D3D12: Implement XFB encoding/decoding (support Real XFB)

This commit is contained in:
Stenzek 2016-03-06 18:48:35 +10:00
parent 3372bfa6ab
commit 6f3573dda8
15 changed files with 342 additions and 164 deletions

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@ -67,7 +67,6 @@
<ClCompile Include="ShaderCache.cpp" />
<ClCompile Include="ShaderConstantsManager.cpp" />
<ClCompile Include="StaticShaderCache.cpp" />
<ClCompile Include="Television.cpp" />
<ClCompile Include="TextureCache.cpp" />
<ClCompile Include="VertexManager.cpp" />
<ClCompile Include="XFBEncoder.cpp" />
@ -91,7 +90,6 @@
<ClInclude Include="ShaderCache.h" />
<ClInclude Include="ShaderConstantsManager.h" />
<ClInclude Include="StaticShaderCache.h" />
<ClInclude Include="Television.h" />
<ClInclude Include="TextureCache.h" />
<ClInclude Include="TextureEncoder.h" />
<ClInclude Include="VertexManager.h" />

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@ -39,9 +39,6 @@
<ClCompile Include="Render.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Television.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="TextureCache.cpp">
<Filter>Render</Filter>
</ClCompile>
@ -105,9 +102,6 @@
<ClInclude Include="Render.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Television.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="TextureCache.h">
<Filter>Render</Filter>
</ClInclude>

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@ -26,11 +26,6 @@ namespace DX12
namespace D3D
{
unsigned int AlignValue(unsigned int value, unsigned int alignment)
{
return (value + (alignment - 1)) & ~(alignment - 1);
}
void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after, UINT subresource)
{
if (state_before == state_after)

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@ -22,7 +22,11 @@ extern StateCache gx_state_cache;
namespace D3D
{
unsigned int AlignValue(unsigned int value, unsigned int alignment);
constexpr unsigned int AlignValue(unsigned int value, unsigned int alignment)
{
return (value + (alignment - 1)) & ~(alignment - 1);
}
void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after, UINT subresource);
// Font creation flags

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@ -15,8 +15,6 @@
namespace DX12
{
static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
@ -133,14 +131,10 @@ FramebufferManager::FramebufferManager()
}
InitializeEFBAccessCopies();
s_xfbEncoder.Init();
}
FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
DestroyEFBAccessCopies();
SAFE_RELEASE(m_efb.color_tex);
@ -153,7 +147,9 @@ FramebufferManager::~FramebufferManager()
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma);
D3DTexture2D* src_texture = GetResolvedEFBColorTexture();
TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc);
g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect, m_target_width, m_target_height, gamma);
}
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
@ -412,8 +408,8 @@ void FramebufferManager::DestroyEFBAccessCopies()
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
// DX12's XFB decoder does not use this function.
// YUYV data is decoded in Render::Swap.
u8* src = Memory::GetPointer(xfbAddr);
g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight);
}
void XFBSource::CopyEFB(float gamma)

