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

View File

@ -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);
}