mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders.
This commit is contained in:
@ -31,7 +31,11 @@ struct EFBEncodeParams
|
||||
u32 DestWidth;
|
||||
u32 ScaleFactor;
|
||||
float y_scale;
|
||||
u32 padding[3];
|
||||
float gamma_rcp;
|
||||
float clamp_top;
|
||||
float clamp_bottom;
|
||||
s32 filter_coefficients[3];
|
||||
u32 padding;
|
||||
};
|
||||
|
||||
PSTextureEncoder::PSTextureEncoder()
|
||||
@ -66,9 +70,11 @@ void PSTextureEncoder::Shutdown()
|
||||
SAFE_RELEASE(m_encode_params);
|
||||
}
|
||||
|
||||
void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_width,
|
||||
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
|
||||
const EFBRectangle& src_rect, bool scale_by_half)
|
||||
void PSTextureEncoder::Encode(
|
||||
u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
|
||||
u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half, float y_scale, float gamma,
|
||||
bool clamp_top, bool clamp_bottom,
|
||||
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
|
||||
{
|
||||
// Resolve MSAA targets before copying.
|
||||
// FIXME: Instead of resolving EFB, it would be better to pick out a
|
||||
@ -101,7 +107,13 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
|
||||
encode_params.SrcTop = src_rect.top;
|
||||
encode_params.DestWidth = native_width;
|
||||
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
|
||||
encode_params.y_scale = params.y_scale;
|
||||
encode_params.y_scale = y_scale;
|
||||
encode_params.gamma_rcp = 1.0f / gamma;
|
||||
encode_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
|
||||
encode_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 0.0f;
|
||||
for (size_t i = 0; i < filter_coefficients.size(); i++)
|
||||
encode_params.filter_coefficients[i] = filter_coefficients[i];
|
||||
|
||||
D3D::context->UpdateSubresource(m_encode_params, 0, nullptr, &encode_params, 0, 0);
|
||||
D3D::stateman->SetPixelConstants(m_encode_params);
|
||||
|
||||
@ -109,7 +121,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
|
||||
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
|
||||
// complex down filtering to average all pixels and produce the correct result.
|
||||
// Also, box filtering won't be correct for anything other than 1x IR
|
||||
if (scale_by_half || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f)
|
||||
if (scale_by_half || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
|
||||
D3D::SetLinearCopySampler();
|
||||
else
|
||||
D3D::SetPointCopySampler();
|
||||
|
@ -8,6 +8,7 @@
|
||||
#include <memory>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
#include "VideoCommon/TextureConversionShader.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
|
||||
@ -38,8 +39,9 @@ public:
|
||||
void Init();
|
||||
void Shutdown();
|
||||
void Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
|
||||
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
|
||||
bool scale_by_half);
|
||||
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
|
||||
float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
|
||||
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
|
||||
|
||||
private:
|
||||
ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
|
||||
|
@ -627,8 +627,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
}
|
||||
|
||||
// This function has the final picture. We adjust the aspect ratio here.
|
||||
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
|
||||
float Gamma)
|
||||
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
|
||||
{
|
||||
ResetAPIState();
|
||||
|
||||
@ -650,7 +649,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
|
||||
auto* xfb_texture = static_cast<DXTexture*>(texture);
|
||||
|
||||
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
|
||||
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
|
||||
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
|
||||
|
||||
// Reset viewport for drawing text
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
|
||||
@ -854,7 +853,7 @@ void Renderer::BBoxWrite(int index, u16 _value)
|
||||
}
|
||||
|
||||
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
|
||||
u32 src_width, u32 src_height, float Gamma)
|
||||
u32 src_width, u32 src_height)
|
||||
{
|
||||
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
|
||||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
||||
@ -871,13 +870,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
|
||||
}
|
||||
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
|
||||
{
|
||||
@ -896,13 +895,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
|
||||
|
||||
D3D::context->RSSetViewports(1, &rightVp);
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
||||
PixelShaderCache::GetColorCopyProgram(false),
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
||||
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
|
||||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
@ -927,7 +926,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
|
||||
nullptr;
|
||||
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
|
||||
VertexShaderCache::GetSimpleInputLayout(), geomShader, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -63,7 +63,7 @@ public:
|
||||
|
||||
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
|
||||
|
||||
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) override;
|
||||
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
|
||||
|
||||
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
|
||||
u32 color, u32 z) override;
|
||||
@ -84,7 +84,7 @@ private:
|
||||
void UpdateBackbufferSize();
|
||||
|
||||
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
|
||||
u32 src_width, u32 src_height, float Gamma);
|
||||
u32 src_width, u32 src_height);
|
||||
|
||||
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
|
||||