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@ -29,7 +29,6 @@
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoBackends/D3D12/ShaderConstantsManager.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/Television.h"
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoCommon/AVIDump.h"
@ -50,8 +49,6 @@ static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
static Television s_television;
enum CLEAR_BLEND_DESC
{
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
@ -104,8 +101,6 @@ StateCache gx_state_cache;
static void SetupDeviceObjects()
{
s_television.Init();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
D3D12_DEPTH_STENCIL_DESC depth_desc;
@ -175,8 +170,6 @@ static void TeardownDeviceObjects()
s_screenshot_texture = nullptr;
}
s_television.Shutdown();
gx_state_cache.Clear();
}
@ -750,15 +743,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
{
// EXISTINGD3D11TODO: Television should be used to render Virtual XFB mode as well.
D3D::SetViewportAndScissor(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight());
s_television.Submit(xfb_addr, fb_stride, fb_width, fb_height);
s_television.Render();
}
else if (g_ActiveConfig.bUseXFB)
if (g_ActiveConfig.bUseXFB)
{
const XFBSource* xfb_source;
@ -768,33 +753,40 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
xfb_source = static_cast<const XFBSource*>(xfb_source_list[i]);
TargetRectangle drawRc;
// use virtual xfb with offset
int xfb_height = xfb_source->srcHeight;
int xfb_width = xfb_source->srcWidth;
int hOffset = (static_cast<s32>(xfb_source->srcAddr) - static_cast<s32>(xfb_addr)) / (static_cast<s32>(fb_stride) * 2);
drawRc.top = target_rc.top + hOffset * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.bottom = target_rc.top + (hOffset + xfb_height) * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.left = target_rc.left + (target_rc.GetWidth() - xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) / 2;
drawRc.right = target_rc.left + (target_rc.GetWidth() + xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) / 2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = static_cast<float>(fbHeight) / static_cast<float>(s_backbuffer_height);
//float hScale = static_cast<float>(fbWidth) / static_cast<float>(s_backbuffer_width);
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
TargetRectangle source_rc;
source_rc.left = xfb_source->sourceRc.left;
source_rc.top = xfb_source->sourceRc.top;
source_rc.right = xfb_source->sourceRc.right;
source_rc.bottom = xfb_source->sourceRc.bottom;
source_rc.right -= Renderer::EFBToScaledX(fb_stride - fb_width);
// use virtual xfb with offset
int xfb_height = xfb_source->srcHeight;
int xfb_width = xfb_source->srcWidth;
int hOffset = (static_cast<s32>(xfb_source->srcAddr) - static_cast<s32>(xfb_addr)) / (static_cast<s32>(fb_stride) * 2);
if (g_ActiveConfig.bUseRealXFB)
{
drawRc = target_rc;
source_rc.right -= fb_stride - fb_width;
}
else
{
drawRc.top = target_rc.top + hOffset * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.bottom = target_rc.top + (hOffset + xfb_height) * target_rc.GetHeight() / static_cast<s32>(fb_height);
drawRc.left = target_rc.left + (target_rc.GetWidth() - xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) / 2;
drawRc.right = target_rc.left + (target_rc.GetWidth() + xfb_width * target_rc.GetWidth() / static_cast<s32>(fb_stride)) / 2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = static_cast<float>(fbHeight) / static_cast<float>(s_backbuffer_height);
//float hScale = static_cast<float>(fbWidth) / static_cast<float>(s_backbuffer_width);
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
source_rc.right -= Renderer::EFBToScaledX(fb_stride - fb_width);
}
BlitScreen(source_rc, drawRc, xfb_source->m_tex, xfb_source->texWidth, xfb_source->texHeight, gamma);
}

