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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
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.
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@ -87,9 +87,9 @@ void PSTextureEncoder::Shutdown()
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SAFE_RELEASE(m_out);
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}
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void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_width,
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void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
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const EFBRectangle& src_rect, bool scale_by_half)
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{
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if (!m_ready) // Make sure we initialized OK
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return;
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@ -100,7 +100,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
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// FIXME: Instead of resolving EFB, it would be better to pick out a
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// single sample from each pixel. The game may break if it isn't
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// expecting the blurred edges around multisampled shapes.
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ID3D11ShaderResourceView* pEFB = is_depth_copy ?
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ID3D11ShaderResourceView* pEFB = params.depth ?
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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@ -119,12 +119,12 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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EFBEncodeParams params;
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params.SrcLeft = src_rect.left;
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params.SrcTop = src_rect.top;
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params.DestWidth = native_width;
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params.ScaleFactor = scale_by_half ? 2 : 1;
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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EFBEncodeParams encode_params;
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encode_params.SrcLeft = src_rect.left;
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encode_params.SrcTop = src_rect.top;
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encode_params.DestWidth = native_width;
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encode_params.ScaleFactor = scale_by_half ? 2 : 1;
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0);
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D3D::stateman->SetPixelConstants(m_encodeParams);
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// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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@ -137,7 +137,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
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g_renderer->GetTargetHeight(), GetEncodingPixelShader(format),
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g_renderer->GetTargetHeight(), GetEncodingPixelShader(params),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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@ -168,18 +168,18 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyFormat& format, u32 native_w
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat& format)
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ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)
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{
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auto iter = m_encoding_shaders.find(format);
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auto iter = m_encoding_shaders.find(params);
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if (iter != m_encoding_shaders.end())
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return iter->second;
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D3DBlob* bytecode = nullptr;
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
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const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::D3D);
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if (!D3D::CompilePixelShader(shader, &bytecode))
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{
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PanicAlert("Failed to compile texture encoding shader.");
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m_encoding_shaders[format] = nullptr;
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m_encoding_shaders[params] = nullptr;
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return nullptr;
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}
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@ -188,7 +188,7 @@ ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat&
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D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
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CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
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m_encoding_shaders.emplace(format, newShader);
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m_encoding_shaders.emplace(params, newShader);
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return newShader;
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}
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}
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