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545 lines
24 KiB
C++
545 lines
24 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/D3D12/FramebufferManager.h"
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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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/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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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::GetEFBDepthTexture()
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{
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return m_efb.depth_tex;
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}
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D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture()
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{
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return m_efb.color_temp_tex;
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}
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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,
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D3D12_RESOURCE_STATE_RESOLVE_DEST);
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
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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(
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m_efb.resolved_color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
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m_efb.color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
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DXGI_FORMAT_R8G8B8A8_UNORM);
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}
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
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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(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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ID3D12Resource* buf12;
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D3D12_RESOURCE_DESC texdesc12;
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D3D12_CLEAR_VALUE optimized_clear_valueRTV = {DXGI_FORMAT_R8G8B8A8_UNORM,
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{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(
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DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
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sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
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m_efb.color_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_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), 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(
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DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
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sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
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m_efb.color_temp_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_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), 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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// EFB depth buffer - primary depth buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
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DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count,
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sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
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m_efb.depth_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL,
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN,
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(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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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,
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m_target_height, m_efb.slices, 1);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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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,
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m_target_height);
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m_efb.resolved_color_tex = new D3DTexture2D(
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buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN,
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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(),
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"EFB color resolve texture shader resource view");
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height,
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m_efb.slices, 1, 1, 0,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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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,
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m_target_height, hr);
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m_efb.resolved_depth_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
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D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(),
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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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InitializeEFBAccessCopies();
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}
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FramebufferManager::~FramebufferManager()
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{
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DestroyEFBAccessCopies();
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.depth_tex);
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SAFE_RELEASE(m_efb.color_temp_tex);
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SAFE_RELEASE(m_efb.resolved_color_tex);
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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,
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const EFBRectangle& sourceRc, float gamma)
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{
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u8* dst = Memory::GetPointer(xfbAddr);
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D3DTexture2D* src_texture = GetResolvedEFBColorTexture();
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TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc);
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g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect,
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m_target_width, m_target_height, gamma);
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}
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std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers)
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{
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return std::make_unique<XFBSource>(
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D3DTexture2D::Create(target_width, target_height,
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TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
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layers);
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}
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std::pair<u32, u32> FramebufferManager::GetTargetSize() const
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{
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return std::make_pair(m_target_width, 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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D3D::SetViewportAndScissor(0, 0, m_target_width, m_target_height);
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m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE,
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&m_efb.resolved_depth_tex->GetDSV12());
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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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(FramebufferManager::GetEFBDepthTexture(), &source_rect, m_target_width,
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m_target_height, StaticShaderCache::GetDepthResolveToColorPixelShader(),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(), 1.0, 0, DXGI_FORMAT_D32_FLOAT);
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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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 FramebufferManager::RestoreEFBRenderTargets()
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{
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D3D::current_command_list->OMSetRenderTargets(
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1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
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&FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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}
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u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
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{
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if (!m_efb.color_access_readback_map)
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MapEFBColorAccessCopy();
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u32 color;
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size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
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memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
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return color;
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}
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float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
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{
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if (!m_efb.depth_access_readback_map)
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MapEFBDepthAccessCopy();
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float depth;
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size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
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memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
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return depth;
