VideoBackends: Support updated texture encoding shader generators

This commit is contained in:
Stenzek
2017-04-04 23:55:36 +10:00
parent 3847e226ab
commit e9850aa0f2
20 changed files with 194 additions and 279 deletions

View File

@ -75,11 +75,11 @@ void PSTextureEncoder::Shutdown()
{
m_ready = false;
for (auto& it : m_staticShaders)
for (auto& it : m_encoding_shaders)
{
SAFE_RELEASE(it.second);
}
m_staticShaders.clear();
m_encoding_shaders.clear();
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
@ -87,9 +87,9 @@ void PSTextureEncoder::Shutdown()
SAFE_RELEASE(m_out);
}
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
void PSTextureEncoder::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, bool scale_by_half)
{
if (!m_ready) // Make sure we initialized OK
return;
@ -120,10 +120,10 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
EFBEncodeParams params;
params.SrcLeft = srcRect.left;
params.SrcTop = srcRect.top;
params.SrcLeft = src_rect.left;
params.SrcTop = src_rect.top;
params.DestWidth = native_width;
params.ScaleFactor = scaleByHalf ? 2 : 1;
params.ScaleFactor = scale_by_half ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
@ -131,15 +131,15 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
// TODO: This only produces perfect downsampling for 1.5x and 2x IR, other resolution will
// need more complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (scaleByHalf || g_ActiveConfig.iEFBScale != SCALE_1X)
if (scale_by_half || g_ActiveConfig.iEFBScale != SCALE_1X)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(
pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
SetStaticShader(format, is_depth_copy, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), GetEncodingPixelShader(format),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
@ -168,61 +168,27 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, bool is_depth_copy,
bool isIntensity, bool scaleByHalf)
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyFormat& format)
{
ComboKey key = MakeComboKey(dstFormat, is_depth_copy, isIntensity, scaleByHalf);
auto iter = m_encoding_shaders.find(format);
if (iter != m_encoding_shaders.end())
return iter->second;
ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end())
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
INFO_LOG(VIDEO,
"Compiling efb encoding shader for dstFormat 0x%X, is_depth_copy %d, isIntensity "
"%d, scaleByHalf %d",
dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
u32 format = dstFormat;
if (is_depth_copy)
{
format |= _GX_TF_ZTF;
if (dstFormat == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
{
if (dstFormat > GX_TF_RGBA8 || (dstFormat < GX_TF_RGB565 && !isIntensity))
format |= _GX_TF_CTF;
}
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, is_depth_copy %d, isIntensity %d, "
"scaleByHalf %d failed to compile",
dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
m_staticShaders[key] = nullptr;
return nullptr;
}
ID3D11PixelShader* newShader;
HRESULT hr =
D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
char debugName[255] = {};
sprintf_s(debugName,
"efb encoder pixel shader (dst:%d, is_depth_copy:%d, intensity:%d, scale:%d)",
dstFormat, is_depth_copy, isIntensity, scaleByHalf);
D3D::SetDebugObjectName(newShader, debugName);
it = m_staticShaders.emplace(key, newShader).first;
bytecode->Release();
PanicAlert("Failed to compile texture encoding shader.");
m_encoding_shaders[format] = nullptr;
return nullptr;
}
return it->second;
ID3D11PixelShader* newShader;
HRESULT hr =
D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
m_encoding_shaders.emplace(format, newShader);
return newShader;
}
}