Video: Clearly separate Texture and EFB Copy formats

Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
This commit is contained in:
N.E.C
2017-07-30 12:45:55 -07:00
parent 9649494f67
commit c3a57bbad5
27 changed files with 1275 additions and 1319 deletions

View File

@ -87,9 +87,9 @@ void PSTextureEncoder::Shutdown()
SAFE_RELEASE(m_out);
}
void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_width,
void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
const EFBRectangle& src_rect, bool scale_by_half)
{
if (!m_ready) // Make sure we initialized OK
return;
@ -100,7 +100,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
ID3D11ShaderResourceView* pEFB = is_depth_copy ?
ID3D11ShaderResourceView* pEFB = params.depth ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
@ -119,12 +119,12 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
EFBEncodeParams params;
params.SrcLeft = src_rect.left;
params.SrcTop = src_rect.top;
params.DestWidth = native_width;
params.ScaleFactor = scale_by_half ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
EFBEncodeParams encode_params;
encode_params.SrcLeft = src_rect.left;
encode_params.SrcTop = src_rect.top;
encode_params.DestWidth = native_width;
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
@ -137,7 +137,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), GetEncodingPixelShader(format),
g_renderer->GetTargetHeight(), GetEncodingPixelShader(params),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
@ -168,18 +168,18 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat& format)
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)
{
auto iter = m_encoding_shaders.find(format);
auto iter = m_encoding_shaders.find(params);
if (iter != m_encoding_shaders.end())
return iter->second;
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
PanicAlert("Failed to compile texture encoding shader.");
m_encoding_shaders[format] = nullptr;
m_encoding_shaders[params] = nullptr;
return nullptr;
}
@ -188,7 +188,7 @@ ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat&
D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
m_encoding_shaders.emplace(format, newShader);
m_encoding_shaders.emplace(params, newShader);
return newShader;
}
}

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@ -32,12 +32,12 @@ public:
void Init();
void Shutdown();
void Encode(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
void 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);
private:
ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyFormat& format);
ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
bool m_ready;
@ -45,6 +45,6 @@ private:
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
std::map<EFBCopyFormat, ID3D11PixelShader*> m_encoding_shaders;
std::map<EFBCopyParams, ID3D11PixelShader*> m_encoding_shaders;
};
}

View File

@ -38,12 +38,12 @@ std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig
return std::make_unique<DXTexture>(config);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
const EFBRectangle& src_rect, bool scale_by_half)
{
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
is_depth_copy, src_rect, scale_by_half);
g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
scale_by_half);
}
const char palette_shader[] =
@ -126,8 +126,8 @@ void main(
}
)HLSL";
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format)
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
const void* palette, TLUTFormat format)
{
DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
@ -144,7 +144,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
D3D::stateman->SetTexture(1, palette_buf_srv);
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(palette_uniform);
@ -163,8 +163,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
// Create texture copy
D3D::drawShadedTexQuad(
source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
source->GetHeight(), palette_pixel_shader[static_cast<int>(format)],
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -190,9 +191,9 @@ TextureCache::TextureCache()
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");
palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
palette_pixel_shader[static_cast<int>(TLUTFormat::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");

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@ -28,12 +28,12 @@ private:
return 0;
};
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format) override;
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette,
TLUTFormat format) override;
void CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half) override;
void CopyEFB(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) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;