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https://github.com/dolphin-emu/dolphin.git
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887e3830ba
It's not often we switch out to draw to the EFB anyway.
300 lines
13 KiB
C++
300 lines
13 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/FramebufferManager.h"
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#include <memory>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static bool s_integer_efb_render_target = false;
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FramebufferManager::Efb FramebufferManager::m_efb;
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unsigned int FramebufferManager::m_target_width;
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unsigned int FramebufferManager::m_target_height;
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D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
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{
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return m_efb.color_tex;
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}
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D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture()
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{
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return m_efb.color_read_texture;
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}
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ID3D11Texture2D*& FramebufferManager::GetEFBColorStagingBuffer()
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{
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return m_efb.color_staging_buf;
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}
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D3DTexture2D*& FramebufferManager::GetEFBDepthTexture()
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{
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return m_efb.depth_tex;
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}
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D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture()
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{
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return m_efb.depth_read_texture;
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}
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ID3D11Texture2D*& FramebufferManager::GetEFBDepthStagingBuffer()
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{
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return m_efb.depth_staging_buf;
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}
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D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
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{
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if (g_ActiveConfig.iMultisamples > 1)
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{
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for (int i = 0; i < m_efb.slices; i++)
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D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(),
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D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(),
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D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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return m_efb.resolved_color_tex;
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}
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else
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{
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return m_efb.color_tex;
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}
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}
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D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
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{
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if (g_ActiveConfig.iMultisamples > 1)
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{
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// ResolveSubresource does not work with depth textures.
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// Instead, we use a shader that selects the minimum depth from all samples.
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g_renderer->ResetAPIState();
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CD3D11_VIEWPORT viewport(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &viewport);
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D3D::context->OMSetRenderTargets(1, &m_efb.resolved_depth_tex->GetRTV(), nullptr);
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const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
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D3D::drawShadedTexQuad(
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m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
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PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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g_renderer->RestoreAPIState();
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return m_efb.resolved_depth_tex;
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}
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else
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{
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return m_efb.depth_tex;
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}
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}
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void FramebufferManager::SwapReinterpretTexture()
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{
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std::swap(m_efb.color_tex, m_efb.color_temp_tex);
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std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv);
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}
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void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled)
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{
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if (s_integer_efb_render_target == enabled)
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return;
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// We only use UINT render targets for logic ops, which is only supported with D3D11.1.
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if (!D3D::device1)
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return;
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s_integer_efb_render_target = enabled;
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BindEFBRenderTarget();
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}
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void FramebufferManager::BindEFBRenderTarget(bool bind_depth)
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{
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ID3D11RenderTargetView* rtv =
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s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV();
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ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr;
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D3D::context->OMSetRenderTargets(1, &rtv, dsv);
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}
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FramebufferManager::FramebufferManager(int target_width, int target_height)
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{
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m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
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m_target_height = static_cast<unsigned int>(std::max(target_height, 1));
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DXGI_SAMPLE_DESC sample_desc;
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sample_desc.Count = g_ActiveConfig.iMultisamples;
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sample_desc.Quality = 0;
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ID3D11Texture2D* buf;
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
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// EFB color texture - primary render target
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texdesc =
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CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
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m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
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D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width,
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m_target_height, hr);
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m_efb.color_tex = new D3DTexture2D(
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
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(sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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// Temporary EFB color texture - used in ReinterpretPixelData
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texdesc =
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CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
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m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
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D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width,
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m_target_height, hr);
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m_efb.color_temp_tex = new D3DTexture2D(
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
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(sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(),
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"EFB color temp texture shader resource view");
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
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"EFB color temp texture render target view");
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// Integer render targets for EFB, used for logic op
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CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(),
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g_ActiveConfig.iMultisamples > 1 ?
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D3D11_RTV_DIMENSION_TEXTURE2DMS :
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D3D11_RTV_DIMENSION_TEXTURE2D,
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DXGI_FORMAT_R8G8B8A8_UINT);
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hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc,
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&m_efb.color_int_rtv);
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CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
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hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc,
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&m_efb.color_temp_int_rtv);
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CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
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// Render buffer for AccessEFB (color data)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
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m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.color_read_texture->GetTex(),
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"EFB color read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName(
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m_efb.color_read_texture->GetRTV(),
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"EFB color read texture render target view (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING,
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D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
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CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName(m_efb.color_staging_buf,
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"EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer - primary depth buffer
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texdesc =
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CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices,
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1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE,
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D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width,
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m_target_height, hr);
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m_efb.depth_tex = new D3DTexture2D(
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE),
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture");
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D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
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D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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// Render buffer for AccessEFB (depth data)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
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m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(),
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"EFB depth read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName(
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m_efb.depth_read_texture->GetRTV(),
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"EFB depth read texture render target view (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING,
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D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
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CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName(m_efb.depth_staging_buf,
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"EFB depth staging texture (used for Renderer::AccessEFB)");
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if (g_ActiveConfig.iMultisamples > 1)
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{
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// Framebuffer resolve textures (color+depth)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
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m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE,
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D3D11_USAGE_DEFAULT, 0, 1);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width,
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m_target_height, hr);
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m_efb.resolved_color_tex =
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new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(),
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"EFB color resolve texture shader resource view");
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texdesc =
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CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices,
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1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width,
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m_target_height, hr);
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m_efb.resolved_depth_tex = new D3DTexture2D(
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
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D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(),
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"EFB depth resolve texture shader resource view");
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}
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else
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{
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m_efb.resolved_color_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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}
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s_integer_efb_render_target = false;
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}
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FramebufferManager::~FramebufferManager()
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{
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_int_rtv);
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SAFE_RELEASE(m_efb.color_temp_tex);
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SAFE_RELEASE(m_efb.color_temp_int_rtv);
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SAFE_RELEASE(m_efb.color_staging_buf);
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SAFE_RELEASE(m_efb.color_read_texture);
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SAFE_RELEASE(m_efb.resolved_color_tex);
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SAFE_RELEASE(m_efb.depth_tex);
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SAFE_RELEASE(m_efb.depth_staging_buf);
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SAFE_RELEASE(m_efb.depth_read_texture);
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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}
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} // namespace DX11
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