Beispiel #1
0
void XFBEncoder::EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height,
	D3DTexture2D* src_texture, const TargetRectangle& src_rect,
	u32 src_width, u32 src_height, float gamma)
{
	// src_rect is in native coordinates
	// dst_pitch is in words
	u32 dst_width = dst_pitch / 2;
	u32 dst_texture_width = dst_width / 2;
	_assert_msg_(VIDEO, dst_width <= MAX_XFB_WIDTH && dst_height <= MAX_XFB_HEIGHT, "XFB destination does not exceed maximum size");

	// Encode parameters constant buffer used by shader
	struct EncodeParameters
	{
		float src_rect[4];
		float texel_size[4];
	};
	EncodeParameters parameters =
	{
		{
			static_cast<float>(src_rect.left) / static_cast<float>(src_width),
			static_cast<float>(src_rect.top) / static_cast<float>(src_height),
		static_cast<float>(src_rect.right) / static_cast<float>(src_width),
		static_cast<float>(src_rect.bottom) / static_cast<float>(src_height)
		},
		{
			1.0f / static_cast<float>(src_width),
			1.0f / static_cast<float>(src_height),
		0.0f,
		0.0f
		}
	};
	m_encode_params_buffer->AllocateSpaceInBuffer(sizeof(parameters), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
	memcpy(m_encode_params_buffer->GetCPUAddressOfCurrentAllocation(), &parameters, sizeof(parameters));

	// Convert RGBA texture to YUYV intermediate texture.
	// Performs downscaling through a linear filter. Probably not ideal, but it's not going to look perfect anyway.
	CD3DX12_RECT src_texture_rect(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom);
	m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
	D3D::current_command_list->OMSetRenderTargets(1, &m_yuyv_texture->GetRTV(), FALSE, nullptr);
	D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUAddressOfCurrentAllocation());
	D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
	D3D::SetViewportAndScissor(0, 0, dst_texture_width, dst_height);
	D3D::SetLinearCopySampler();
	D3D::DrawShadedTexQuad(
		src_texture, &src_texture_rect, src_rect.GetWidth(), src_rect.GetHeight(),
		StaticShaderCache::GetXFBEncodePixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(),
		{}, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);

	// Copy from YUYV intermediate texture to readback buffer. It's likely the pitch here is going to be different to dst_pitch.
	u32 readback_pitch = ROUND_UP(dst_width * sizeof(u16), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
	D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0,{ DXGI_FORMAT_R8G8B8A8_UNORM, dst_texture_width, dst_height, 1, readback_pitch } };
	CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_readback_buffer, dst_footprint);
	CD3DX12_TEXTURE_COPY_LOCATION src_location(m_yuyv_texture->GetTex(), 0);
	CD3DX12_BOX src_box(0, 0, dst_texture_width, dst_height);
	m_yuyv_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
	D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);

	// Wait until the GPU completes the copy. Resets back to known state automatically.
	D3D::command_list_mgr->ExecuteQueuedWork(true);

	// Copy from the readback buffer to dst.
	// Can't be done as one memcpy due to pitch difference.
	void* readback_texture_map;
	D3D12_RANGE read_range = { 0, readback_pitch * dst_height };
	CheckHR(m_readback_buffer->Map(0, &read_range, &readback_texture_map));

	for (u32 row = 0; row < dst_height; row++)
	{
		const u8* row_src = reinterpret_cast<u8*>(readback_texture_map) + readback_pitch * row;
		u8* row_dst = dst + dst_pitch * row;
		memcpy(row_dst, row_src, std::min(dst_pitch, readback_pitch));
	}
	D3D12_RANGE write_range = {};
	m_readback_buffer->Unmap(0, &write_range);
}
Beispiel #2
0
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
                                           int src_texture, int src_width, int src_height, int layer)
{
	ApplyShader();

	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());

	OpenGL_BindAttributelessVAO();

	m_shader.Bind();

	glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
	glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
		    src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
	glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
	glUniform1i(m_uniform_layer, layer);

