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https://github.com/dolphin-emu/dolphin.git
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172 lines
5.9 KiB
C++
172 lines
5.9 KiB
C++
// Copyright 2011 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 <vector>
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/Television.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static const char YUYV_DECODER_PS[] =
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"// dolphin-emu YUYV decoder pixel shader\n"
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"Texture2D Tex0 : register(t0);\n"
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"sampler Samp0 : register(s0);\n"
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"static const float3x3 YCBCR_TO_RGB = float3x3(\n"
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"1.164, 0.000, 1.596,\n"
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"1.164, -0.392, -0.813,\n"
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"1.164, 2.017, 0.000\n"
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");\n"
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"void main(out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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"float3 sample = Tex0.Sample(Samp0, uv0).rgb;\n"
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// GameCube/Wii XFB data is in YUYV format with ITU-R Rec. BT.601 color
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// primaries, compressed to the range Y in 16..235, U and V in 16..240.
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// We want to convert it to RGB format with sRGB color primaries, with
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// range 0..255.
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// Recover RGB components
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"float3 yuv_601_sub = sample.grb - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);\n"
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"float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);\n"
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// If we were really obsessed with accuracy, we would correct for the
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// differing color primaries between BT.601 and sRGB. However, this may not
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// be worth the trouble because:
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// - BT.601 defines two sets of primaries: one for NTSC and one for PAL.
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// - sRGB's color primaries are actually an intermediate between BT.601's
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// NTSC and PAL primaries.
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// - If users even noticed any difference at all, they would be confused by
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// the slightly-different colors in the NTSC and PAL versions of the same
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// game.
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// - Even the game designers probably don't pay close attention to this
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// stuff.
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// Still, instructions on how to do it can be found at
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// <http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC20>
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"ocol0 = float4(rgb_601, 1);\n"
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"}\n"
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;
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Television::Television()
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: m_yuyvTexture(nullptr), m_yuyvTextureSRV(nullptr), m_pShader(nullptr)
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{ }
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void Television::Init()
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{
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HRESULT hr;
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// Create YUYV texture for real XFB mode
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// Initialize the texture with YCbCr black
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//
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// Some games use narrower XFB widths (Nintendo titles are fond of 608),
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// so the sampler's BorderColor won't cover the right side
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// (see sampler state below)
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const unsigned int MAX_XFB_SIZE = 2*(MAX_XFB_WIDTH) * MAX_XFB_HEIGHT;
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std::vector<u8> fill(MAX_XFB_SIZE);
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for (size_t i = 0; i < MAX_XFB_SIZE / sizeof(u32); ++i)
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reinterpret_cast<u32*>(fill.data())[i] = 0x80108010;
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D3D11_SUBRESOURCE_DATA srd = { fill.data(), 2*(MAX_XFB_WIDTH), 0 };
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// This texture format is designed for YUYV data.
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_G8R8_G8B8_UNORM, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 1, 1);
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hr = D3D::device->CreateTexture2D(&t2dd, &srd, &m_yuyvTexture);
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CHECK(SUCCEEDED(hr), "create tv yuyv texture");
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D3D::SetDebugObjectName(m_yuyvTexture, "tv yuyv texture");
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// Create shader resource view for YUYV texture
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D3D11_SHADER_RESOURCE_VIEW_DESC srvd = CD3D11_SHADER_RESOURCE_VIEW_DESC(
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m_yuyvTexture, D3D11_SRV_DIMENSION_TEXTURE2D,
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DXGI_FORMAT_G8R8_G8B8_UNORM);
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hr = D3D::device->CreateShaderResourceView(m_yuyvTexture, &srvd, &m_yuyvTextureSRV);
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CHECK(SUCCEEDED(hr), "create tv yuyv texture srv");
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D3D::SetDebugObjectName(m_yuyvTextureSRV, "tv yuyv texture srv");
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// Create YUYV-decoding pixel shader
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m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS);
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CHECK(m_pShader != nullptr, "compile and create yuyv decoder pixel shader");
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D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
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// Create sampler state and set border color
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//
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// The default sampler border color of { 0.f, 0.f, 0.f, 0.f }
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// creates a green border around the image - see issue 6483
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// (remember, the XFB is being interpreted as YUYV, and 0,0,0,0
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// is actually two green pixels in YUYV - black should be 16,128,16,128,
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// but we reverse the order to match DXGI_FORMAT_G8R8_G8B8_UNORM's ordering)
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float border[4] = { 128.0f/255.0f, 16.0f/255.0f, 128.0f/255.0f, 16.0f/255.0f };
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER,
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0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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hr = D3D::device->CreateSamplerState(&samDesc, &m_samplerState);
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CHECK(SUCCEEDED(hr), "create yuyv decoder sampler state");
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D3D::SetDebugObjectName(m_samplerState, "yuyv decoder sampler state");
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}
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void Television::Shutdown()
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{
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SAFE_RELEASE(m_pShader);
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SAFE_RELEASE(m_yuyvTextureSRV);
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SAFE_RELEASE(m_yuyvTexture);
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SAFE_RELEASE(m_samplerState);
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}
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void Television::Submit(u32 xfbAddr, u32 stride, u32 width, u32 height)
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{
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m_curAddr = xfbAddr;
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m_curWidth = width;
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m_curHeight = height;
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// Load data from GameCube RAM to YUYV texture
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u8* yuyvSrc = Memory::GetPointer(xfbAddr);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, stride, height, 1);
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D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2 * stride, 2 * stride * height);
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}
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void Television::Render()
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{
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if (g_ActiveConfig.bUseRealXFB && g_ActiveConfig.bUseXFB)
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{
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// Use real XFB mode
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// TODO: If this is the lower field, render at a vertical offset of 1
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// line down. We could even consider implementing a deinterlacing
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// algorithm.
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D3D11_RECT sourceRc = CD3D11_RECT(0, 0, int(m_curWidth), int(m_curHeight));
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D3D::stateman->SetSampler(0, m_samplerState);
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D3D::drawShadedTexQuad(
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m_yuyvTextureSRV, &sourceRc,
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MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
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m_pShader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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}
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else if (g_ActiveConfig.bUseXFB)
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{
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// Use virtual XFB mode
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// TODO: Eventually, Television should render the Virtual XFB mode
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// display as well.
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}
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}
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}
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