D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled) : ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL) { D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format); D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format); D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format); if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv); if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv); if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv); tex->AddRef(); }
void PSTextureEncoder::Init() { m_ready = false; HRESULT hr; // Create output texture RGBA format D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, EFB_HEIGHT / 4, 1, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create efb encode output texture"); D3D::SetDebugObjectName(m_out, "efb encoder output texture"); // Create output render target view D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_B8G8R8A8_UNORM); hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); CHECK(SUCCEEDED(hr), "create efb encode output render target view"); D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv"); // Create output staging buffer t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "create efb encode output staging buffer"); D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer"); // Create constant buffer for uploading data to shaders D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create efb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer"); m_ready = true; }
void XFBEncoder::Init() { HRESULT hr; // Create output texture // The pixel shader can generate one YUYV entry per pixel. One YUYV entry // is created for every two EFB pixels. D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET); hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create xfb encoder output texture"); D3D::SetDebugObjectName(m_out, "xfb encoder output texture"); // Create output render target view D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM); hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV); CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv"); D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv"); // Create output staging buffer t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer"); D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer"); // Create constant buffer for uploading params to shaders D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create xfb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer"); // Create vertex quad bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE); D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 }; hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad); CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer"); D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer"); // Create vertex shader D3DBlob* bytecode = nullptr; if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode)) { ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile"); return; } hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); CHECK(SUCCEEDED(hr), "create xfb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader"); // Create input layout for vertex quad using bytecode from vertex shader hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC, sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC), bytecode->Data(), bytecode->Size(), &m_quadLayout); CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout"); D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout"); bytecode->Release(); // Create pixel shader m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS); if (!m_pShader) { ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile"); return; } D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader"); // Create blend state D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState); CHECK(SUCCEEDED(hr), "create xfb encode blend state"); D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state"); // Create depth state D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); dsd.DepthEnable = FALSE; hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState); CHECK(SUCCEEDED(hr), "create xfb encode depth state"); D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state"); // Create rasterizer state D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT()); rd.CullMode = D3D11_CULL_NONE; rd.DepthClipEnable = FALSE; hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState); CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state"); D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state"); // Create EFB texture sampler D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); // FIXME: Should we really use point sampling here? sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler); CHECK(SUCCEEDED(hr), "create xfb encode texture sampler"); D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler"); }