	if (m_config.IsDirty())
	{
		for (auto& it : m_config.GetOptions())
		{
			if (it.second.m_dirty)
			{
				switch (it.second.m_type)
				{
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
					glUniform1i(m_uniform_bindings[it.first], it.second.m_bool_value);
				break;
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER:
					switch (it.second.m_integer_values.size())
					{
					case 1:
						glUniform1i(m_uniform_bindings[it.first], it.second.m_integer_values[0]);
					break;
					case 2:
						glUniform2i(m_uniform_bindings[it.first],
								it.second.m_integer_values[0],
						            it.second.m_integer_values[1]);
					break;
					case 3:
						glUniform3i(m_uniform_bindings[it.first],
								it.second.m_integer_values[0],
								it.second.m_integer_values[1],
						            it.second.m_integer_values[2]);
					break;
					case 4:
						glUniform4i(m_uniform_bindings[it.first],
								it.second.m_integer_values[0],
								it.second.m_integer_values[1],
								it.second.m_integer_values[2],
						            it.second.m_integer_values[3]);
					break;
					}
				break;
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT:
					switch (it.second.m_float_values.size())
					{
					case 1:
						glUniform1f(m_uniform_bindings[it.first], it.second.m_float_values[0]);
					break;
					case 2:
						glUniform2f(m_uniform_bindings[it.first],
								it.second.m_float_values[0],
						            it.second.m_float_values[1]);
					break;
					case 3:
						glUniform3f(m_uniform_bindings[it.first],
								it.second.m_float_values[0],
								it.second.m_float_values[1],
						            it.second.m_float_values[2]);
					break;
					case 4:
						glUniform4f(m_uniform_bindings[it.first],
								it.second.m_float_values[0],
								it.second.m_float_values[1],
								it.second.m_float_values[2],
						            it.second.m_float_values[3]);
					break;
					}
				break;
				}
				it.second.m_dirty = false;
			}
		}
		m_config.SetDirty(false);
	}

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
	g_sampler_cache->BindLinearSampler(9);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
Beispiel #3
0
void D3DPostProcessor::CopyTexture(const TargetRectangle& dst_rect, uintptr_t dst_tex,
	const TargetRectangle& src_rect, uintptr_t src_tex,
	const TargetSize& src_size, int src_layer, bool is_depth_texture,
	bool force_shader_copy)
{
	D3DTexture2D* dst_texture = reinterpret_cast<D3DTexture2D*>(dst_tex);
	D3DTexture2D* src_texture = reinterpret_cast<D3DTexture2D*>(src_tex);
	// If the dimensions are the same, we can copy instead of using a shader.
	bool scaling = (dst_rect.GetWidth() != src_rect.GetWidth() || dst_rect.GetHeight() != src_rect.GetHeight());
	if (!scaling && !force_shader_copy)
	{
		D3D12_BOX srcbox = {
			static_cast<UINT>(src_rect.left),
			static_cast<UINT>(src_rect.top),
			0,
			static_cast<UINT>(src_rect.right),
			static_cast<UINT>(src_rect.bottom),
			1 };

		D3D12_TEXTURE_COPY_LOCATION dst = CD3DX12_TEXTURE_COPY_LOCATION(dst_texture->GetTex(), 0);
		D3D12_TEXTURE_COPY_LOCATION src = CD3DX12_TEXTURE_COPY_LOCATION(src_texture->GetTex(), 0);

		dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
		src_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);

		if (src_layer < 0)
		{
			// Copy all layers
			for (unsigned int layer = 0; layer < FramebufferManager::GetEFBLayers(); layer++)
			{
				src.SubresourceIndex = D3D12CalcSubresource(0, layer, 0, 1, FramebufferManager::GetEFBLayers());
				dst.SubresourceIndex = src.SubresourceIndex;
				D3D::current_command_list->CopyTextureRegion(&dst, dst_rect.left, dst_rect.top, 0, &src, &srcbox);
			}
		}
		else
		{
			// Copy single layer to layer 0
			D3D::current_command_list->CopyTextureRegion(&dst, dst_rect.left, dst_rect.top, 0, &src, &srcbox);
		}
	}
	else
	{
		D3D::SetViewportAndScissor(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight());
		dst_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
		D3D::current_command_list->OMSetRenderTargets(1, &dst_texture->GetRTV(), FALSE, nullptr);

		if (scaling)
			D3D::SetLinearCopySampler();
		else
			D3D::SetPointCopySampler();

		D3D12_SHADER_BYTECODE bytecode = {};

		D3D::DrawShadedTexQuad(src_texture, src_rect.AsRECT(), src_size.width, src_size.height,
			StaticShaderCache::GetColorCopyPixelShader(false),
			StaticShaderCache::GetSimpleVertexShader(),
			StaticShaderCache::GetSimpleVertexShaderInputLayout(),
			(src_layer < 0) ? StaticShaderCache::GetCopyGeometryShader() : bytecode, 0,
			dst_texture->GetFormat(), false, dst_texture->GetMultisampled());
	}
}