コード例 #1
0
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
                                       const EFBRectangle& sourceRc, float Gamma)
{
  u8* dst = Memory::GetPointer(xfbAddr);

  // The destination stride can differ from the copy region width, in which case the pixels
  // outside the copy region should not be written to.
  s_xfbEncoder.Encode(dst, static_cast<u32>(sourceRc.GetWidth()), fbHeight, sourceRc, Gamma);
}
コード例 #2
0
FramebufferManager::~FramebufferManager()
{
	s_xfbEncoder.Shutdown();

	SAFE_RELEASE(m_efb.color_tex);
	SAFE_RELEASE(m_efb.color_temp_tex);
	SAFE_RELEASE(m_efb.color_staging_buf);
	SAFE_RELEASE(m_efb.resolved_color_tex);
	SAFE_RELEASE(m_efb.depth_tex);
	SAFE_RELEASE(m_efb.depth_staging_buf);
	SAFE_RELEASE(m_efb.depth_read_texture);
	SAFE_RELEASE(m_efb.resolved_depth_tex);
}
コード例 #3
0
FramebufferManager::~FramebufferManager()
{
    s_xfbEncoder.Shutdown();

    SAFE_RELEASE(m_efb.color_tex);
    SAFE_RELEASE(m_efb.color_temp_tex);

    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);

    SAFE_RELEASE(m_efb.resolved_color_tex);
    SAFE_RELEASE(m_efb.depth_tex);

    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);

    SAFE_RELEASE(m_efb.depth_read_texture);
    SAFE_RELEASE(m_efb.resolved_depth_tex);
}
コード例 #4
0
FramebufferManager::FramebufferManager()
{
	m_target_width = Renderer::GetTargetWidth();
	m_target_height = Renderer::GetTargetHeight();
	DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);

	ID3D11Texture2D* buf;
	D3D11_TEXTURE2D_DESC texdesc;
	HRESULT hr;

	m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;

	// EFB color texture - primary render target
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
	CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");

	// Temporary EFB color texture - used in ReinterpretPixelData
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
	CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");

	// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
	CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");

	// EFB depth buffer - primary depth buffer
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");

	// Render buffer for AccessEFB (depth data)
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
	m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");

	// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
	CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");

	if (g_ActiveConfig.iMultisampleMode)
	{
		// Framebuffer resolve textures (color+depth)
		texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
		m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
		CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
		SAFE_RELEASE(buf);
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");

		texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
		CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
		m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
		SAFE_RELEASE(buf);
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
	}
	else
	{
		m_efb.resolved_color_tex = nullptr;
		m_efb.resolved_depth_tex = nullptr;
	}

	s_xfbEncoder.Init();
}
コード例 #5
0
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
	u8* dst = Memory::GetPointer(xfbAddr);
	s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
}
コード例 #6
0
namespace DX11 {

static XFBEncoder s_xfbEncoder;

FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;

D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }

D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }

D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
{
	if (g_ActiveConfig.iMultisampleMode)
	{
		for (int i = 0; i < m_efb.slices; i++)
			D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
		return m_efb.resolved_color_tex;
	}
	else
		return m_efb.color_tex;
}

D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
	if (g_ActiveConfig.iMultisampleMode)
	{
		for (int i = 0; i < m_efb.slices; i++)
			D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
		return m_efb.resolved_depth_tex;
	}
	else
		return m_efb.depth_tex;
}

FramebufferManager::FramebufferManager()
{
	m_target_width = Renderer::GetTargetWidth();
	m_target_height = Renderer::GetTargetHeight();
	DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);

	ID3D11Texture2D* buf;
	D3D11_TEXTURE2D_DESC texdesc;
	HRESULT hr;

	m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;

	// EFB color texture - primary render target
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
	CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");

	// Temporary EFB color texture - used in ReinterpretPixelData
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
	CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");

	// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
	CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");

	// EFB depth buffer - primary depth buffer
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
	m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");

	// Render buffer for AccessEFB (depth data)
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
	CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
	m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
	SAFE_RELEASE(buf);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");

	// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
	texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
	hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
	CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");

	if (g_ActiveConfig.iMultisampleMode)
	{
		// Framebuffer resolve textures (color+depth)
		texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
		m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
		CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
		SAFE_RELEASE(buf);
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");

		texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
		hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
		CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
		m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
		SAFE_RELEASE(buf);
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
	}
	else
	{
		m_efb.resolved_color_tex = nullptr;
		m_efb.resolved_depth_tex = nullptr;
	}

	s_xfbEncoder.Init();
}

FramebufferManager::~FramebufferManager()
{
	s_xfbEncoder.Shutdown();