View File

@ -18,6 +18,8 @@ static ID3DBlob* s_depth_matrix_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_xfb_encode_shader_blob = {};
static ID3DBlob* s_xfb_decode_shader_blob = {};
static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {};
static ID3DBlob* s_rgb8_to_rgba6_program_blob[2] = {};
@ -411,6 +413,93 @@ static constexpr const char s_copy_geometry_shader_hlsl[] = {
"}\n"
};
static const char s_xfb_encode_shader_hlsl[] = R"(
Texture2DArray tex0 : register(t0);
SamplerState samp0 : register(s0);
cbuffer EncodeParams : register(b0)
{
float4 srcRect;
float2 texelSize;
}
// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
static const float3x4 RGB_TO_YCBCR = float3x4(
0.257, 0.504, 0.098, 16.0/255.0,
-0.148, -0.291, 0.439, 128.0/255.0,
0.439, -0.368, -0.071, 128.0/255.0
);
void main(
out float4 ocol0 : SV_Target,
in float4 pos : SV_Position,
in float3 uv0 : TEXCOORD0,
in float gamma : TEXCOORD1)
{
// Load three input pixels, emulate clamp sampler by clamping to the source rectangle.
// Subtract 0.5 from the x coordinate because we're doubling the width, and want the pixel center shifted back to 0.5.
// The native resolution is used as a reference here so bilinear filtering works as expected.
float2 baseCoords = lerp(srcRect.xy, srcRect.zw, float2(uv0.x - 0.5 * texelSize.x, uv0.y));
float3 sampleL = tex0.Sample(samp0, float3(max(srcRect.xy, baseCoords - float2(texelSize.x, 0)), 0)).rgb;
float3 sampleM = tex0.Sample(samp0, float3(baseCoords, 0)).rgb;
float3 sampleR = tex0.Sample(samp0, float3(min(srcRect.zw, baseCoords + float2(texelSize.x, 0)), 0)).rgb;
// Gamma correction (gamma is already rcp(gamma))
// abs() here because the HLSL compiler throws a warning otherwise.
sampleL = pow(abs(sampleL), gamma);
sampleM = pow(abs(sampleM), gamma);
sampleR = pow(abs(sampleR), gamma);
// RGB -> YUV
float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));
float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));
float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));
// The Y components correspond to two EFB pixels, while the U and V are
// made from a blend of three EFB pixels.
float y0 = yuvM.r;
float y1 = yuvR.r;
float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;
float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;
ocol0 = float4(y0, u0, y1, v0);
}
)";
static const char s_xfb_decode_shader_hlsl[] = R"(
Texture2DArray tex0 : register(t0);
static const float3x3 YCBCR_TO_RGB = float3x3(
1.164, 0.000, 1.596,
1.164, -0.392, -0.813,
1.164, 2.017, 0.000
);
void main(
out float4 ocol0 : SV_Target,
in float4 pos : SV_Position,
in float3 uv0 : TEXCOORD0)
{
// Divide coordinates by 2 due to half-width YUYV texure.
int2 ipos = int2(pos.xy);
int2 texpos = int2(ipos.x >> 1, ipos.y);
float4 yuyv = tex0.Load(int4(texpos, 0, 0));
// Select U for even pixels, V for odd pixels.
float y = lerp(yuyv.r, yuyv.b, float(ipos.x & 1));
// Recover RGB components
float3 yuv_601_sub = float3(y, yuyv.ga) - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);
float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);
ocol0 = float4(rgb_601, 1);
}
)";
D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled)
{
D3D12_SHADER_BYTECODE bytecode = {};
@ -625,6 +714,28 @@ D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader()
return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBEncodePixelShader()
{
D3D12_SHADER_BYTECODE bytecode =
{
s_xfb_encode_shader_blob->GetBufferPointer(),
s_xfb_encode_shader_blob->GetBufferSize()
};
return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBDecodePixelShader()
{
D3D12_SHADER_BYTECODE bytecode =
{
s_xfb_decode_shader_blob->GetBufferPointer(),
s_xfb_decode_shader_blob->GetBufferSize()
};
return bytecode;
}
void StaticShaderCache::Init()
{
// Compile static pixel shaders
@ -633,6 +744,8 @@ void StaticShaderCache::Init()
D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_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]);
D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob);
D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob);
// Compile static vertex shaders
D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob);
@ -657,7 +770,8 @@ void StaticShaderCache::InvalidateMSAAShaders()
void StaticShaderCache::Shutdown()
{
// Free pixel shader blobs
SAFE_RELEASE(s_xfb_decode_shader_blob);
SAFE_RELEASE(s_xfb_encode_shader_blob);
SAFE_RELEASE(s_clear_program_blob);
SAFE_RELEASE(s_anaglyph_program_blob);
SAFE_RELEASE(s_depth_resolve_to_color_program_blob);

