mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
ef85b9af45
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects. Now, the Core is literally the only project with tab/space mismatches (on a large scale).
388 lines
12 KiB
C++
388 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official Git repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "XFBEncoder.h"
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#include "D3DBase.h"
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#include "D3DBlob.h"
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#include "D3DShader.h"
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#include "Render.h"
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#include "GfxState.h"
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#include "FramebufferManager.h"
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namespace DX11
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{
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union XFBEncodeParams
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{
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struct
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{
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FLOAT Width; // Width and height of encoded XFB in luma pixels
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FLOAT Height;
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FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture
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FLOAT TexTop;
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FLOAT TexRight;
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FLOAT TexBottom;
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FLOAT Gamma;
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};
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// Constant buffers must be a multiple of 16 bytes in size
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u8 pad[32]; // Pad to the next multiple of 16
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};
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static const char XFB_ENCODE_VS[] =
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"// dolphin-emu XFB encoder vertex shader\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match XFBEncodeParams above
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"{\n"
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"float Width;\n"
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"float Height;\n"
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"float TexLeft;\n"
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"float Gamma;\n"
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"} Params;\n"
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"}\n"
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"struct Output\n"
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"{\n"
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"float4 Pos : SV_Position;\n"
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"float2 Coord : ENCODECOORD;\n"
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"};\n"
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"Output main(in float2 Pos : POSITION)\n"
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"{\n"
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"Output result;\n"
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"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n"
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"result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n"
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"return result;\n"
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"}\n"
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;
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static const char XFB_ENCODE_PS[] =
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"// dolphin-emu XFB encoder pixel shader\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match XFBEncodeParams above
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"{\n"
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"float Width;\n"
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"float Height;\n"
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"float TexLeft;\n"
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"float Gamma;\n"
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"} Params;\n"
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"}\n"
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"Texture2D EFBTexture : register(t0);\n"
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"sampler EFBSampler : register(s0);\n"
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// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
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// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
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"static const float3x4 RGB_TO_YCBCR = float3x4(\n"
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"0.257, 0.504, 0.098, 16.0/255.0,\n"
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"-0.148, -0.291, 0.439, 128.0/255.0,\n"
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"0.439, -0.368, -0.071, 128.0/255.0\n"
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");\n"
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"float3 SampleEFB(float2 coord)\n"
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"{\n"
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"float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
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"return EFBTexture.Sample(EFBSampler, texCoord).rgb;\n"
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"}\n"
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"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
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"{\n"
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"float2 baseCoord = Coord * float2(2,1);\n"
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// FIXME: Shall we apply gamma here, or apply it below to the Y components?
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// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
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"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
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"float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle
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"float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right
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"float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n"
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"float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n"
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"float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n"
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// The Y components correspond to two EFB pixels, while the U and V are
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// made from a blend of three EFB pixels.
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"float y0 = yuvM.r;\n"
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"float y1 = yuvR.r;\n"
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"float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n"
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"float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n"
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"ocol0 = float4(y0, u0, y1, v0);\n"
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"}\n"
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;
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static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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static const struct QuadVertex
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{
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float posX;
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float posY;
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} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
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XFBEncoder::XFBEncoder()
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: m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
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m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
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m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
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m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
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{ }
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void XFBEncoder::Init()
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{
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HRESULT hr;
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// Create output texture
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// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
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// is created for every two EFB pixels.
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
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D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
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CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
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D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
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// Create output render target view
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
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D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
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hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
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CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
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D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
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// Create output staging buffer
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t2dd.Usage = D3D11_USAGE_STAGING;
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t2dd.BindFlags = 0;
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t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
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CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
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D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
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// Create constant buffer for uploading params to shaders
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
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D3D11_BIND_CONSTANT_BUFFER);
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hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
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CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
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D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
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// Create vertex quad
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bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
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D3D11_USAGE_IMMUTABLE);
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D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
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hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
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CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
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D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
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// Create vertex shader
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D3DBlob* bytecode = NULL;
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if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
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{
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ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
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return;
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}
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
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CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
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D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
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// Create input layout for vertex quad using bytecode from vertex shader
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hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
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sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
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bytecode->Data(), bytecode->Size(), &m_quadLayout);
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CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
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D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
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bytecode->Release();
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// Create pixel shader
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m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
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if (!m_pShader)
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{
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ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
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return;
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}
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D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");
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// Create blend state
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D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
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CHECK(SUCCEEDED(hr), "create xfb encode blend state");
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D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
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// Create depth state
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D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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dsd.DepthEnable = FALSE;
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hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
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CHECK(SUCCEEDED(hr), "create xfb encode depth state");
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D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
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// Create rasterizer state
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D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
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rd.CullMode = D3D11_CULL_NONE;
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rd.DepthClipEnable = FALSE;
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hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
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CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
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D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
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// Create EFB texture sampler
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D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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// FIXME: Should we really use point sampling here?
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sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
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CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
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D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
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}
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void XFBEncoder::Shutdown()
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{
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SAFE_RELEASE(m_efbSampler);
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SAFE_RELEASE(m_xfbEncodeRastState);
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SAFE_RELEASE(m_xfbEncodeDepthState);
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SAFE_RELEASE(m_xfbEncodeBlendState);
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SAFE_RELEASE(m_pShader);
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SAFE_RELEASE(m_quadLayout);
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SAFE_RELEASE(m_vShader);
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SAFE_RELEASE(m_quad);
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SAFE_RELEASE(m_encodeParams);
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SAFE_RELEASE(m_outStage);
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SAFE_RELEASE(m_outRTV);
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SAFE_RELEASE(m_out);
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}
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void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
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{
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HRESULT hr;
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// Reset API
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g_renderer->ResetAPIState();
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// Set up all the state for XFB encoding
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D3D::context->PSSetShader(m_pShader, NULL, 0);
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D3D::context->VSSetShader(m_vShader, NULL, 0);
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D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
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D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
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D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
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D3D::stateman->Apply();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->IASetInputLayout(m_quadLayout);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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UINT stride = sizeof(QuadVertex);
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UINT offset = 0;
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D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
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TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
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XFBEncodeParams params = { 0 };
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params.Width = FLOAT(width);
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params.Height = FLOAT(height);
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params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
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params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
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params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
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params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
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params.Gamma = gamma;
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D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
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D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
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ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
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D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->PSSetShaderResources(0, 1, &pEFB);
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D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
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// Encode!
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D3D::context->Draw(4, 0);
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// Copy to staging buffer
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D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1);
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D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
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// Clean up state
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IUnknown* nullDummy = NULL;
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D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
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D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
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D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::context->OMSetRenderTargets(0, NULL, NULL);
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D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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D3D::context->PSSetShader(NULL, NULL, 0);
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D3D::context->VSSetShader(NULL, NULL, 0);
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// Transfer staging buffer to GameCube/Wii RAM
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D3D11_MAPPED_SUBRESOURCE map = { 0 };
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hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
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CHECK(SUCCEEDED(hr), "map staging buffer");
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u8* src = (u8*)map.pData;
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for (unsigned int y = 0; y < height; ++y)
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{
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memcpy(dst, src, 2*width);
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dst += bpmem.copyMipMapStrideChannels*32;
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src += map.RowPitch;
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}
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D3D::context->Unmap(m_outStage, 0);
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// Restore API
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g_renderer->RestoreAPIState();
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D3D::context->OMSetRenderTargets(1,
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&FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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}
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