DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-03-14 09:38:29 +00:00
parent 8fedc3db38
commit 7c536b8f15
19 changed files with 1982 additions and 720 deletions

View File

@ -1,154 +1,154 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Television.h"
#include "VideoConfig.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "D3DUtil.h"
#include "VertexShaderCache.h"
#include "HW/Memmap.h"
namespace DX11
{
static const char YUYV_DECODER_PS[] =
"// dolphin-emu YUYV decoder pixel shader\n"
"Texture2D Tex0 : register(t0);\n"
"sampler Samp0 : register(s0);\n"
"static const float3x3 YCBCR_TO_RGB = float3x3(\n"
"1.164, 0.000, 1.596,\n"
"1.164, -0.392, -0.813,\n"
"1.164, 2.017, 0.000\n"
");\n"
"void main(out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float2 uv0 : TEXCOORD0)\n"
"{\n"
"float3 sample = Tex0.Sample(Samp0, uv0).rgb;\n"
// GameCube/Wii XFB data is in YUYV format with ITU-R Rec. BT.601 color
// primaries, compressed to the range Y in 16..235, U and V in 16..240.
// We want to convert it to RGB format with sRGB color primaries, with
// range 0..255.
// Recover RGB components
"float3 yuv_601_sub = sample.grb - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);\n"
"float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);\n"
// If we were really obsessed with accuracy, we would correct for the
// differing color primaries between BT.601 and sRGB. However, this may not
// be worth the trouble because:
// - BT.601 defines two sets of primaries: one for NTSC and one for PAL.
// - sRGB's color primaries are actually an intermediate between BT.601's
// NTSC and PAL primaries.
// - If users even noticed any difference at all, they would be confused by
// the slightly-different colors in the NTSC and PAL versions of the same
// game.
// - Even the game designers probably don't pay close attention to this
// stuff.
// Still, instructions on how to do it can be found at
// <http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC20>
"ocol0 = float4(rgb_601, 1);\n"
"}\n"
;
Television::Television()
: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
{ }
void Television::Init()
{
HRESULT hr;
// Create YUYV texture for real XFB mode
// This texture format is designed for YUYV data.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
CHECK(SUCCEEDED(hr), "create tv yuyv texture");
D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
// Create shader resource view for YUYV texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_G8R8_G8B8_UNORM);
hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
// Create YUYV-decoding pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
}
void Television::Shutdown()
{
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_yuyvTextureSRV);
SAFE_RELEASE(m_yuyvTexture);
}
void Television::Submit(u32 xfbAddr, u32 width, u32 height)
{
m_curAddr = xfbAddr;
m_curWidth = width;
m_curHeight = height;
// Load data from GameCube RAM to YUYV texture
u8* yuyvSrc = Memory::GetPointer(xfbAddr);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
}
void Television::Render()
{
if (g_ActiveConfig.bUseRealXFB && g_ActiveConfig.bUseXFB)
{
// Use real XFB mode
// TODO: If this is the lower field, render at a vertical offset of 1
// line down. We could even consider implementing a deinterlacing
// algorithm.
MathUtil::Rectangle<float> sourceRc(0.f, 0.f, float(m_curWidth), float(m_curHeight));
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
D3D::drawShadedTexSubQuad(
m_yuyvTextureSRV, &sourceRc,
MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
&destRc,
m_pShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
}
else if (g_ActiveConfig.bUseXFB)
{
// Use virtual XFB mode
// TODO: Eventually, Television should render the Virtual XFB mode
// display as well.
}
}
}
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Television.h"
#include "VideoConfig.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "D3DUtil.h"
#include "VertexShaderCache.h"
#include "HW/Memmap.h"
namespace DX11
{
static const char YUYV_DECODER_PS[] =
"// dolphin-emu YUYV decoder pixel shader\n"
"Texture2D Tex0 : register(t0);\n"
"sampler Samp0 : register(s0);\n"
"static const float3x3 YCBCR_TO_RGB = float3x3(\n"
"1.164, 0.000, 1.596,\n"
"1.164, -0.392, -0.813,\n"
"1.164, 2.017, 0.000\n"
");\n"
"void main(out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float2 uv0 : TEXCOORD0)\n"
"{\n"
"float3 sample = Tex0.Sample(Samp0, uv0).rgb;\n"
// GameCube/Wii XFB data is in YUYV format with ITU-R Rec. BT.601 color
// primaries, compressed to the range Y in 16..235, U and V in 16..240.
// We want to convert it to RGB format with sRGB color primaries, with
// range 0..255.
// Recover RGB components
"float3 yuv_601_sub = sample.grb - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);\n"
"float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);\n"
// If we were really obsessed with accuracy, we would correct for the
// differing color primaries between BT.601 and sRGB. However, this may not
// be worth the trouble because:
// - BT.601 defines two sets of primaries: one for NTSC and one for PAL.
// - sRGB's color primaries are actually an intermediate between BT.601's
// NTSC and PAL primaries.
// - If users even noticed any difference at all, they would be confused by
// the slightly-different colors in the NTSC and PAL versions of the same
// game.
// - Even the game designers probably don't pay close attention to this
// stuff.
// Still, instructions on how to do it can be found at
// <http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC20>
"ocol0 = float4(rgb_601, 1);\n"
"}\n"
;
Television::Television()
: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
{ }
void Television::Init()
{
HRESULT hr;
// Create YUYV texture for real XFB mode
// This texture format is designed for YUYV data.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
CHECK(SUCCEEDED(hr), "create tv yuyv texture");
D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
// Create shader resource view for YUYV texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_G8R8_G8B8_UNORM);
hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
// Create YUYV-decoding pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
}
void Television::Shutdown()
{
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_yuyvTextureSRV);
SAFE_RELEASE(m_yuyvTexture);
}
void Television::Submit(u32 xfbAddr, u32 width, u32 height)
{
m_curAddr = xfbAddr;
m_curWidth = width;
m_curHeight = height;
// Load data from GameCube RAM to YUYV texture
u8* yuyvSrc = Memory::GetPointer(xfbAddr);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
}
void Television::Render()
{
if (g_ActiveConfig.bUseRealXFB && g_ActiveConfig.bUseXFB)
{
// Use real XFB mode
// TODO: If this is the lower field, render at a vertical offset of 1
// line down. We could even consider implementing a deinterlacing
// algorithm.
MathUtil::Rectangle<float> sourceRc(0.f, 0.f, float(m_curWidth), float(m_curHeight));
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
D3D::drawShadedTexSubQuad(
m_yuyvTextureSRV, &sourceRc,
MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
&destRc,
m_pShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
}
else if (g_ActiveConfig.bUseXFB)
{
// Use virtual XFB mode
// TODO: Eventually, Television should render the Virtual XFB mode
// display as well.
}
}
}