// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Core/HW/Memmap.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/PSTextureEncoder.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/TextureEncoder.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static TextureEncoder* g_encoder = nullptr; const size_t MAX_COPY_BUFFERS = 32; ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 }; TextureCache::TCacheEntry::~TCacheEntry() { texture->Release(); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { D3D::stateman->SetTexture(stage, texture->GetSRV()); } bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) { // TODO: Somehow implement this (D3DX11 doesn't support dumping individual LODs) static bool warn_once = true; if (level && warn_once) { WARN_LOG(VIDEO, "Dumping individual LOD not supported by D3D11 backend!"); warn_once = false; return false; } ID3D11Texture2D* pNewTexture = nullptr; ID3D11Texture2D* pSurface = texture->GetTex(); D3D11_TEXTURE2D_DESC desc; pSurface->GetDesc(&desc); desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.Usage = D3D11_USAGE_STAGING; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &pNewTexture); bool saved_png = false; if (SUCCEEDED(hr) && pNewTexture) { D3D::context->CopyResource(pNewTexture, pSurface); D3D11_MAPPED_SUBRESOURCE map; HRESULT hr = D3D::context->Map(pNewTexture, 0, D3D11_MAP_READ_WRITE, 0, &map); if (SUCCEEDED(hr)) { saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, desc.Width, desc.Height); D3D::context->Unmap(pNewTexture, 0); } SAFE_RELEASE(pNewTexture); } return saved_png; } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0; D3D11_SUBRESOURCE_DATA srdata, *data = nullptr; if (tex_levels == 1) { usage = D3D11_USAGE_DYNAMIC; cpu_access = D3D11_CPU_ACCESS_WRITE; srdata.pSysMem = TextureCache::temp; srdata.SysMemPitch = 4 * expanded_width; data = &srdata; } const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access); ID3D11Texture2D *pTexture; const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture); CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE)); entry->usage = usage; // TODO: better debug names D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache"); D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache"); SAFE_RELEASE(pTexture); if (tex_levels != 1) entry->Load(width, height, expanded_width, 0); return entry; } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) { g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtual_width, (float)virtual_height); D3D::context->RSSetViewports(1, &vp); // set transformation if (nullptr == efbcopycbuf[cbufid]) { const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); D3D11_SUBRESOURCE_DATA data; data.pSysMem = colmat; HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]); CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); } D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]); const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); // TODO: try targetSource.asRECT(); const D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom); // Use linear filtering if (bScaleByHalf), use point filtering otherwise if (scaleByHalf) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); // if texture is currently in use, it needs to be temporarily unset u32 textureSlotMask = D3D::stateman->UnsetTexture(texture->GetSRV()); D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( (srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), (srcFormat == PEControl::Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), (g_Config.iStereoMode > 0) ? GeometryShaderCache::GetCopyGeometryShader() : nullptr); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); // Restore old texture in all previously used slots, if any D3D::stateman->SetTextureByMask(textureSlotMask, texture->GetSRV()); } if (!g_ActiveConfig.bCopyEFBToTexture) { u8* dst = Memory::GetPointer(dstAddr); size_t encoded_size = g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf); u64 hash = GetHash64(dst, (int)encoded_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); // Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date if (!g_ActiveConfig.bEFBCopyCacheEnable) TextureCache::MakeRangeDynamic(addr, (u32)encoded_size); else if (!TextureCache::Find(addr, hash)) TextureCache::MakeRangeDynamic(addr, (u32)encoded_size); this->hash = hash; } } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( unsigned int scaled_tex_w, unsigned int scaled_tex_h) { return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBLayers())); } TextureCache::TextureCache() { // FIXME: Is it safe here? g_encoder = new PSTextureEncoder; g_encoder->Init(); } TextureCache::~TextureCache() { for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k) SAFE_RELEASE(efbcopycbuf[k]); g_encoder->Shutdown(); delete g_encoder; g_encoder = nullptr; } }