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;
}
}