mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
14e0b48ae4
Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers.
275 lines
11 KiB
C++
275 lines
11 KiB
C++
// Copyright 2011 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "VideoBackends/D3D12/PSTextureEncoder.h"
|
|
#include "Core/HW/Memmap.h"
|
|
#include "VideoBackends/D3D12/D3DBase.h"
|
|
#include "VideoBackends/D3D12/D3DCommandListManager.h"
|
|
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
|
|
#include "VideoBackends/D3D12/D3DShader.h"
|
|
#include "VideoBackends/D3D12/D3DState.h"
|
|
#include "VideoBackends/D3D12/D3DUtil.h"
|
|
#include "VideoBackends/D3D12/FramebufferManager.h"
|
|
#include "VideoBackends/D3D12/Render.h"
|
|
#include "VideoBackends/D3D12/StaticShaderCache.h"
|
|
#include "VideoBackends/D3D12/TextureCache.h"
|
|
|
|
#include "VideoCommon/TextureConversionShader.h"
|
|
#include "VideoCommon/VideoCommon.h"
|
|
|
|
namespace DX12
|
|
{
|
|
struct EFBEncodeParams
|
|
{
|
|
DWORD SrcLeft;
|
|
DWORD SrcTop;
|
|
DWORD DestWidth;
|
|
DWORD ScaleFactor;
|
|
};
|
|
|
|
PSTextureEncoder::PSTextureEncoder()
|
|
{
|
|
}
|
|
|
|
void PSTextureEncoder::Init()
|
|
{
|
|
// Create output texture RGBA format
|
|
D3D12_RESOURCE_DESC out_tex_desc =
|
|
CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 0,
|
|
1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
|
|
|
|
D3D12_CLEAR_VALUE optimized_clear_value = {DXGI_FORMAT_B8G8R8A8_UNORM, {0.0f, 0.0f, 0.0f, 1.0f}};
|
|
|
|
CheckHR(D3D::device12->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &out_tex_desc,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE, &optimized_clear_value, IID_PPV_ARGS(&m_out)));
|
|
|
|
D3D::SetDebugObjectName12(m_out, "efb encoder output texture");
|
|
|
|
// Create output render target view
|
|
D3D12_RENDER_TARGET_VIEW_DESC tex_rtv_desc = {
|
|
DXGI_FORMAT_B8G8R8A8_UNORM, // DXGI_FORMAT Format;
|
|
D3D12_RTV_DIMENSION_TEXTURE2D // D3D12_RTV_DIMENSION ViewDimension;
|
|
};
|
|
|
|
tex_rtv_desc.Texture2D.MipSlice = 0;
|
|
|
|
D3D::rtv_descriptor_heap_mgr->Allocate(&m_out_rtv_cpu);
|
|
D3D::device12->CreateRenderTargetView(m_out, &tex_rtv_desc, m_out_rtv_cpu);
|
|
|
|
// Create output staging buffer
|
|
CheckHR(D3D::device12->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
|
|
&CD3DX12_RESOURCE_DESC::Buffer(
|
|
D3D::AlignValue(static_cast<unsigned int>(out_tex_desc.Width) * 4,
|
|
D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
|
|
out_tex_desc.Height),
|
|
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_out_readback_buffer)));
|
|
|
|
D3D::SetDebugObjectName12(m_out_readback_buffer, "efb encoder output staging buffer");
|
|
|
|
// Create constant buffer for uploading data to shaders. Need to align to 256 bytes.
|
|
unsigned int encode_params_buffer_size = (sizeof(EFBEncodeParams) + 0xff) & ~0xff;
|
|
|
|
CheckHR(D3D::device12->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
|
|
&CD3DX12_RESOURCE_DESC::Buffer(encode_params_buffer_size), D3D12_RESOURCE_STATE_GENERIC_READ,
|
|
nullptr, IID_PPV_ARGS(&m_encode_params_buffer)));
|
|
|
|
D3D::SetDebugObjectName12(m_encode_params_buffer, "efb encoder params buffer");
|
|
|
|
// NOTE: This upload buffer is okay to overwrite each time, since we block until completion when
|
|
// it's used anyway.
|
|
D3D12_RANGE read_range = {};
|
|
CheckHR(m_encode_params_buffer->Map(0, &read_range, &m_encode_params_buffer_data));
|
|
|
|
m_ready = true;
|
|
}
|
|
|
|
void PSTextureEncoder::Shutdown()
|
|
{
|
|
m_ready = false;
|
|
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out);
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_out_readback_buffer);
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_encode_params_buffer);
|
|
|
|
for (auto& it : m_static_shaders_blobs)
|
|
{
|
|
SAFE_RELEASE(it);
|
|
}
|
|
|
|
m_static_shaders_blobs.clear();
|
|
m_static_shaders_map.clear();
|
|
}
|
|
|
|
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
|
|
u32 num_blocks_y, u32 memory_stride,
|
|
PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
|
|
bool is_intensity, bool scale_by_half)
|
|
{
|
|
if (!m_ready) // Make sure we initialized OK
|
|
return;
|
|
|
|
D3D::command_list_mgr->CPUAccessNotify();
|
|
|
|
// Resolve MSAA targets before copying.
|
|
D3DTexture2D* efb_source =
|
|
(src_format == PEControl::Z24) ?
|
|
FramebufferManager::GetResolvedEFBDepthTexture() :
|
|
// EXISTINGD3D11TODO: 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.