	SAFE_RELEASE(m_efb.color_tex);
	SAFE_RELEASE(m_efb.color_temp_tex);
	SAFE_RELEASE(m_efb.color_staging_buf);
	SAFE_RELEASE(m_efb.resolved_color_tex);
	SAFE_RELEASE(m_efb.depth_tex);
	SAFE_RELEASE(m_efb.depth_staging_buf);
	SAFE_RELEASE(m_efb.depth_read_texture);
	SAFE_RELEASE(m_efb.resolved_depth_tex);
}

void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
	u8* dst = Memory::GetPointer(xfbAddr);
	s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
}

XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
{
	return new XFBSource(D3DTexture2D::Create(target_width, target_height,
		(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
		D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
}

void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height)
{
	*width = m_target_width;
	*height = m_target_height;
}

void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
	// DX11's XFB decoder does not use this function.
	// YUYV data is decoded in Render::Swap.
}

void XFBSource::CopyEFB(float Gamma)
{
	g_renderer->ResetAPIState(); // reset any game specific settings

	// Copy EFB data to XFB and restore render target again
	const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);

	D3D::context->RSSetViewports(1, &vp);
	D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
	D3D::SetLinearCopySampler();

	D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
		Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
		VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
		GeometryShaderCache::GetCopyGeometryShader(), Gamma);

	D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
		FramebufferManager::GetEFBDepthTexture()->GetDSV());

	g_renderer->RestoreAPIState();
}

}  // namespace DX11
コード例 #7
0
FramebufferManager::FramebufferManager()
{
    m_target_width = std::max(Renderer::GetTargetWidth(), 1);
    m_target_height = std::max(Renderer::GetTargetHeight(), 1);

    DXGI_SAMPLE_DESC sample_desc;
    sample_desc.Count = g_ActiveConfig.iMultisamples;
    sample_desc.Quality = 0;

    ID3D12Resource* buf12;
    D3D12_RESOURCE_DESC texdesc12;
    D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
    D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);

    HRESULT hr;

    m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;

    // EFB color texture - primary render target
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));

    m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);

    // Temporary EFB color texture - used in ReinterpretPixelData
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
    m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");

    // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
    texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
    CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);

    // EFB depth buffer - primary depth buffer
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));

    m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");

    // Render buffer for AccessEFB (depth data)
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
    CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);

    m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);

    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");

    // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
    texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
    CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);

    D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");

    if (g_ActiveConfig.iMultisamples > 1)
    {
        // Framebuffer resolve textures (color+depth)
        texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1);
        hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
        CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
        m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
        SAFE_RELEASE(buf12);
        D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");

        texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
        hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
        CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
        m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
        SAFE_RELEASE(buf12);
        D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");

        m_depth_resolve_depth_stencil_desc = {};
        m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE;
        m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE;
        m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
    }
    else
    {
        m_efb.resolved_color_tex = nullptr;
        m_efb.resolved_depth_tex = nullptr;
    }

    s_xfbEncoder.Init();
}
コード例 #8
0
namespace DX12
{

static XFBEncoder s_xfbEncoder;

FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;

D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc;

D3DTexture2D*& FramebufferManager::GetEFBColorTexture() {
    return m_efb.color_tex;
}
ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() {
    return m_efb.color_staging_buf;
}

D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() {
    return m_efb.depth_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() {
    return m_efb.depth_read_texture;
}
ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() {
    return m_efb.depth_staging_buf;
}

D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() {
    return m_efb.color_temp_tex;
}

void FramebufferManager::SwapReinterpretTexture()
{
    D3DTexture2D* swaptex = GetEFBColorTempTexture();
    m_efb.color_temp_tex = GetEFBColorTexture();
    m_efb.color_tex = swaptex;
}

D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
{
    if (g_ActiveConfig.iMultisamples > 1)
    {
        m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_DEST);
        m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);

        for (int i = 0; i < m_efb.slices; i++)
        {
            D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
        }

        m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);

        return m_efb.resolved_color_tex;
    }
    else
    {
        return m_efb.color_tex;
    }
}

