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https://github.com/dolphin-emu/dolphin.git
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VideoBackends: add support to allow rendering to multiple output textures
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@ -324,23 +324,79 @@ void DXStagingTexture::Flush()
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}
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DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
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u32 width, u32 height, u32 layers, u32 samples,
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ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11RenderTargetView> integer_rtv,
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ComPtr<ID3D11DepthStencilView> dsv)
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: AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
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height, layers, samples),
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m_rtv(std::move(rtv)), m_integer_rtv(std::move(integer_rtv)), m_dsv(std::move(dsv))
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ComPtr<ID3D11DepthStencilView> dsv,
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std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs)
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: AbstractFramebuffer(color_attachment, depth_attachment,
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std::move(additional_color_attachments), color_format, depth_format,
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width, height, layers, samples),
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m_integer_rtv(std::move(integer_rtv)), m_dsv(std::move(dsv))
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{
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m_render_targets.push_back(std::move(rtv));
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for (auto additional_rtv : additional_rtvs)
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{
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m_render_targets.push_back(std::move(additional_rtv));
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}
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for (auto& render_target : m_render_targets)
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{
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m_render_targets_raw.push_back(render_target.Get());
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}
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}
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DXFramebuffer::~DXFramebuffer() = default;
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std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
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DXTexture* depth_attachment)
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void DXFramebuffer::Unbind()
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{
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if (!ValidateConfig(color_attachment, depth_attachment))
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bool should_apply = false;
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if (GetColorAttachment() &&
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D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetColorAttachment())->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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if (GetDepthAttachment() &&
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D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetDepthAttachment())->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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for (auto additional_color_attachment : m_additional_color_attachments)
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{
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if (D3D::stateman->UnsetTexture(
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static_cast<DXTexture*>(additional_color_attachment)->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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}
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if (should_apply)
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{
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D3D::stateman->ApplyTextures();
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}
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}
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void DXFramebuffer::Clear(const ClearColor& color_value, float depth_value)
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{
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if (GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearDepthStencilView(GetDSV(), D3D11_CLEAR_DEPTH, depth_value, 0);
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}
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for (auto render_target : m_render_targets_raw)
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{
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D3D::context->ClearRenderTargetView(render_target, color_value.data());
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}
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}
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std::unique_ptr<DXFramebuffer>
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DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments)
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{
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if (!ValidateConfig(color_attachment, depth_attachment, additional_color_attachments))
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return nullptr;
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const AbstractTextureFormat color_format =
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@ -382,6 +438,25 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
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}
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}
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std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs;
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for (auto additional_color_attachment : additional_color_attachments)
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{
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ComPtr<ID3D11RenderTargetView> additional_rtv;
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CD3D11_RENDER_TARGET_VIEW_DESC desc(
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additional_color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
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D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
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D3DCommon::GetRTVFormatForAbstractFormat(additional_color_attachment->GetFormat(), false),
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0, 0, 1);
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HRESULT hr = D3D::device->CreateRenderTargetView(
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static_cast<DXTexture*>(additional_color_attachment)->GetD3DTexture(), &desc,
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additional_rtv.GetAddressOf());
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Create render target view for framebuffer: {}",
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DX11HRWrap(hr));
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if (FAILED(hr))
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return nullptr;
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additional_rtvs.push_back(std::move(additional_rtv));
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}
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ComPtr<ID3D11DepthStencilView> dsv;
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if (depth_attachment)
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{
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@ -398,9 +473,10 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
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return nullptr;
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}
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return std::make_unique<DXFramebuffer>(color_attachment, depth_attachment, color_format,
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depth_format, width, height, layers, samples,
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std::move(rtv), std::move(integer_rtv), std::move(dsv));
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return std::make_unique<DXFramebuffer>(
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color_attachment, depth_attachment, std::move(additional_color_attachments), color_format,
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depth_format, width, height, layers, samples, std::move(rtv), std::move(integer_rtv),
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std::move(dsv), std::move(additional_rtvs));
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}
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} // namespace DX11
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