Move common EFB copy code into VideoCommon

Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
This commit is contained in:
Scott Mansell
2015-09-05 02:45:29 +12:00
parent 52948bb3ef
commit b9be3245e1
14 changed files with 151 additions and 249 deletions

View File

@ -87,55 +87,21 @@ void PSTextureEncoder::Shutdown()
SAFE_RELEASE(m_out);
}
size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, size_t dstStride,
void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *texture_entry,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
if (!m_ready) // Make sure we initialized OK
return 0;
// Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600
// texture, which is invalid.
EFBRectangle correctSrc = srcRect;
correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
// Validate source rect size
if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0)
return 0;
return;
HRESULT hr;
unsigned int blockW = BLOCK_WIDTHS[dstFormat];
unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
// Round up source dims to multiple of block size
unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1);
actualWidth = (actualWidth + blockW-1) & ~(blockW-1);
unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
actualHeight = (actualHeight + blockH-1) & ~(blockH-1);
unsigned int numBlocksX = actualWidth/blockW;
unsigned int numBlocksY = actualHeight/blockH;
unsigned int cacheLinesPerRow;
if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one
cacheLinesPerRow = numBlocksX*2;
else
cacheLinesPerRow = numBlocksX;
_assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check");
unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY;
_assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check");
size_t encodeSize = 0;
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow * 8), FLOAT(numBlocksY));
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(texture_entry->CacheLinesPerRow() * 8), FLOAT(texture_entry->NumBlocksY()));
D3D::context->RSSetViewports(1, &vp);
EFBRectangle fullSrcRect;
@ -155,9 +121,9 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, size_t dstStrid
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
EFBEncodeParams params;
params.SrcLeft = correctSrc.left;
params.SrcTop = correctSrc.top;
params.DestWidth = actualWidth;
params.SrcLeft = srcRect.left;
params.SrcTop = srcRect.top;
params.DestWidth = texture_entry->native_width;
params.ScaleFactor = scaleByHalf ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
@ -172,12 +138,12 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, size_t dstStrid
targetRect.AsRECT(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf),
SetStaticShader(texture_entry->format, srcFormat, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow * 8, numBlocksY, 1);
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, texture_entry->CacheLinesPerRow() * 8, texture_entry->NumBlocksY(), 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Transfer staging buffer to GameCube/Wii RAM
@ -186,16 +152,14 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, size_t dstStrid
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
u8* src = (u8*)map.pData;
for (unsigned int y = 0; y < numBlocksY; ++y)
for (unsigned int y = 0; y < texture_entry->NumBlocksY(); ++y)
{
memcpy(dst, src, cacheLinesPerRow*32);
dst += dstStride;
memcpy(dst, src, texture_entry->CacheLinesPerRow() * 32);
dst += texture_entry->memory_stride;
src += map.RowPitch;
}
D3D::context->Unmap(m_outStage, 0);
encodeSize = dstStride * numBlocksY;
}
// Restore API
@ -203,8 +167,6 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, size_t dstStrid
D3D::context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
return encodeSize;
}
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,

View File

@ -6,6 +6,8 @@
#include "VideoBackends/D3D/TextureEncoder.h"
#include "VideoCommon/TextureCacheBase.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
@ -29,7 +31,7 @@ public:
void Init();
void Shutdown();
size_t Encode(u8* dst, unsigned int dstFormat, size_t dstStride,
void Encode(u8* dst, const TextureCache::TCacheEntryBase *texture_entry,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf);

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@ -2,7 +2,6 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
@ -185,7 +184,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConf
}
}
void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat)
@ -226,10 +225,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
// Create texture copy
D3D::drawShadedTexQuad(
(srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
&sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(srcFormat == PEControl::Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
(srcFormat == PEControl::Z24 ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture())->GetSRV(),
&sourcerect, Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -237,14 +239,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
if (!g_ActiveConfig.bSkipEFBCopyToRam)
{
u8* dst = Memory::GetPointer(dstAddr);
size_t encoded_size = g_encoder->Encode(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf);
size_in_bytes = (u32)encoded_size;
TextureCache::MakeRangeDynamic(dstAddr, (u32)encoded_size);
this->hash = GetHash64(dst, (int)encoded_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
g_encoder->Encode(dst, this, srcFormat, srcRect, isIntensity, scaleByHalf);
}
}

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@ -34,7 +34,7 @@ private:
void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int levels) override;
void FromRenderTarget(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
void FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) override;

View File

@ -5,96 +5,11 @@
#pragma once
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
namespace DX11
{
// 4-bit format: 8x8 texels / cache line
// 8-bit format: 8x4 texels / cache line
// 16-bit format: 4x4 texels / cache line
// 32-bit format: 4x4 texels / 2 cache lines
// Compressed format: 8x8 texels / cache line
// Document EFB encoding formats here with examples of where they are used.
// Format: 0 - R4
// Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1,
// isIntensity 1, scaleByHalf 1).
// Format: 1 - R8
// FIXME: Unseen. May or may not be a duplicate of format 8.
// Format: 2 - A4 R4
// FIXME: Unseen.
// Format: 3 - A8 R8
// FIXME: Unseen.
// Format: 4 - R5 G6 B5
// Used in Wind Waker for most render-to-texture effects like heat shimmer and
// depth-of-field.
// Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4
// Used in Twilight Princess for character shadows.
// Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8
// Used in Twilight Princess for bloom effect.
// Format: 7 - A8
// Used in Metroid Prime 2 for the scan visor.
// Format: 8 - R8
// Used in Twilight Princess for the map.
// Format: 9 - G8
// FIXME: Unseen.
// Format: A - B8
// Used in Metroid Prime 2 for the scan visor.
// Format: B - G8 R8
// Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to
// render depth textures. The bytes are swapped, so games have to correct it
// in RAM before using it as a texture.
// Format: C - B8 G8
// FIXME: Unseen.
const unsigned int BLOCK_WIDTHS[16] = {
8, // R4
8, // R8 (FIXME: duplicate of R8 below?)
8, // A4 R4
4, // A8 R8
4, // R5 G6 B5
4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
8, // A8
8, // R8 (FIXME: duplicate of R8 above?)
8, // G8
8, // B8
4, // G8 R8
4, // B8 G8
0, 0, 0 // Unknown formats
};
const unsigned int BLOCK_HEIGHTS[16] = {
8, // R4
4, // R8 (FIXME: duplicate of R8 below?)
4, // A4 R4
4, // A8 R8
4, // R5 G6 B5
4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
4, // A8
4, // R8 (FIXME: duplicate of R8 above?)
4, // G8
4, // B8
4, // G8 R8
4, // B8 G8
0, 0, 0 // Unknown formats
};
// Maximum number of bytes that can occur in a texture block-row generated by
// the encoder
static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64;
@ -111,7 +26,7 @@ public:
virtual void Init() = 0;
virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory
virtual size_t Encode(u8* dst, unsigned int dstFormat, size_t dstStride,
virtual void Encode(u8* dst, const TextureCache::TCacheEntryBase *texture_entry,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) = 0;