D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
{
    if (g_ActiveConfig.iMultisamples > 1)
    {
        ResolveDepthTexture();

        return m_efb.resolved_depth_tex;
    }
    else
    {
        return m_efb.depth_tex;
    }
}

FramebufferManager::FramebufferManager()
{
    m_target_width = std::max(Renderer::GetTargetWidth(), 1);
    m_target_height = std::max(Renderer::GetTargetHeight(), 1);

    DXGI_SAMPLE_DESC sample_desc;
    sample_desc.Count = g_ActiveConfig.iMultisamples;
    sample_desc.Quality = 0;

    ID3D12Resource* buf12;
    D3D12_RESOURCE_DESC texdesc12;
    D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
    D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);

    HRESULT hr;

    m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;

    // EFB color texture - primary render target
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));

    m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);

    // Temporary EFB color texture - used in ReinterpretPixelData
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
    m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");

    // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
    texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
    CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);

    // EFB depth buffer - primary depth buffer
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
    CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));

    m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");

    // Render buffer for AccessEFB (depth data)
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
    CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);

    m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);

    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");

    // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
    texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
    hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
    CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);

    D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");

    if (g_ActiveConfig.iMultisamples > 1)
    {
        // Framebuffer resolve textures (color+depth)
        texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1);
        hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
        CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
        m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
        SAFE_RELEASE(buf12);
        D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");

        texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
        hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
        CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
        m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
        SAFE_RELEASE(buf12);
        D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");

        m_depth_resolve_depth_stencil_desc = {};
        m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE;
        m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE;
        m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
    }
    else
    {
        m_efb.resolved_color_tex = nullptr;
        m_efb.resolved_depth_tex = nullptr;
    }

    s_xfbEncoder.Init();
}

FramebufferManager::~FramebufferManager()
{
    s_xfbEncoder.Shutdown();

    SAFE_RELEASE(m_efb.color_tex);
    SAFE_RELEASE(m_efb.color_temp_tex);

    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);

    SAFE_RELEASE(m_efb.resolved_color_tex);
    SAFE_RELEASE(m_efb.depth_tex);

    D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);

    SAFE_RELEASE(m_efb.depth_read_texture);
    SAFE_RELEASE(m_efb.resolved_depth_tex);
}

void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float gamma)
{
    u8* dst = Memory::GetPointer(xfbAddr);
    s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, gamma);
}

std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
{
    return std::make_unique<XFBSource>(D3DTexture2D::Create(target_width, target_height,
                                       (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
                                       D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
}

void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
{
    *width = m_target_width;
    *height = m_target_height;
}

void FramebufferManager::ResolveDepthTexture()
{
    // ResolveSubresource does not work with depth textures.
    // Instead, we use a shader that selects the minimum depth from all samples.

    const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(m_target_width), static_cast<float>(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
    D3D::current_command_list->RSSetViewports(1, &vp12);

    m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
    D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12());

    FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);

    D3D::SetLinearCopySampler();

    // Render a quad covering the entire target, writing SV_Depth.
    const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height);
    D3D::DrawShadedTexQuad(
        FramebufferManager::GetEFBDepthTexture(),
        &source_rect,
        m_target_width,
        m_target_height,
        StaticShaderCache::GetDepthCopyPixelShader(true),
        StaticShaderCache::GetSimpleVertexShader(),
        StaticShaderCache::GetSimpleVertexShaderInputLayout(),
        StaticShaderCache::GetCopyGeometryShader(),
        1.0,
        0,
        DXGI_FORMAT_D32_FLOAT
    );

    FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
    FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
    D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());

    // Restores proper viewport/scissor settings.
    g_renderer->RestoreAPIState();
}

void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
    // DX12's XFB decoder does not use this function.
    // YUYV data is decoded in Render::Swap.
}

void XFBSource::CopyEFB(float gamma)
{
    // Copy EFB data to XFB and restore render target again
    const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast<float>(texWidth), static_cast<float>(texHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
    D3D::current_command_list->RSSetViewports(1, &vp12);

    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,
        Renderer::GetTargetWidth(),
        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 );
    D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());

    // Restores proper viewport/scissor settings.
    g_renderer->RestoreAPIState();
}

}  // namespace DX12
コード例 #9
0
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
	u8* dst = Memory::GetPointer(xfbAddr);
	// below div2 due to dx using pixel width
	s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, Gamma);
}