dolphin/Source/Plugins/Plugin_VideoDX11/Src/Television.cpp
NeoBrainX 8244efcc02 Revert r7421 and r7422.
Should fix issue 4413.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-11 19:37:21 +00:00

155 lines
4.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Television.h"
#include "VideoConfig.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "D3DUtil.h"
#include "VertexShaderCache.h"
#include "HW/Memmap.h"
namespace DX11
{
static const char YUYV_DECODER_PS[] =
"// dolphin-emu YUYV decoder pixel shader\n"
"Texture2D Tex0 : register(t0);\n"
"sampler Samp0 : register(s0);\n"
"static const float3x3 YCBCR_TO_RGB = float3x3(\n"
"1.164, 0.000, 1.596,\n"
"1.164, -0.392, -0.813,\n"
"1.164, 2.017, 0.000\n"
");\n"
"void main(out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float2 uv0 : TEXCOORD0)\n"
"{\n"
"float3 sample = Tex0.Sample(Samp0, uv0).rgb;\n"
// GameCube/Wii XFB data is in YUYV format with ITU-R Rec. BT.601 color
// primaries, compressed to the range Y in 16..235, U and V in 16..240.
// We want to convert it to RGB format with sRGB color primaries, with
// range 0..255.
// Recover RGB components
"float3 yuv_601_sub = sample.grb - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);\n"
"float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);\n"
// If we were really obsessed with accuracy, we would correct for the
// differing color primaries between BT.601 and sRGB. However, this may not
// be worth the trouble because:
// - BT.601 defines two sets of primaries: one for NTSC and one for PAL.
// - sRGB's color primaries are actually an intermediate between BT.601's
// NTSC and PAL primaries.
// - If users even noticed any difference at all, they would be confused by
// the slightly-different colors in the NTSC and PAL versions of the same
// game.
// - Even the game designers probably don't pay close attention to this
// stuff.
// Still, instructions on how to do it can be found at
// <http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC20>
"ocol0 = float4(rgb_601, 1);\n"
"}\n"
;
Television::Television()
: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
{ }
void Television::Init()
{
HRESULT hr;
// Create YUYV texture for real XFB mode
// This texture format is designed for YUYV data.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_yuyvTexture);
CHECK(SUCCEEDED(hr), "create tv yuyv texture");
D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
// Create shader resource view for YUYV texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_G8R8_G8B8_UNORM);
hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
// Create YUYV-decoding pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
}
void Television::Shutdown()
{
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_yuyvTextureSRV);
SAFE_RELEASE(m_yuyvTexture);
}
void Television::Submit(u32 xfbAddr, u32 width, u32 height)
{
m_curAddr = xfbAddr;
m_curWidth = width;
m_curHeight = height;
// Load data from GameCube RAM to YUYV texture
u8* yuyvSrc = Memory::GetPointer(xfbAddr);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
}
void Television::Render()
{
if (g_ActiveConfig.bUseRealXFB && g_ActiveConfig.bUseXFB)
{
// Use real XFB mode
// TODO: If this is the lower field, render at a vertical offset of 1
// line down. We could even consider implementing a deinterlacing
// algorithm.
MathUtil::Rectangle<float> sourceRc(0.f, 0.f, float(m_curWidth), float(m_curHeight));
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
D3D::drawShadedTexSubQuad(
m_yuyvTextureSRV, &sourceRc,
MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
&destRc,
m_pShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
}
else if (g_ActiveConfig.bUseXFB)
{
// Use virtual XFB mode
// TODO: Eventually, Television should render the Virtual XFB mode
// display as well.
}
}
}