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642 lines
25 KiB
C++
642 lines
25 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/TextureCache.h"
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/Logging/Log.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/D3DDescriptorHeapManager.h"
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#include "VideoBackends/D3D12/D3DShader.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/PSTextureEncoder.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static std::unique_ptr<PSTextureEncoder> s_encoder = nullptr;
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static std::unique_ptr<D3DStreamBuffer> s_efb_copy_stream_buffer = nullptr;
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static u32 s_efb_copy_last_cbuf_id = UINT_MAX;
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static ID3D12Resource* s_texture_cache_entry_readback_buffer = nullptr;
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static size_t s_texture_cache_entry_readback_buffer_size = 0;
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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m_texture->Release();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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// Textures bound as group in TextureCache::BindTextures method.
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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u32 level_width = std::max(config.width >> level, 1u);
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u32 level_height = std::max(config.height >> level, 1u);
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size_t level_pitch =
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Common::AlignUp(level_width * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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size_t required_readback_buffer_size = level_pitch * level_height;
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// Check if the current readback buffer is large enough
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if (required_readback_buffer_size > s_texture_cache_entry_readback_buffer_size)
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{
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// Reallocate the buffer with the new size. Safe to immediately release because we're the only
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// user and we block until completion.
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if (s_texture_cache_entry_readback_buffer)
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s_texture_cache_entry_readback_buffer->Release();
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s_texture_cache_entry_readback_buffer_size = required_readback_buffer_size;
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(s_texture_cache_entry_readback_buffer_size),
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
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IID_PPV_ARGS(&s_texture_cache_entry_readback_buffer)));
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}
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m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_TEXTURE_COPY_LOCATION dst_location = {};
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dst_location.pResource = s_texture_cache_entry_readback_buffer;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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dst_location.PlacedFootprint.Footprint.Depth = 1;
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dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dst_location.PlacedFootprint.Footprint.Width = level_width;
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dst_location.PlacedFootprint.Footprint.Height = level_height;
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dst_location.PlacedFootprint.Footprint.RowPitch = static_cast<UINT>(level_pitch);
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D3D12_TEXTURE_COPY_LOCATION src_location =
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CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), level);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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// Map readback buffer and save to file.
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void* readback_texture_map;
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D3D12_RANGE read_range = {0, required_readback_buffer_size};
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CheckHR(s_texture_cache_entry_readback_buffer->Map(0, &read_range, &readback_texture_map));
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bool saved = TextureToPng(static_cast<u8*>(readback_texture_map),
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dst_location.PlacedFootprint.Footprint.RowPitch, filename,
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dst_location.PlacedFootprint.Footprint.Width,
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dst_location.PlacedFootprint.Footprint.Height);
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D3D12_RANGE write_range = {};
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s_texture_cache_entry_readback_buffer->Unmap(0, &write_range);
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return saved;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& dst_rect)
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{
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const TCacheEntry* srcentry = reinterpret_cast<const TCacheEntry*>(source);
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if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight())
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{
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// These assertions should hold true unless the base code is passing us sizes too large, in
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// which case it should be fixed instead.
