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https://github.com/dolphin-emu/dolphin.git
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293 lines
14 KiB
C++
293 lines
14 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 "Core/HW/Memmap.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoBackends/D3D12/XFBEncoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static XFBEncoder s_xfbEncoder;
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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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D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc;
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D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
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D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
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ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
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D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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void FramebufferManager::SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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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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m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_DEST);
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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for (int i = 0; i < m_efb.slices; i++)
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{
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D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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}
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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ResolveDepthTexture();
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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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FramebufferManager::FramebufferManager()
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{
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m_target_width = std::max(Renderer::GetTargetWidth(), 1);
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m_target_height = std::max(Renderer::GetTargetHeight(), 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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ID3D12Resource* buf12;
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D3D12_RESOURCE_DESC texdesc12;
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D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
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D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);
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HRESULT hr;
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m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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// EFB color texture - primary render target
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
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m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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// Temporary EFB color texture - used in ReinterpretPixelData
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
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m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&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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// EFB depth buffer - primary depth buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
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m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
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// Render buffer for AccessEFB (depth data)
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
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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(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (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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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&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::SetDebugObjectName12(m_efb.depth_staging_buf, "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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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
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m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");
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m_depth_resolve_depth_stencil_desc = {};
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m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE;
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m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE;
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m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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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_xfbEncoder.Init();
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}
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FramebufferManager::~FramebufferManager()
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{
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s_xfbEncoder.Shutdown();
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_temp_tex);
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
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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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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(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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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma)
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{
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u8* dst = Memory::GetPointer(xfbAddr);
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s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma);
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}
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std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
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{
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return std::make_unique<XFBSource>(D3DTexture2D::Create(target_width, target_height,
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(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
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}
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void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
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{
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*width = m_target_width;
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*height = m_target_height;
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}
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void FramebufferManager::ResolveDepthTexture()
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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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const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(m_target_width), static_cast<float>(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
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D3D::current_command_list->RSSetViewports(1, &vp12);
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m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12());
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D::SetLinearCopySampler();
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// Render a quad covering the entire target, writing SV_Depth.
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const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height);
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D3D::DrawShadedTexQuad(
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FramebufferManager::GetEFBDepthTexture(),
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&source_rect,
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m_target_width,
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m_target_height,
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StaticShaderCache::GetDepthCopyPixelShader(true),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(),
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1.0,
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0,
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DXGI_FORMAT_D32_FLOAT
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);
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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// Restores proper viewport/scissor settings.
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g_renderer->RestoreAPIState();
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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// DX12's XFB decoder does not use this function.
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// YUYV data is decoded in Render::Swap.
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}
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void XFBSource::CopyEFB(float gamma)
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{
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// Copy EFB data to XFB and restore render target again
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const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(texWidth), static_cast<float>(texHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
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D3D::current_command_list->RSSetViewports(1, &vp12);
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const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight);
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m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr);
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D3D::SetPointCopySampler();
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D3D::DrawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture(),
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&rect,
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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StaticShaderCache::GetColorCopyPixelShader(true),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(),
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gamma,
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0,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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false,
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m_tex->GetMultisampled()
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);
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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// Restores proper viewport/scissor settings.
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g_renderer->RestoreAPIState();
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}
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} // namespace DX12
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