Decode EFB copies used as paletted textures.

A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
This commit is contained in:
magumagu
2015-01-26 15:33:23 -08:00
parent fbbbad98e9
commit c0a4760f0e
10 changed files with 352 additions and 81 deletions

View File

@ -4,6 +4,7 @@
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
@ -14,6 +15,7 @@
#include "VideoBackends/D3D/TextureEncoder.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
@ -179,17 +181,167 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
size_in_bytes = (u32)encoded_size;
TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
TextureCache::MakeRangeDynamic(dstAddr, (u32)encoded_size);
this->hash = hash;
}
}
const char palette_shader[] =
R"HLSL(
sampler samp0 : register(s0);
Texture2DArray Tex0 : register(t0);
Buffer<uint> Tex1 : register(t1);
uniform float Multiply;
uint Convert3To8(uint v)
{
// Swizzle bits: 00000123 -> 12312312
return (v << 5) | (v << 2) | (v >> 1);
}
uint Convert4To8(uint v)
{
// Swizzle bits: 00001234 -> 12341234
return (v << 4) | v;
}
uint Convert5To8(uint v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
uint Convert6To8(uint v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
float4 DecodePixel_RGB5A3(uint val)
{
int r,g,b,a;
if ((val&0x8000))
{
r=Convert5To8((val>>10) & 0x1f);
g=Convert5To8((val>>5 ) & 0x1f);
b=Convert5To8((val ) & 0x1f);
a=0xFF;
}
else
{
a=Convert3To8((val>>12) & 0x7);
r=Convert4To8((val>>8 ) & 0xf);
g=Convert4To8((val>>4 ) & 0xf);
b=Convert4To8((val ) & 0xf);
}
return float4(r, g, b, a) / 255;
}
float4 DecodePixel_RGB565(uint val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val) & 0x1f);
a = 0xFF;
return float4(r, g, b, a) / 255;
}
float4 DecodePixel_IA8(uint val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255;
}
void main(
out float4 ocol0 : SV_Target,
in float4 pos : SV_Position,
in float3 uv0 : TEXCOORD0)
{
uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
src = Tex1.Load(src);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DECODE(src);
}
)HLSL";
void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format)
{
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width, (float)unconverted->config.height);
D3D::context->RSSetViewports(1, &vp);
D3D11_BOX box{ 0, 0, 0, 512, 1, 1 };
D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0);
D3D::stateman->SetTexture(1, palette_buf_srv);
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
float params[4] = { unconverted->format == 0 ? 15.f : 255.f };
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(palette_uniform);
const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height);
D3D::SetPointCopySampler();
// 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(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(), nullptr);
// Create texture copy
D3D::drawShadedTexQuad(
static_cast<TCacheEntry*>(unconverted)->texture->GetSRV(),
&sourcerect, unconverted->config.width, unconverted->config.height,
palette_pixel_shader[format],
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
ID3D11PixelShader *GetConvertShader(const char* Type)
{
std::string shader = "#define DECODE DecodePixel_";
shader.append(Type);
shader.append("\n");
shader.append(palette_shader);
return D3D::CompileAndCreatePixelShader(shader);
}
TextureCache::TextureCache()
{
// FIXME: Is it safe here?
g_encoder = new PSTextureEncoder;
g_encoder->Init();
palette_buf = nullptr;
palette_buf_srv = nullptr;
palette_uniform = nullptr;
palette_pixel_shader[GX_TL_IA8] = GetConvertShader("IA8");
palette_pixel_shader[GX_TL_RGB565] = GetConvertShader("RGB565");
palette_pixel_shader[GX_TL_RGB5A3] = GetConvertShader("RGB5A3");
auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");
D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer");
// TODO: C14X2 format.
auto outlutUavDesc = CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0);
hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv);
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);
CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
D3D::SetDebugObjectName((ID3D11DeviceChild*)palette_uniform, "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
TextureCache::~TextureCache()
@ -200,6 +352,12 @@ TextureCache::~TextureCache()
g_encoder->Shutdown();
delete g_encoder;
g_encoder = nullptr;
SAFE_RELEASE(palette_buf);
SAFE_RELEASE(palette_buf_srv);
SAFE_RELEASE(palette_uniform);
for (ID3D11PixelShader*& shader : palette_pixel_shader)
SAFE_RELEASE(shader);
}
}