Merge pull request #1966 from magumagu/unify-efb-encode

Unify EFB encoding shader generation
This commit is contained in:
Markus Wick
2015-01-27 23:14:18 +01:00
4 changed files with 95 additions and 1306 deletions

File diff suppressed because it is too large Load Diff

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@ -24,9 +24,7 @@ namespace DX11
class PSTextureEncoder : public TextureEncoder
{
public:
PSTextureEncoder();
void Init();
@ -36,25 +34,14 @@ public:
bool isIntensity, bool scaleByHalf);
private:
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11BlendState* m_efbEncodeBlendState;
ID3D11DepthStencilState* m_efbEncodeDepthState;
ID3D11RasterizerState* m_efbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
// Stuff only used in static-linking mode (SM4.0-compatible)
bool InitStaticMode();
bool SetStaticShader(unsigned int dstFormat,
ID3D11PixelShader* SetStaticShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination
@ -69,35 +56,6 @@ private:
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
ComboMap m_staticShaders;
// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
// Microsoft fixes their bloody HLSL compiler)
bool InitDynamicMode();
bool SetDynamicShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
ID3D11PixelShader* m_dynamicShader;
ID3D11ClassLinkage* m_classLinkage;
// Interface slots
UINT m_fetchSlot;
UINT m_scaledFetchSlot;
UINT m_intensitySlot;
UINT m_generatorSlot;
// Class instances
// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
ID3D11ClassInstance* m_fetchClass[4];
// ScaledFetch: 0 is off, 1 is on
ID3D11ClassInstance* m_scaledFetchClass[2];
// Intensity: 0 is off, 1 is on
ID3D11ClassInstance* m_intensityClass[2];
// Generator: one for each dst format, 16 total
ID3D11ClassInstance* m_generatorClass[16];
std::vector<ID3D11ClassInstance*> m_linkageArray;
};
}

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@ -35,7 +35,7 @@ static GLuint s_texConvFrameBuffer[2] = {0,0};
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_dstTexture = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferWidth = EFB_WIDTH * 4;
const int renderBufferHeight = 1024;
static SHADER s_rgbToYuyvProgram;
@ -320,14 +320,16 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
source.left, source.top,
expandedWidth, bScaleByHalf ? 2 : 1);
int cacheBytes = 32;
unsigned int numBlocksX = expandedWidth / TexDecoder_GetBlockWidthInTexels(format);
unsigned int numBlocksY = expandedHeight / TexDecoder_GetBlockHeightInTexels(format);
unsigned int cacheLinesPerRow;
if ((format & 0x0f) == 6)
cacheBytes = 64;
cacheLinesPerRow = numBlocksX * 2;
else
cacheLinesPerRow = numBlocksX;
int readStride = (expandedWidth * cacheBytes) /
TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(source_texture,
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
bScaleByHalf > 0 && !bFromZBuffer);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!