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@ -23,6 +23,8 @@ public:
static D3D12_SHADER_BYTECODE GetAnaglyphPixelShader();
static D3D12_SHADER_BYTECODE GetReinterpRGBA6ToRGB8PixelShader(bool multisampled);
static D3D12_SHADER_BYTECODE GetReinterpRGB8ToRGBA6PixelShader(bool multisampled);
static D3D12_SHADER_BYTECODE GetXFBEncodePixelShader();
static D3D12_SHADER_BYTECODE GetXFBDecodePixelShader();
// Vertex shaders
static D3D12_SHADER_BYTECODE GetSimpleVertexShader();

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@ -1,45 +0,0 @@
// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <vector>
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/Television.h"
#include "VideoCommon/VideoConfig.h"
// D3D12TODO: Add DX12 path for this file.
namespace DX12
{
Television::Television()
{
// D3D12TODO: Add DX12 path for this file.
}
void Television::Init()
{
// D3D12TODO: Add DX12 path for this file.
}
void Television::Shutdown()
{
// D3D12TODO: Add DX12 path for this file.
}
void Television::Submit(u32 xfb_address, u32 stride, u32 width, u32 height)
{
// D3D12TODO: Add DX12 path for this file.
}
void Television::Render()
{
// D3D12TODO: Add DX12 path for this file.
}
}

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@ -1,37 +0,0 @@
// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/VideoCommon.h"
// D3D12TODO: Add DX12 path for this file.
namespace DX12
{
class Television final
{
public:
Television();
void Init();
void Shutdown();
// Submit video data to be drawn. This will change the current state of the
// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
// may be virtualized when rendering so the RAM may not actually be read.
void Submit(u32 xfb_address, u32 stride, u32 width, u32 height);
// Render the current state of the TV.
void Render();
private:
};
}

