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Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
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@ -24,9 +24,7 @@ namespace DX11
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class PSTextureEncoder : public TextureEncoder
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{
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public:
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PSTextureEncoder();
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void Init();
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@ -36,25 +34,14 @@ public:
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bool isIntensity, bool scaleByHalf);
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private:
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bool m_ready;
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11BlendState* m_efbEncodeBlendState;
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ID3D11DepthStencilState* m_efbEncodeDepthState;
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ID3D11RasterizerState* m_efbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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// Stuff only used in static-linking mode (SM4.0-compatible)
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bool InitStaticMode();
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bool SetStaticShader(unsigned int dstFormat,
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ID3D11PixelShader* SetStaticShader(unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
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typedef unsigned int ComboKey; // Key for a shader combination
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@ -69,35 +56,6 @@ private:
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typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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ComboMap m_staticShaders;
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// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
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// Microsoft fixes their bloody HLSL compiler)
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bool InitDynamicMode();
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bool SetDynamicShader(unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
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ID3D11PixelShader* m_dynamicShader;
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ID3D11ClassLinkage* m_classLinkage;
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// Interface slots
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UINT m_fetchSlot;
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UINT m_scaledFetchSlot;
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UINT m_intensitySlot;
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UINT m_generatorSlot;
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// Class instances
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// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
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ID3D11ClassInstance* m_fetchClass[4];
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// ScaledFetch: 0 is off, 1 is on
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ID3D11ClassInstance* m_scaledFetchClass[2];
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// Intensity: 0 is off, 1 is on
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ID3D11ClassInstance* m_intensityClass[2];
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// Generator: one for each dst format, 16 total
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ID3D11ClassInstance* m_generatorClass[16];
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std::vector<ID3D11ClassInstance*> m_linkageArray;
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};
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}
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@ -35,7 +35,7 @@ static GLuint s_texConvFrameBuffer[2] = {0,0};
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static GLuint s_srcTexture = 0; // for decoding from RAM
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static GLuint s_dstTexture = 0; // for encoding to RAM
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const int renderBufferWidth = 1024;
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const int renderBufferWidth = EFB_WIDTH * 4;
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const int renderBufferHeight = 1024;
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static SHADER s_rgbToYuyvProgram;
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@ -320,14 +320,16 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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source.left, source.top,
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expandedWidth, bScaleByHalf ? 2 : 1);
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int cacheBytes = 32;
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unsigned int numBlocksX = expandedWidth / TexDecoder_GetBlockWidthInTexels(format);
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unsigned int numBlocksY = expandedHeight / TexDecoder_GetBlockHeightInTexels(format);
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unsigned int cacheLinesPerRow;
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if ((format & 0x0f) == 6)
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cacheBytes = 64;
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cacheLinesPerRow = numBlocksX * 2;
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else
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cacheLinesPerRow = numBlocksX;
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int readStride = (expandedWidth * cacheBytes) /
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TexDecoder_GetBlockWidthInTexels(format);
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EncodeToRamUsingShader(source_texture,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
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bScaleByHalf > 0 && !bFromZBuffer);
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return size_in_bytes; // TODO: D3D11 is calculating this value differently!
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