dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
Stenzek 63264ac23f D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-12-08 20:29:21 +10:00

231 lines
7.3 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/TextureConversionShader.h"
namespace DX11
{
struct EFBEncodeParams
{
DWORD SrcLeft;
DWORD SrcTop;
DWORD DestWidth;
DWORD ScaleFactor;
};
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
m_encodeParams(nullptr)
{
}
void PSTextureEncoder::Init()
{
m_ready = false;
HRESULT hr;
// Create output texture RGBA format
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_B8G8R8A8_UNORM,
EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_B8G8R8A8_UNORM);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create efb encode output render target view");
D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
// Create output staging buffer
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
// Create constant buffer for uploading data to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
m_ready = true;
}
void PSTextureEncoder::Shutdown()
{
m_ready = false;
for (auto& it : m_staticShaders)
{
SAFE_RELEASE(it.second);
}
m_staticShaders.clear();
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
SAFE_RELEASE(m_out);
}
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
if (!m_ready) // Make sure we initialized OK
return;
HRESULT hr;
// Resolve MSAA targets before copying.
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
{
const u32 words_per_row = bytes_per_row / sizeof(u32);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y));
D3D::context->RSSetViewports(1, &vp);
constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
EFBEncodeParams params;
params.SrcLeft = srcRect.left;
params.SrcTop = srcRect.top;
params.DestWidth = native_width;
params.ScaleFactor = scaleByHalf ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scaleByHalf)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(pEFB,
targetRect.AsRECT(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
SetStaticShader(format, srcFormat, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
u8* src = (u8*)map.pData;
u32 readStride = std::min(bytes_per_row, map.RowPitch);
for (unsigned int y = 0; y < num_blocks_y; ++y)
{
memcpy(dst, src, readStride);
dst += memory_stride;
src += map.RowPitch;
}
D3D::context->Unmap(m_outStage, 0);
}
// Restore API
g_renderer->RestoreAPIState();
D3D::context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
bool isIntensity, bool scaleByHalf)
{
size_t fetchNum = static_cast<size_t>(srcFormat);
size_t scaledFetchNum = scaleByHalf ? 1 : 0;
size_t intensityNum = isIntensity ? 1 : 0;
size_t generatorNum = dstFormat;
ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);
ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end())
{
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
u32 format = dstFormat;
if (srcFormat == PEControl::Z24)
{
format |= _GX_TF_ZTF;
if (dstFormat == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
{
if (dstFormat > GX_TF_RGBA8 || (dstFormat < GX_TF_RGB565 && !isIntensity))
format |= _GX_TF_CTF;
}
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
m_staticShaders[key] = nullptr;
return nullptr;
}
ID3D11PixelShader* newShader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
char debugName[255] = {};
sprintf_s(debugName, "efb encoder pixel shader (dst:%d, src:%d, intensity:%d, scale:%d)",
dstFormat, srcFormat, isIntensity, scaleByHalf);
D3D::SetDebugObjectName(newShader, debugName);
it = m_staticShaders.emplace(key, newShader).first;
bytecode->Release();
}
return it->second;
}
}