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https://github.com/dolphin-emu/dolphin.git
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D3D: Use VideoCommon EFB-to-texture shaders
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beb35320f6
commit
e0ffce2785
@ -38,9 +38,7 @@ LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
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extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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@ -104,106 +102,6 @@ const char color_copy_program_code_msaa[] = {
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"ocol0 /= SAMPLES;\n"
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"}\n"};
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const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix["
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"1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3]))"
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" + cColMatrix[4];\n"
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"}\n"};
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const char color_matrix_program_code_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"int width, height, slices, samples;\n"
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"Tex0.GetDimensions(width, height, slices, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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"texcol /= SAMPLES;\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),"
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"dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + "
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"cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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@ -368,49 +266,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_ColorMatrixProgram[0];
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}
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else if (s_ColorMatrixProgram[1])
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{
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return s_ColorMatrixProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf =
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StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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return s_ColorMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_DepthMatrixProgram[0];
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}
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else if (s_DepthMatrixProgram[1])
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{
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return s_DepthMatrixProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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return s_DepthMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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@ -490,16 +345,6 @@ void PixelShaderCache::Init()
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CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
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D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
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CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
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D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
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CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
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Clear();
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SETSTAT(stats.numPixelShadersCreated, 0);
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@ -557,8 +402,6 @@ void PixelShaderCache::Clear()
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void PixelShaderCache::InvalidateMSAAShaders()
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{
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SAFE_RELEASE(s_ColorCopyProgram[1]);
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SAFE_RELEASE(s_ColorMatrixProgram[1]);
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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SAFE_RELEASE(s_rgb8_to_rgba6[1]);
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SAFE_RELEASE(s_rgba6_to_rgb8[1]);
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SAFE_RELEASE(s_DepthResolveProgram);
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@ -574,8 +417,6 @@ void PixelShaderCache::Shutdown()
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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SAFE_RELEASE(s_ColorMatrixProgram[i]);
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SAFE_RELEASE(s_DepthMatrixProgram[i]);
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SAFE_RELEASE(s_rgba6_to_rgb8[i]);
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SAFE_RELEASE(s_rgb8_to_rgba6[i]);
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}
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@ -32,9 +32,7 @@ public:
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static ID3D11Buffer* GetConstantBuffer();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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static ID3D11PixelShader* GetDepthResolveProgram();
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@ -29,8 +29,6 @@
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namespace DX11
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{
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static const size_t MAX_COPY_BUFFERS = 32;
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static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
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static std::unique_ptr<PSTextureEncoder> g_encoder;
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void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
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@ -207,17 +205,16 @@ TextureCache::TextureCache()
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TextureCache::~TextureCache()
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{
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for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
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SAFE_RELEASE(s_efbcopycbuf[k]);
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g_encoder->Shutdown();
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g_encoder.reset();
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SAFE_RELEASE(palette_buf);
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SAFE_RELEASE(palette_buf_srv);
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SAFE_RELEASE(palette_uniform);
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for (ID3D11PixelShader*& shader : palette_pixel_shader)
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for (auto*& shader : palette_pixel_shader)
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SAFE_RELEASE(shader);
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for (auto& iter : m_efb_to_tex_pixel_shaders)
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SAFE_RELEASE(iter.second);
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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@ -227,19 +224,24 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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{
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auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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if (multisampled && scale_by_half)
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bool multisampled = g_ActiveConfig.iMultisamples > 1;
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ID3D11ShaderResourceView* efb_tex_srv;
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if (multisampled)
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{
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multisampled = false;
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efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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else
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{
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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}
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half);
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ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
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if (!pixel_shader)
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return;
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g_renderer->ResetAPIState();
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@ -249,20 +251,6 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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static_cast<float>(destination_texture->GetConfig().height));
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (nullptr == s_efbcopycbuf[cbuf_id])
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{
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
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D3D::SetDebugObjectName(s_efbcopycbuf[cbuf_id],
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect =
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@ -284,13 +272,24 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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// Create texture copy
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D3D::drawShadedTexQuad(
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efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
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PixelShaderCache::GetColorMatrixProgram(multisampled),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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efb_tex_srv, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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FramebufferManager::BindEFBRenderTarget();
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader*
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TextureCache::GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid)
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{
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auto iter = m_efb_to_tex_pixel_shaders.find(uid);
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if (iter != m_efb_to_tex_pixel_shaders.end())
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return iter->second;
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ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::D3D, uid.GetUidData());
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ID3D11PixelShader* shader = D3D::CompileAndCreatePixelShader(code.GetBuffer());
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m_efb_to_tex_pixel_shaders.emplace(uid, shader);
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return shader;
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}
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}
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@ -4,8 +4,11 @@
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#pragma once
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#include <map>
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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class AbstractTexture;
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struct TextureConfig;
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@ -39,9 +42,13 @@ private:
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bool CompileShaders() override { return true; }
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void DeleteShaders() override {}
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ID3D11PixelShader* GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid);
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ID3D11Buffer* palette_buf;
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ID3D11ShaderResourceView* palette_buf_srv;
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ID3D11Buffer* palette_uniform;
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ID3D11PixelShader* palette_pixel_shader[3];
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std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;
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};
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}
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