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:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -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();