyph_program_blob);
SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
for (unsigned int i = 0; i < 2; ++i)
{