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}
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void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
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{
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if (!m_efb.color_access_readback_map)
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return;
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size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
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memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
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}
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void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
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{
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if (!m_efb.depth_access_readback_map)
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return;
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size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
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memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
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}
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void FramebufferManager::InitializeEFBAccessCopies()
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{
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D3D12_CLEAR_VALUE optimized_color_clear_value = {DXGI_FORMAT_R8G8B8A8_UNORM,
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{0.0f, 0.0f, 0.0f, 1.0f}};
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D3D12_CLEAR_VALUE optimized_depth_clear_value = {DXGI_FORMAT_R32_FLOAT, {1.0f}};
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CD3DX12_RESOURCE_DESC texdesc12;
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ID3D12Resource* buf12;
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HRESULT hr;
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// EFB access - color resize buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1,
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1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
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D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
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m_efb.color_access_resize_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
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"EFB access color resize buffer");
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buf12->Release();
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// EFB access - color staging/readback buffer
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m_efb.color_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(u32)),
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D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
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D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
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// EFB access - depth resize buffer
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
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D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
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m_efb.depth_access_resize_tex =
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new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
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"EFB access depth resize buffer");
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buf12->Release();
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// EFB access - depth staging/readback buffer
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m_efb.depth_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(float)),
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D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
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hr = D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
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D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
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}
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void FramebufferManager::MapEFBColorAccessCopy()
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{
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D3D::command_list_mgr->CPUAccessNotify();
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ID3D12Resource* src_resource;
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if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
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g_ActiveConfig.iMultisamples > 1)
|
|
{
|
|
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
|
|
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
D3D::SetPointCopySampler();
|
|
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(),
|
|
FALSE, nullptr);
|
|
|
|
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
|
|
D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
|
|
StaticShaderCache::GetColorCopyPixelShader(true),
|
|
StaticShaderCache::GetSimpleVertexShader(),
|
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
|
|
|
|
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
src_resource = m_efb.color_access_resize_tex->GetTex12();
|
|
}
|
|
else
|
|
{
|
|
// Can source the EFB buffer
|
|
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
src_resource = m_efb.color_tex->GetTex12();
|
|
}
|
|
|
|
// Copy to staging resource
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
|
|
0, {DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch}};
|
|
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
|
|
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
|
|
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
|
|
|
|
// Restore EFB resource state if it was sourced from here
|
|
if (src_resource == m_efb.color_tex->GetTex12())
|
|
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
// Block until completion - state is automatically restored
|
|
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
|
|
|
// Resource copy has finished, so safe to map now
|
|
D3D12_RANGE read_range = {0, m_efb.color_access_readback_pitch * EFB_HEIGHT};
|
|
m_efb.color_access_readback_buffer->Map(
|
|
0, &read_range, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
|
|
}
|
|
|
|
void FramebufferManager::MapEFBDepthAccessCopy()
|
|
{
|
|
D3D::command_list_mgr->CPUAccessNotify();
|
|
|
|
ID3D12Resource* src_resource;
|
|
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
|
|
g_ActiveConfig.iMultisamples > 1)
|
|
{
|
|
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
|
|
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
D3D::SetPointCopySampler();
|
|
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(),
|
|
FALSE, nullptr);
|
|
|
|
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
|
|
D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
|
|
(g_ActiveConfig.iMultisamples > 1) ?
|
|
StaticShaderCache::GetDepthResolveToColorPixelShader() :
|
|
StaticShaderCache::GetColorCopyPixelShader(false),
|
|
StaticShaderCache::GetSimpleVertexShader(),
|
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
|
|
DXGI_FORMAT_R32_FLOAT, false, false);
|
|
|
|
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
src_resource = m_efb.depth_access_resize_tex->GetTex12();
|
|
}
|
|
else
|
|
{
|
|
// Can source the EFB buffer
|
|
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
src_resource = m_efb.depth_tex->GetTex12();
|
|
}
|
|
|
|
// Copy to staging resource
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
|
|
0, {DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch}};
|
|
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
|
|
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
|
|
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
|
|
|
|
// Restore EFB resource state if it was sourced from here
|
|
if (src_resource == m_efb.depth_tex->GetTex12())
|
|
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
|
|
|
// Block until completion - state is automatically restored
|
|
D3D::command_list_mgr->ExecuteQueuedWork(true);
|
|
|
|
// Resource copy has finished, so safe to map now
|
|
D3D12_RANGE read_range = {0, m_efb.depth_access_readback_pitch * EFB_HEIGHT};
|
|
m_efb.depth_access_readback_buffer->Map(
|
|
0, &read_range, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
|
|
}
|
|
|
|
void FramebufferManager::InvalidateEFBAccessCopies()
|
|
{
|
|
D3D12_RANGE write_range = {};
|
|
|
|
if (m_efb.color_access_readback_map)
|
|
{
|
|
m_efb.color_access_readback_buffer->Unmap(0, &write_range);
|
|
m_efb.color_access_readback_map = nullptr;
|
|
}
|
|
|
|
if (m_efb.depth_access_readback_map)
|
|
{
|
|
m_efb.depth_access_readback_buffer->Unmap(0, &write_range);
|
|
m_efb.depth_access_readback_map = nullptr;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::DestroyEFBAccessCopies()
|
|
{
|
|
InvalidateEFBAccessCopies();
|
|
|
|
SAFE_RELEASE(m_efb.color_access_resize_tex);
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
|
|
m_efb.color_access_readback_buffer);
|
|
m_efb.color_access_readback_buffer = nullptr;
|
|
|
|
SAFE_RELEASE(m_efb.depth_access_resize_tex);
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
|
|
m_efb.depth_access_readback_buffer);
|
|
m_efb.depth_access_readback_buffer = nullptr;
|
|
}
|
|
|
|
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
u8* src = Memory::GetPointer(xfbAddr);
|
|
g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight);
|
|
}
|
|
|
|
void XFBSource::CopyEFB(float gamma)
|
|
{
|
|
// Copy EFB data to XFB and restore render target again
|
|
D3D::SetViewportAndScissor(0, 0, texWidth, texHeight);
|
|
|
|
const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight);
|
|
|
|
m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr);
|
|
|
|
D3D::SetPointCopySampler();
|
|
|
|
D3D::DrawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &rect,
|
|
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
|
StaticShaderCache::GetColorCopyPixelShader(true),
|
|
StaticShaderCache::GetSimpleVertexShader(),
|
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
|
|
StaticShaderCache::GetCopyGeometryShader(), gamma, 0,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM, false, m_tex->GetMultisampled());
|
|
|
|
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
|
|
|
// Restores proper viewport/scissor settings.
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
|
|
} // namespace DX12
|