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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 21:30:19 -06:00
D3D12: Implement XFB encoding/decoding (support Real XFB)
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@ -18,6 +18,8 @@ static ID3DBlob* s_depth_matrix_program_blob[2] = {};
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static ID3DBlob* s_depth_resolve_to_color_program_blob = {};
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static ID3DBlob* s_clear_program_blob = {};
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static ID3DBlob* s_anaglyph_program_blob = {};
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static ID3DBlob* s_xfb_encode_shader_blob = {};
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static ID3DBlob* s_xfb_decode_shader_blob = {};
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static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {};
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static ID3DBlob* s_rgb8_to_rgba6_program_blob[2] = {};
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@ -411,6 +413,93 @@ static constexpr const char s_copy_geometry_shader_hlsl[] = {
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"}\n"
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};
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static const char s_xfb_encode_shader_hlsl[] = R"(
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Texture2DArray tex0 : register(t0);
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SamplerState samp0 : register(s0);
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cbuffer EncodeParams : register(b0)
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{
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float4 srcRect;
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float2 texelSize;
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}
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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(
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0.257, 0.504, 0.098, 16.0/255.0,
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-0.148, -0.291, 0.439, 128.0/255.0,
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0.439, -0.368, -0.071, 128.0/255.0
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);
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void main(
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out float4 ocol0 : SV_Target,
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in float4 pos : SV_Position,
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in float3 uv0 : TEXCOORD0,
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in float gamma : TEXCOORD1)
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{
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// Load three input pixels, emulate clamp sampler by clamping to the source rectangle.
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// Subtract 0.5 from the x coordinate because we're doubling the width, and want the pixel center shifted back to 0.5.
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// The native resolution is used as a reference here so bilinear filtering works as expected.
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float2 baseCoords = lerp(srcRect.xy, srcRect.zw, float2(uv0.x - 0.5 * texelSize.x, uv0.y));
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float3 sampleL = tex0.Sample(samp0, float3(max(srcRect.xy, baseCoords - float2(texelSize.x, 0)), 0)).rgb;
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float3 sampleM = tex0.Sample(samp0, float3(baseCoords, 0)).rgb;
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float3 sampleR = tex0.Sample(samp0, float3(min(srcRect.zw, baseCoords + float2(texelSize.x, 0)), 0)).rgb;
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// Gamma correction (gamma is already rcp(gamma))
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// abs() here because the HLSL compiler throws a warning otherwise.
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sampleL = pow(abs(sampleL), gamma);
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sampleM = pow(abs(sampleM), gamma);
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sampleR = pow(abs(sampleR), gamma);
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// RGB -> YUV
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float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));
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float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));
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float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));
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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;
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float y1 = yuvR.r;
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float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;
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float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;
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ocol0 = float4(y0, u0, y1, v0);
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}
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)";
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static const char s_xfb_decode_shader_hlsl[] = R"(
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Texture2DArray tex0 : register(t0);
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static const float3x3 YCBCR_TO_RGB = float3x3(
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1.164, 0.000, 1.596,
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1.164, -0.392, -0.813,
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1.164, 2.017, 0.000
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);
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void main(
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out float4 ocol0 : SV_Target,
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in float4 pos : SV_Position,
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in float3 uv0 : TEXCOORD0)
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{
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// Divide coordinates by 2 due to half-width YUYV texure.
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int2 ipos = int2(pos.xy);
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int2 texpos = int2(ipos.x >> 1, ipos.y);
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float4 yuyv = tex0.Load(int4(texpos, 0, 0));
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// Select U for even pixels, V for odd pixels.
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float y = lerp(yuyv.r, yuyv.b, float(ipos.x & 1));
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// Recover RGB components
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float3 yuv_601_sub = float3(y, yuyv.ga) - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);
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float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);
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ocol0 = float4(rgb_601, 1);
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}
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)";
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D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled)
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{
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D3D12_SHADER_BYTECODE bytecode = {};
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@ -625,6 +714,28 @@ D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader()
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return bytecode;
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}
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D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBEncodePixelShader()
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{
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D3D12_SHADER_BYTECODE bytecode =
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{
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s_xfb_encode_shader_blob->GetBufferPointer(),
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s_xfb_encode_shader_blob->GetBufferSize()
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};
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return bytecode;
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}
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D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBDecodePixelShader()
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{
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D3D12_SHADER_BYTECODE bytecode =
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{
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s_xfb_decode_shader_blob->GetBufferPointer(),
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s_xfb_decode_shader_blob->GetBufferSize()
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};
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return bytecode;
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}
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void StaticShaderCache::Init()
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{
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// Compile static pixel shaders
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@ -633,6 +744,8 @@ void StaticShaderCache::Init()
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D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]);
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D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]);
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D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]);
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D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob);
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D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob);
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// Compile static vertex shaders
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D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob);
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@ -657,7 +770,8 @@ void StaticShaderCache::InvalidateMSAAShaders()
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void StaticShaderCache::Shutdown()
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{
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// Free pixel shader blobs
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SAFE_RELEASE(s_xfb_decode_shader_blob);
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SAFE_RELEASE(s_xfb_encode_shader_blob);
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SAFE_RELEASE(s_clear_program_blob);
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SAFE_RELEASE(s_anaglyph_program_blob);
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SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
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