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@ -1,4 +1,4 @@
// Copyright 2011 Dolphin Emulator Project
// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
@ -6,33 +6,178 @@
#include "Common/MsgHandler.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/XFBEncoder.h"
// D3D12TODO: Convert this file..
namespace DX12
{
// YUYV data is packed into half-width RGBA, with Y values in (R,B) and UV in (G,A)
constexpr size_t XFB_TEXTURE_WIDTH = MAX_XFB_WIDTH / 2;
constexpr size_t XFB_TEXTURE_HEIGHT = MAX_XFB_HEIGHT;
// Buffer enough space for 2 XFB buffers (our frame latency)
constexpr size_t XFB_UPLOAD_BUFFER_SIZE = D3D::AlignValue(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * XFB_TEXTURE_HEIGHT * 2;
constexpr size_t XFB_ENCODER_PARAMS_BUFFER_SIZE = 64 * 1024;
std::unique_ptr<XFBEncoder> g_xfb_encoder;
XFBEncoder::XFBEncoder()
{ }
void XFBEncoder::Init()
{
// D3D12TODO: Convert this file..
ID3D12Resource* texture;
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET),
D3D12_RESOURCE_STATE_RENDER_TARGET,
nullptr,
IID_PPV_ARGS(&texture)));
m_yuyv_texture = new D3DTexture2D(texture,
(D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM);
SAFE_RELEASE(texture);
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(D3D::AlignValue(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * MAX_XFB_HEIGHT),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_readback_buffer)));
m_upload_buffer = std::make_unique<D3DStreamBuffer>(XFB_UPLOAD_BUFFER_SIZE, XFB_UPLOAD_BUFFER_SIZE, nullptr);
m_encode_params_buffer = std::make_unique<D3DStreamBuffer>(XFB_ENCODER_PARAMS_BUFFER_SIZE, XFB_ENCODER_PARAMS_BUFFER_SIZE, nullptr);
}
void XFBEncoder::Shutdown()
XFBEncoder::~XFBEncoder()
{
// D3D12TODO: Convert this file..
SAFE_RELEASE(m_yuyv_texture);
SAFE_RELEASE(m_readback_buffer);
}
void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
void XFBEncoder::EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height,
D3DTexture2D* src_texture, const TargetRectangle& src_rect,
u32 src_width, u32 src_height, float gamma)
{
// D3D12TODO: Convert this file..
// src_rect is in native coordinates
// dst_pitch is in words
u32 dst_width = dst_pitch / 2;
u32 dst_texture_width = dst_width / 2;
_assert_msg_(VIDEO, dst_width <= MAX_XFB_WIDTH && dst_height <= MAX_XFB_HEIGHT, "XFB destination does not exceed maximum size");
// Encode parameters constant buffer used by shader
struct EncodeParameters
{
float srcRect[4];
float texelSize[2];
float pad[2];
};
EncodeParameters parameters =
{
{
static_cast<float>(src_rect.left) / static_cast<float>(src_width),
static_cast<float>(src_rect.top) / static_cast<float>(src_height),
static_cast<float>(src_rect.right) / static_cast<float>(src_width),
static_cast<float>(src_rect.bottom) / static_cast<float>(src_height)
},
{
1.0f / EFB_WIDTH,
1.0f / EFB_HEIGHT
},
{
0.0f,
0.0f
}
};
m_encode_params_buffer->AllocateSpaceInBuffer(sizeof(parameters), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
memcpy(m_encode_params_buffer->GetCPUAddressOfCurrentAllocation(), &parameters, sizeof(parameters));
// Convert RGBA texture to YUYV intermediate texture.
// Performs downscaling through a linear filter. Probably not ideal, but it's not going to look perfect anyway.
CD3DX12_RECT src_texture_rect(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom);
D3D12_RESOURCE_STATES src_texture_state = src_texture->GetResourceUsageState();
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &m_yuyv_texture->GetRTV12(), FALSE, nullptr);
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUAddressOfCurrentAllocation());
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
D3D::SetViewportAndScissor(0, 0, dst_texture_width, dst_height);
D3D::SetLinearCopySampler();
D3D::DrawShadedTexQuad(
src_texture, &src_texture_rect, src_rect.GetWidth(), src_rect.GetHeight(),
StaticShaderCache::GetXFBEncodePixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, gamma, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
src_texture->TransitionToResourceState(D3D::current_command_list, src_texture_state);
// Copy from YUYV intermediate texture to readback buffer. It's likely the pitch here is going to be different to dst_pitch.
u32 readback_pitch = D3D::AlignValue(dst_width * sizeof(u16), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, dst_texture_width, dst_height, 1, readback_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(m_yuyv_texture->GetTex12(), 0);
CD3DX12_BOX src_box(0, 0, dst_texture_width, dst_height);
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Wait until the GPU completes the copy. Resets back to known state automatically.
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Copy from the readback buffer to dst.
// Can't be done as one memcpy due to pitch difference.
void* readback_texture_map;
CheckHR(m_readback_buffer->Map(0, nullptr, &readback_texture_map));
for (u32 row = 0; row < dst_height; row++)
{
const u8* row_src = reinterpret_cast<u8*>(readback_texture_map) + readback_pitch * row;
u8* row_dst = dst + dst_pitch * row;
memcpy(row_dst, row_src, std::min(dst_pitch, readback_pitch));
}
m_readback_buffer->Unmap(0, nullptr);
}
void XFBEncoder::DecodeToTexture(D3DTexture2D* dst_texture, const u8* src, u32 src_width, u32 src_height)
{
_assert_msg_(VIDEO, src_width <= MAX_XFB_WIDTH && src_height <= MAX_XFB_HEIGHT, "XFB source does not exceed maximum size");
// Copy to XFB upload buffer. Each row has to be done separately due to pitch differences.
u32 buffer_pitch = D3D::AlignValue(src_width / 2 * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
m_upload_buffer->AllocateSpaceInBuffer(buffer_pitch * src_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
for (u32 row = 0; row < src_height; row++)
{
const u8* row_src = src + (src_width * 2) * row;
u8* row_dst = reinterpret_cast<u8*>(m_upload_buffer->GetCPUAddressOfCurrentAllocation()) + buffer_pitch * row;
memcpy(row_dst, row_src, src_width * 2);
}
// Copy from upload buffer to intermediate YUYV texture.
D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = { m_upload_buffer->GetOffsetOfCurrentAllocation(), { DXGI_FORMAT_R8G8B8A8_UNORM, src_width / 2, src_height, 1, buffer_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION src_location(m_upload_buffer->GetBuffer(), src_footprint);
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_yuyv_texture->GetTex12(), 0);
CD3DX12_BOX src_box(0, 0, src_width / 2, src_height);
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Convert YUYV texture to RGBA texture with pixel shader.
CD3DX12_RECT src_texture_rect(0, 0, src_width / 2, src_height);
dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &dst_texture->GetRTV12(), FALSE, nullptr);
D3D::SetViewportAndScissor(0, 0, src_width, src_height);
D3D::DrawShadedTexQuad(
m_yuyv_texture, &src_texture_rect, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT,
StaticShaderCache::GetXFBDecodePixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
// XFB source textures are expected to be in shader resource state.
dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
}