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_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= source->config.width &&
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static_cast<u32>(src_rect.GetHeight()) <= source->config.height,
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"Source rect is too large for CopyRectangleFromTexture");
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_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= config.width &&
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static_cast<u32>(dst_rect.GetHeight()) <= config.height,
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"Dest rect is too large for CopyRectangleFromTexture");
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CD3DX12_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom,
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srcentry->config.layers);
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D3D12_TEXTURE_COPY_LOCATION dst_location =
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CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
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D3D12_TEXTURE_COPY_LOCATION src_location =
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CD3DX12_TEXTURE_COPY_LOCATION(srcentry->m_texture->GetTex12(), 0);
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m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
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srcentry->m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D::current_command_list->CopyTextureRegion(&dst_location, dst_rect.left, dst_rect.top, 0,
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&src_location, &src_box);
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m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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srcentry->m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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return;
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}
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else if (!config.rendertarget)
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{
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return;
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}
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D3D::SetViewportAndScissor(dst_rect.left, dst_rect.top, dst_rect.GetWidth(),
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dst_rect.GetHeight());
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m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
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D3D::SetLinearCopySampler();
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D3D12_RECT src_rc;
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src_rc.left = src_rect.left;
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src_rc.right = src_rect.right;
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src_rc.top = src_rect.top;
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src_rc.bottom = src_rect.bottom;
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D3D::DrawShadedTexQuad(
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srcentry->m_texture, &src_rc, srcentry->config.width, srcentry->config.height,
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StaticShaderCache::GetColorCopyPixelShader(false), StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0, 0,
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DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled());
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m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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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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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u32 expanded_width,
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u32 level)
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{
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unsigned int src_pitch = 4 * expanded_width;
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D3D::ReplaceRGBATexture2D(m_texture->GetTex12(), buffer, width, height, src_pitch, level,
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m_texture->GetResourceUsageState());
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}
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TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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if (config.rendertarget)
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{
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D3DTexture2D* texture =
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D3DTexture2D::Create(config.width, config.height,
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TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, config.layers);
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TCacheEntry* entry = new TCacheEntry(config, texture);
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entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
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entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
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entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
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return entry;
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}
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else
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{
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ID3D12Resource* texture_resource = nullptr;
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D3D12_RESOURCE_DESC texture_resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(
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DXGI_FORMAT_R8G8B8A8_UNORM, config.width, config.height, 1, config.levels);
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC(texture_resource_desc), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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nullptr, IID_PPV_ARGS(&texture_resource)));
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D3DTexture2D* texture =
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new D3DTexture2D(texture_resource, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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TCacheEntry* const entry = new TCacheEntry(config, texture);
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entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
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entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
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entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
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// EXISTINGD3D11TODO: better debug names
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D3D::SetDebugObjectName12(entry->m_texture->GetTex12(), "a texture of the TextureCache");
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SAFE_RELEASE(texture_resource);
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return entry;
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}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
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bool scale_by_half, unsigned int cbuf_id,
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const float* colmat)
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{
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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D3DTexture2D* efb_tex = is_depth_copy ? FramebufferManager::GetEFBDepthTexture() :
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FramebufferManager::GetEFBColorTexture();
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if (multisampled && scale_by_half)
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{
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multisampled = false;
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efb_tex = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture() :
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FramebufferManager::GetResolvedEFBColorTexture();
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}
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// set transformation
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if (s_efb_copy_last_cbuf_id != cbuf_id)
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{
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s_efb_copy_stream_buffer->AllocateSpaceInBuffer(28 * sizeof(float), 256);
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memcpy(s_efb_copy_stream_buffer->GetCPUAddressOfCurrentAllocation(), colmat,
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28 * sizeof(float));
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s_efb_copy_last_cbuf_id = cbuf_id;
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}
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// stretch picture with increased internal resolution
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D3D::SetViewportAndScissor(0, 0, config.width, config.height);
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D3D::current_command_list->SetGraphicsRootConstantBufferView(
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DESCRIPTOR_TABLE_PS_CBVONE, s_efb_copy_stream_buffer->GetGPUAddressOfCurrentAllocation());
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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// EXISTINGD3D11TODO: try targetSource.asRECT();
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const D3D12_RECT sourcerect =
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CD3DX12_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (scale_by_half)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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// Make sure we don't draw with the texture set as both a source and target.
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// (This can happen because we don't unbind textures when we free them.)