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
|
||||
|
@ -33,10 +33,12 @@ static std::unique_ptr<PSTextureEncoder> g_encoder;
|
||||
|
||||
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
|
||||
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
|
||||
const EFBRectangle& src_rect, bool scale_by_half)
|
||||
const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
|
||||
float gamma, bool clamp_top, bool clamp_bottom,
|
||||
const CopyFilterCoefficientArray& filter_coefficients)
|
||||
{
|
||||
g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
|
||||
scale_by_half);
|
||||
scale_by_half, y_scale, gamma, clamp_top, clamp_bottom, filter_coefficients);
|
||||
}
|
||||
|
||||
const char palette_shader[] =
|
||||
@ -137,9 +139,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
|
||||
D3D::stateman->SetTexture(1, palette_buf_srv);
|
||||
|
||||
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
|
||||
float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
|
||||
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0);
|
||||
D3D::stateman->SetPixelConstants(palette_uniform);
|
||||
float params[8] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
|
||||
D3D::context->UpdateSubresource(uniform_buffer, 0, nullptr, ¶ms, 0, 0);
|
||||
D3D::stateman->SetPixelConstants(uniform_buffer);
|
||||
|
||||
const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
|
||||
|
||||
@ -180,7 +182,7 @@ TextureCache::TextureCache()
|
||||
|
||||
palette_buf = nullptr;
|
||||
palette_buf_srv = nullptr;
|
||||
palette_uniform = nullptr;
|
||||
uniform_buffer = nullptr;
|
||||
palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
|
||||
palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
|
||||
palette_pixel_shader[static_cast<int>(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3");
|
||||
@ -195,10 +197,10 @@ TextureCache::TextureCache()
|
||||
CHECK(SUCCEEDED(hr), "create palette decoder lut srv");
|
||||
D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv");
|
||||
const D3D11_BUFFER_DESC cbdesc =
|
||||
CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
|
||||
hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform);
|
||||
CD3D11_BUFFER_DESC(sizeof(float) * 8, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
|
||||
hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &uniform_buffer);
|
||||
CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
|
||||
D3D::SetDebugObjectName(palette_uniform,
|
||||
D3D::SetDebugObjectName(uniform_buffer,
|
||||
"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
|
||||
}
|
||||
|
||||
@ -209,7 +211,7 @@ TextureCache::~TextureCache()
|
||||
|
||||
SAFE_RELEASE(palette_buf);
|
||||
SAFE_RELEASE(palette_buf_srv);
|
||||
SAFE_RELEASE(palette_uniform);
|
||||
SAFE_RELEASE(uniform_buffer);
|
||||
for (auto*& shader : palette_pixel_shader)
|
||||
SAFE_RELEASE(shader);
|
||||
for (auto& iter : m_efb_to_tex_pixel_shaders)
|
||||
@ -218,7 +220,9 @@ TextureCache::~TextureCache()
|
||||
|
||||
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
|
||||
const EFBRectangle& src_rect, bool scale_by_half,
|
||||
EFBCopyFormat dst_format, bool is_intensity)
|
||||
EFBCopyFormat dst_format, bool is_intensity, float gamma,
|
||||
bool clamp_top, bool clamp_bottom,
|
||||
const CopyFilterCoefficientArray& filter_coefficients)
|
||||
{
|
||||
auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
|
||||
|
||||
@ -260,6 +264,27 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
|
||||
else
|
||||
D3D::SetPointCopySampler();
|
||||
|
||||
struct PixelConstants
|
||||
{
|
||||
float filter_coefficients[3];
|
||||
float gamma_rcp;
|
||||
float clamp_top;
|
||||
float clamp_bottom;
|
||||
float pixel_height;
|
||||
u32 padding;
|
||||
};
|
||||
PixelConstants constants;
|
||||
for (size_t i = 0; i < filter_coefficients.size(); i++)
|
||||
constants.filter_coefficients[i] = filter_coefficients[i] / 64.0f;
|
||||
constants.gamma_rcp = 1.0f / gamma;
|
||||
constants.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
|
||||
constants.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
|
||||
constants.pixel_height =
|
||||
g_ActiveConfig.bCopyEFBScaled ? 1.0f / g_renderer->GetTargetHeight() : 1.0f / EFB_HEIGHT;
|
||||
constants.padding = 0;
|
||||
D3D::context->UpdateSubresource(uniform_buffer, 0, nullptr, &constants, 0, 0);
|
||||
D3D::stateman->SetPixelConstants(uniform_buffer);
|
||||
|
||||
// Make sure we don't draw with the texture set as both a source and target.
|
||||
// (This can happen because we don't unbind textures when we free them.)
|
||||
D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
|
||||
|
@ -34,11 +34,13 @@ private:
|
||||
|
||||
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
|
||||
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
|
||||
bool scale_by_half) override;
|
||||
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
|
||||
const CopyFilterCoefficientArray& filter_coefficients) override;
|
||||
|
||||
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
|
||||
bool scale_by_half, EFBCopyFormat dst_format,
|
||||
bool is_intensity) override;
|
||||
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
|
||||
float gamma, bool clamp_top, bool clamp_bottom,
|
||||
const CopyFilterCoefficientArray& filter_coefficients) override;
|
||||
|
||||
bool CompileShaders() override { return true; }
|
||||
void DeleteShaders() override {}
|
||||
@ -46,7 +48,7 @@ private:
|
||||
|
||||
ID3D11Buffer* palette_buf;
|
||||
ID3D11ShaderResourceView* palette_buf_srv;
|
||||
ID3D11Buffer* palette_uniform;
|
||||
ID3D11Buffer* uniform_buffer;
|
||||
ID3D11PixelShader* palette_pixel_shader[3];
|
||||
|
||||
std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;
|
||||
|
Reference in New Issue
Block a user