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https://github.com/dolphin-emu/dolphin.git
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90051536bf
This brings D3D to parity with OpenGL and Vulkan.
301 lines
10 KiB
C++
301 lines
10 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D/TextureCache.h"
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#include <algorithm>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PSTextureEncoder.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoConfig.h"
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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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std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<DXTexture>(config);
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}
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void TextureCache::CopyEFB(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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const EFBRectangle& src_rect, bool scale_by_half)
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{
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g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
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scale_by_half);
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}
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const char palette_shader[] =
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R"HLSL(
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sampler samp0 : register(s0);
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Texture2DArray Tex0 : register(t0);
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Buffer<uint> Tex1 : register(t1);
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uniform float Multiply;
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uint Convert3To8(uint v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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uint Convert4To8(uint v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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uint Convert5To8(uint v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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uint Convert6To8(uint v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(uint val)
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{
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int r,g,b,a;
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if ((val&0x8000))
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_RGB565(uint val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_IA8(uint val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255;
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}
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void main(
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out float4 ocol0 : SV_Target,
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in float4 pos : SV_Position,
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in float3 uv0 : TEXCOORD0)
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{
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uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
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src = Tex1.Load(src);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DECODE(src);
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}
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)HLSL";
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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const void* palette, TLUTFormat format)
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{
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DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
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DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(source->GetWidth()),
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static_cast<float>(source->GetHeight()));
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D3D::context->RSSetViewports(1, &vp);
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D3D11_BOX box{0, 0, 0, 512, 1, 1};
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D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0);
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D3D::stateman->SetTexture(1, palette_buf_srv);
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// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
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float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
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D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(palette_uniform);
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const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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// Create texture copy
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D3D::drawShadedTexQuad(
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source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
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source->GetHeight(), palette_pixel_shader[static_cast<int>(format)],
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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FramebufferManager::BindEFBRenderTarget();
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader* GetConvertShader(const char* Type)
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{
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std::string shader = "#define DECODE DecodePixel_";
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shader.append(Type);
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shader.append("\n");
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shader.append(palette_shader);
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return D3D::CompileAndCreatePixelShader(shader);
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}
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TextureCache::TextureCache()
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{
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// FIXME: Is it safe here?
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g_encoder = std::make_unique<PSTextureEncoder>();
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g_encoder->Init();
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palette_buf = nullptr;
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palette_buf_srv = nullptr;
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palette_uniform = nullptr;
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palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3");
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auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
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HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
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CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");
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D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer");
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// TODO: C14X2 format.
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auto outlutUavDesc =
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CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0);
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hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv);
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CHECK(SUCCEEDED(hr), "create palette decoder lut srv");
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D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv");
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform);
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CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
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D3D::SetDebugObjectName(palette_uniform,
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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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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SAFE_RELEASE(shader);
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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unsigned int cbuf_id, const float* colmat)
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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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{
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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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}
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g_renderer->ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(destination_texture->GetConfig().width),
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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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CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (scale_by_half)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
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nullptr);
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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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FramebufferManager::BindEFBRenderTarget();
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g_renderer->RestoreAPIState();
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}
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}
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