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m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
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// Create texture copy
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D3D::DrawShadedTexQuad(
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efb_tex, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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is_depth_copy ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
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StaticShaderCache::GetColorMatrixPixelShader(multisampled),
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StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
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m_texture->GetMultisampled());
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m_texture->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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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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g_renderer->RestoreAPIState();
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}
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void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
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{
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s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
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is_depth_copy, src_rect, scale_by_half);
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}
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static const constexpr char s_palette_shader_hlsl[] =
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R"HLSL(
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sampler samp0 : register(s0);
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Texture2DArray Tex0 : register(t0);
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Buffer<uint> Tex1 : register(t1);
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uniform float Multiply;
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uint Convert3To8(uint v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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uint Convert4To8(uint v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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uint Convert5To8(uint v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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uint Convert6To8(uint v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(uint val)
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{
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int r,g,b,a;
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if ((val&0x8000))
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_RGB565(uint val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255;
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}
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float4 DecodePixel_IA8(uint val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255;
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}
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void main(
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out float4 ocol0 : SV_Target,
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in float4 pos : SV_Position,
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in float3 uv0 : TEXCOORD0)
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{
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uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
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src = Tex1.Load(src);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DECODE(src);
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}
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)HLSL";
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void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted,
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void* palette, TlutFormat format)
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{
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const unsigned int palette_buffer_allocation_size = 512;
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m_palette_stream_buffer->AllocateSpaceInBuffer(palette_buffer_allocation_size, 256);
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memcpy(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation(), palette,
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palette_buffer_allocation_size);
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// stretch picture with increased internal resolution
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D3D::SetViewportAndScissor(0, 0, unconverted->config.width, unconverted->config.height);
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// D3D12: Because the second SRV slot is occupied by this buffer, and an arbitrary texture
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// occupies the first SRV slot,
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// we need to allocate temporary space out of our descriptor heap, place the palette SRV in the
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// second slot, then copy the
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// existing texture's descriptor into the first slot.
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// First, allocate the (temporary) space in the descriptor heap.
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D3D12_CPU_DESCRIPTOR_HANDLE srv_group_cpu_handle[2] = {};
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D3D12_GPU_DESCRIPTOR_HANDLE srv_group_gpu_handle[2] = {};
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|
D3D::gpu_descriptor_heap_mgr->AllocateGroup(srv_group_cpu_handle, 2, srv_group_gpu_handle,
|
|
nullptr, true);
|
|
|
|
srv_group_cpu_handle[1].ptr = srv_group_cpu_handle[0].ptr + D3D::resource_descriptor_size;
|
|
|
|
// Now, create the palette SRV at the appropriate offset.
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC palette_buffer_srv_desc = {
|
|
DXGI_FORMAT_R16_UINT, // DXGI_FORMAT Format;
|
|
D3D12_SRV_DIMENSION_BUFFER, // D3D12_SRV_DIMENSION ViewDimension;
|
|
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING // UINT Shader4ComponentMapping;
|
|
};
|
|
|
|
// Each 'element' is two bytes since format is R16.
|
|
palette_buffer_srv_desc.Buffer.FirstElement =
|
|
m_palette_stream_buffer->GetOffsetOfCurrentAllocation() / sizeof(u16);
|
|
palette_buffer_srv_desc.Buffer.NumElements = 256;
|
|
|
|
D3D::device12->CreateShaderResourceView(m_palette_stream_buffer->GetBuffer(),
|
|
&palette_buffer_srv_desc, srv_group_cpu_handle[1]);
|
|
|
|
// Now, copy the existing texture's descriptor into the new temporary location.
|
|
static_cast<TCacheEntry*>(unconverted)
|
|
->m_texture->TransitionToResourceState(D3D::current_command_list,
|
|
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
|
D3D::device12->CopyDescriptorsSimple(
|
|
1, srv_group_cpu_handle[0],
|
|
static_cast<TCacheEntry*>(unconverted)->m_texture->GetSRV12GPUCPUShadow(),
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
|
|
// Finally, bind our temporary location.
|
|
D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV,
|
|
srv_group_gpu_handle[0]);
|
|
|
|
// D3D11EXISTINGTODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
|
|
|
|
// D3D12: See TextureCache::TextureCache() - because there are only two possible buffer contents
|
|
// here,
|
|
// just pre-populate the data in two parts of the same upload heap.