View File

@ -1,28 +1,42 @@
// Copyright 2011 Dolphin Emulator Project
// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d12.h>
#include <memory>
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/D3DTexture.h"
#include "VideoCommon/VideoCommon.h"
namespace DX12
{
class D3DTexture2D;
class XFBEncoder
{
public:
XFBEncoder();
~XFBEncoder();
void Init();
void Shutdown();
void EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height,
D3DTexture2D* src_texture, const TargetRectangle& src_rect,
u32 src_width, u32 src_height, float gamma);
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& src_rect, float gamma);
void DecodeToTexture(D3DTexture2D* dst_texture, const u8* src, u32 src_width, u32 src_height);
private:
// D3D12TODO: Implement this class
D3DTexture2D* m_yuyv_texture;
ID3D12Resource* m_readback_buffer;
std::unique_ptr<D3DStreamBuffer> m_upload_buffer;
std::unique_ptr<D3DStreamBuffer> m_encode_params_buffer;
};
extern std::unique_ptr<XFBEncoder> g_xfb_encoder;
}

View File

@ -23,6 +23,7 @@
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoBackends/D3D12/VertexManager.h"
#include "VideoBackends/D3D12/VideoBackend.h"
#include "VideoBackends/D3D12/XFBEncoder.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
@ -179,6 +180,7 @@ void VideoBackend::Video_Prepare()
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
g_xfb_encoder = std::make_unique<XFBEncoder>();
ShaderCache::Init();
ShaderConstantsManager::Init();
StaticShaderCache::Init();
@ -228,6 +230,7 @@ void VideoBackend::Shutdown()
StaticShaderCache::Shutdown();
BBox::Shutdown();
g_xfb_encoder.reset();
g_perf_query.reset();
g_vertex_manager.reset();
g_texture_cache.reset();

View File

@ -1309,6 +1309,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
{
drawRc = flipped_trc;
sourceRc.right -= fbStride - fbWidth;
// RealXFB doesn't call ConvertEFBRectangle for sourceRc, therefore it is still assuming a top-left origin.
// The top offset is always zero (see FramebufferManagerBase::GetRealXFBSource).
sourceRc.top = sourceRc.bottom;
sourceRc.bottom = 0;
}
else
{

View File

@ -67,12 +67,10 @@ const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr
m_realXFBSource->texWidth = fbWidth;
m_realXFBSource->texHeight = fbHeight;
// OpenGL texture coordinates originate at the lower left, which is why
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
m_realXFBSource->sourceRc.left = 0;
m_realXFBSource->sourceRc.top = fbHeight;
m_realXFBSource->sourceRc.top = 0;
m_realXFBSource->sourceRc.right = fbWidth;
m_realXFBSource->sourceRc.bottom = 0;
m_realXFBSource->sourceRc.bottom = fbHeight;
// Decode YUYV data from GameCube RAM
m_realXFBSource->DecodeToTexture(xfbAddr, fbWidth, fbHeight);