|
|
FramebufferManager::GetResolvedEFBColorTexture();
|
|
|
|
// GetResolvedEFBDepthTexture will set the render targets, when MSAA is enabled
|
|
// (since it needs to do a manual depth resolve). So make sure to set the RTs
|
|
// afterwards.
|
|
|
|
const u32 words_per_row = bytes_per_row / sizeof(u32);
|
|
|
|
D3D::SetViewportAndScissor(0, 0, words_per_row, num_blocks_y);
|
|
|
|
constexpr EFBRectangle full_src_rect(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
|
|
TargetRectangle target_rect = g_renderer->ConvertEFBRectangle(full_src_rect);
|
|
|
|
D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_COPY_SOURCE,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
|
|
D3D::current_command_list->OMSetRenderTargets(1, &m_out_rtv_cpu, FALSE, nullptr);
|
|
|
|
EFBEncodeParams params;
|
|
params.SrcLeft = src_rect.left;
|
|
params.SrcTop = src_rect.top;
|
|
params.DestWidth = native_width;
|
|
params.ScaleFactor = scale_by_half ? 2 : 1;
|
|
|
|
memcpy(m_encode_params_buffer_data, ¶ms, sizeof(params));
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUVirtualAddress());
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
|
|
|
|
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
|
|
if (scale_by_half)
|
|
D3D::SetLinearCopySampler();
|
|
else
|
|
D3D::SetPointCopySampler();
|
|
|
|
D3D::DrawShadedTexQuad(
|
|
efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
|
|
SetStaticShader(format, src_format, is_intensity, scale_by_half),
|
|
StaticShaderCache::GetSimpleVertexShader(),
|
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
|
|
DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
|
|
);
|
|
|
|
// Copy to staging buffer
|
|
D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
|
|
dst_location.pResource = m_out_readback_buffer;
|
|
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst_location.PlacedFootprint.Offset = 0;
|
|
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
dst_location.PlacedFootprint.Footprint.Width = EFB_WIDTH * 4;
|
|
dst_location.PlacedFootprint.Footprint.Height = EFB_HEIGHT / 4;
|
|
dst_location.PlacedFootprint.Footprint.Depth = 1;
|
|
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(
|
|
dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION src_location = {};
|
|
src_location.pResource = m_out;
|
|
src_location.SubresourceIndex = 0;
|
|
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
|
|
D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_RENDER_TARGET,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
|
|
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
|
|
|
|
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
|
|
|
// State is automatically restored after executing command list.
|
|
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
|
|
|
// Transfer staging buffer to GameCube/Wii RAM
|
|
void* readback_data_map;
|
|
D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * num_blocks_y};
|
|
CheckHR(m_out_readback_buffer->Map(0, &read_range, &readback_data_map));
|
|
|
|
u8* src = static_cast<u8*>(readback_data_map);
|
|
u32 read_stride = std::min(bytes_per_row, dst_location.PlacedFootprint.Footprint.RowPitch);
|
|
for (unsigned int y = 0; y < num_blocks_y; ++y)
|
|
{
|
|
memcpy(dst, src, read_stride);
|
|
|
|
dst += memory_stride;
|
|
src += dst_location.PlacedFootprint.Footprint.RowPitch;
|
|
}
|
|
|
|
D3D12_RANGE write_range = {};
|
|
m_out_readback_buffer->Unmap(0, &write_range);
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
|
|
PEControl::PixelFormat src_format,
|
|
bool is_intensity, bool scale_by_half)
|
|
{
|
|
size_t fetch_num = static_cast<size_t>(src_format);
|
|
size_t scaled_fetch_num = scale_by_half ? 1 : 0;
|
|
size_t intensity_num = is_intensity ? 1 : 0;
|
|
size_t generator_num = dst_format;
|
|
|
|
ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
|
|
|
|
ComboMap::iterator it = m_static_shaders_map.find(key);
|
|
if (it == m_static_shaders_map.end())
|
|
{
|
|
INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, "
|
|
"is_intensity %d, scale_by_half %d",
|
|
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
|
|
|
|
u32 format = dst_format;
|
|
|
|
if (src_format == PEControl::Z24)
|
|
{
|
|
format |= _GX_TF_ZTF;
|
|
if (dst_format == 11)
|
|
format = GX_TF_Z16;
|
|
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
|
|
format |= _GX_TF_CTF;
|
|
}
|
|
else
|
|
{
|
|
if (dst_format > GX_TF_RGBA8 || (dst_format < GX_TF_RGB565 && !is_intensity))
|
|
format |= _GX_TF_CTF;
|
|
}
|
|
|
|
ID3DBlob* bytecode = nullptr;
|
|
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
|
|
if (!D3D::CompilePixelShader(shader, &bytecode))
|
|
{
|
|
WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, "
|
|
"scale_by_half %d failed to compile",
|
|
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0,
|
|
scale_by_half ? 1 : 0);
|
|
m_static_shaders_blobs[key] = {};
|
|
return {};
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE new_shader = {bytecode->GetBufferPointer(), bytecode->GetBufferSize()};
|
|
|
|
it = m_static_shaders_map.emplace(key, new_shader).first;
|
|
|
|
// Keep track of the ID3DBlobs, so we can free them upon shutdown.
|
|
m_static_shaders_blobs.push_back(bytecode);
|
|
}
|
|
|
|
return it->second;
|
|
}
|
|
}
|