|
|
if ((unconverted->format & 0xf) == GX_TF_I4)
|
|
{
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress());
|
|
}
|
|
else
|
|
{
|
|
D3D::current_command_list->SetGraphicsRootConstantBufferView(
|
|
DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress() + 256);
|
|
}
|
|
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
|
|
|
|
const D3D12_RECT source_rect =
|
|
CD3DX12_RECT(0, 0, unconverted->config.width, unconverted->config.height);
|
|
|
|
D3D::SetPointCopySampler();
|
|
|
|
// Make sure we don't draw with the texture set as both a source and target.
|
|
// (This can happen because we don't unbind textures when we free them.)
|
|
|
|
static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
D3D::current_command_list->OMSetRenderTargets(
|
|
1, &static_cast<TCacheEntry*>(entry)->m_texture->GetRTV12(), FALSE, nullptr);
|
|
|
|
// Create texture copy
|
|
D3D::DrawShadedTexQuad(
|
|
static_cast<TCacheEntry*>(unconverted)->m_texture, &source_rect, unconverted->config.width,
|
|
unconverted->config.height, m_palette_pixel_shaders[format],
|
|
StaticShaderCache::GetSimpleVertexShader(),
|
|
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
|
|
StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, true,
|
|
static_cast<TCacheEntry*>(entry)->m_texture->GetMultisampled());
|
|
|
|
static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
|
|
|
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
|
|
D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
|
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE GetConvertShader12(const std::string& Type)
|
|
{
|
|
std::string shader = "#define DECODE DecodePixel_";
|
|
shader.append(Type);
|
|
shader.append("\n");
|
|
shader.append(s_palette_shader_hlsl);
|
|
|
|
ID3DBlob* blob = nullptr;
|
|
D3D::CompilePixelShader(shader, &blob);
|
|
|
|
return {blob->GetBufferPointer(), blob->GetBufferSize()};
|
|
}
|
|
|
|
TextureCache::TextureCache()
|
|
{
|
|
s_encoder = std::make_unique<PSTextureEncoder>();
|
|
s_encoder->Init();
|
|
|
|
s_efb_copy_stream_buffer = std::make_unique<D3DStreamBuffer>(1024 * 1024, 1024 * 1024, nullptr);
|
|
s_efb_copy_last_cbuf_id = UINT_MAX;
|
|
|
|
s_texture_cache_entry_readback_buffer = nullptr;
|
|
s_texture_cache_entry_readback_buffer_size = 0;
|
|
|
|
m_palette_pixel_shaders[GX_TL_IA8] = GetConvertShader12(std::string("IA8"));
|
|
m_palette_pixel_shaders[GX_TL_RGB565] = GetConvertShader12(std::string("RGB565"));
|
|
m_palette_pixel_shaders[GX_TL_RGB5A3] = GetConvertShader12(std::string("RGB5A3"));
|
|
|
|
m_palette_stream_buffer = std::make_unique<D3DStreamBuffer>(
|
|
sizeof(u16) * 256 * 1024, sizeof(u16) * 256 * 1024 * 16, nullptr);
|
|
|
|
// Right now, there are only two variants of palette_uniform data. So, we'll just create an upload
|
|
// heap to permanently store both of these.
|
|
CheckHR(D3D::device12->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
|
|
&CD3DX12_RESOURCE_DESC::Buffer(
|
|
((16 + 255) & ~255) *
|
|
2), // Constant Buffers have to be 256b aligned. "* 2" to create for two sets of data.
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
nullptr, IID_PPV_ARGS(&m_palette_uniform_buffer)));
|
|
|
|
D3D::SetDebugObjectName12(m_palette_uniform_buffer,
|
|
"a constant buffer used in TextureCache::ConvertTexture");
|
|
|
|
// Temporarily repurpose m_palette_stream_buffer as a copy source to populate initial data here.
|
|
m_palette_stream_buffer->AllocateSpaceInBuffer(256 * 2, 256);
|
|
|
|
u8* upload_heap_data_location =
|
|
reinterpret_cast<u8*>(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation());
|
|
|
|
memset(upload_heap_data_location, 0, 256 * 2);
|
|
|
|
float paramsFormatZero[4] = {15.f};
|
|
float paramsFormatNonzero[4] = {255.f};
|
|
|
|
memcpy(upload_heap_data_location, paramsFormatZero, sizeof(paramsFormatZero));
|
|
memcpy(upload_heap_data_location + 256, paramsFormatNonzero, sizeof(paramsFormatNonzero));
|
|
|
|
D3D::current_command_list->CopyBufferRegion(
|
|
m_palette_uniform_buffer, 0, m_palette_stream_buffer->GetBuffer(),
|
|
m_palette_stream_buffer->GetOffsetOfCurrentAllocation(), 256 * 2);
|
|
|
|
DX12::D3D::ResourceBarrier(D3D::current_command_list, m_palette_uniform_buffer,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, 0);
|
|
}
|
|
|
|
TextureCache::~TextureCache()
|
|
{
|
|
s_encoder->Shutdown();
|
|
s_encoder.reset();
|
|
|
|
s_efb_copy_stream_buffer.reset();
|
|
|
|
if (s_texture_cache_entry_readback_buffer)
|
|
{
|
|
// Safe to destroy the readback buffer immediately, as the only time it's used is blocked until
|
|
// completion.
|
|
s_texture_cache_entry_readback_buffer->Release();
|
|
s_texture_cache_entry_readback_buffer = nullptr;
|
|
s_texture_cache_entry_readback_buffer_size = 0;
|
|
}
|
|
|
|
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_palette_uniform_buffer);
|
|
}
|
|
|
|
void TextureCache::BindTextures()
|
|
{
|
|
unsigned int last_texture = 0;
|
|
for (unsigned int i = 0; i < 8; ++i)
|
|
{
|
|
if (bound_textures[i] != nullptr)
|
|
{
|
|
last_texture = i;
|
|
}
|
|
}
|
|
|
|
if (last_texture == 0 && bound_textures[0] != nullptr)
|
|
{
|
|
DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(
|
|
DESCRIPTOR_TABLE_PS_SRV,
|
|
reinterpret_cast<TCacheEntry*>(bound_textures[0])->m_texture_srv_gpu_handle);
|
|
return;
|
|
}
|
|
|
|
// If more than one texture, allocate space for group.
|
|
D3D12_CPU_DESCRIPTOR_HANDLE s_group_base_texture_cpu_handle;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE s_group_base_texture_gpu_handle;
|
|
DX12::D3D::gpu_descriptor_heap_mgr->AllocateGroup(
|
|
&s_group_base_texture_cpu_handle, 8, &s_group_base_texture_gpu_handle, nullptr, true);
|
|
|
|
for (unsigned int stage = 0; stage < 8; stage++)
|
|
{
|
|
if (bound_textures[stage] != nullptr)
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE textureDestDescriptor;
|
|
textureDestDescriptor.ptr =
|
|
s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
|
|
|
|
DX12::D3D::device12->CopyDescriptorsSimple(
|
|
1, textureDestDescriptor, reinterpret_cast<TCacheEntry*>(bound_textures[stage])
|
|
->m_texture_srv_gpu_handle_cpu_shadow,
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
}
|
|
else
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE nullDestDescriptor;
|
|
nullDestDescriptor.ptr =
|
|
s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
|
|
|
|
DX12::D3D::device12->CopyDescriptorsSimple(1, nullDestDescriptor,
|
|
DX12::D3D::null_srv_cpu_shadow,
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
}
|
|
}
|
|
|
|
// Actually bind the textures.
|
|
DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV,
|
|
s_group_base_texture_gpu_handle);
|
|
}
|
|
}
|