// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #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/Render.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoBackends/D3D/XFBEncoder.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static XFBEncoder s_xfbEncoder; FramebufferManager::Efb FramebufferManager::m_efb; unsigned int FramebufferManager::m_target_width; unsigned int FramebufferManager::m_target_height; ID3D11DepthStencilState* FramebufferManager::m_depth_resolve_depth_state; 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.iMultisamples > 1) { 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.iMultisamples > 1) { // ResolveSubresource does not work with depth textures. // Instead, we use a shader that selects the minimum depth from all samples. // Clear render state, and enable depth writes. g_renderer->ResetAPIState(); D3D::stateman->PushDepthState(m_depth_resolve_depth_state); // Set up to render to resolved depth texture. const D3D11_VIEWPORT viewport = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height); D3D::context->RSSetViewports(1, &viewport); D3D::context->OMSetRenderTargets(0, nullptr, m_efb.resolved_depth_tex->GetDSV()); // Render a quad covering the entire target, writing SV_Depth. const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height); D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height, PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); // Restore render state. D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::stateman->PopDepthState(); g_renderer->RestoreAPIState(); return m_efb.resolved_depth_tex; } else return m_efb.depth_tex; } FramebufferManager::FramebufferManager() { m_target_width = Renderer::GetTargetWidth(); m_target_height = Renderer::GetTargetHeight(); if (m_target_height < 1) { m_target_height = 1; } if (m_target_width < 1) { m_target_width = 1; } DXGI_SAMPLE_DESC sample_desc; sample_desc.Count = g_ActiveConfig.iMultisamples; sample_desc.Quality = 0; 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)); 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)); 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_R32_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_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, 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.iMultisamples > 1) { // 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); CHECK(hr==S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr); m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); 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_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL); 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_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT); 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"); // Depth state used when writing resolved depth texture D3D11_DEPTH_STENCIL_DESC depth_resolve_depth_state = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); depth_resolve_depth_state.DepthEnable = TRUE; depth_resolve_depth_state.DepthFunc = D3D11_COMPARISON_ALWAYS; depth_resolve_depth_state.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; hr = D3D::device->CreateDepthStencilState(&depth_resolve_depth_state, &m_depth_resolve_depth_state); CHECK(hr == S_OK, "create depth resolve depth stencil state"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_depth_resolve_depth_state, "depth resolve depth stencil state"); } else { m_efb.resolved_color_tex = nullptr; m_efb.resolved_depth_tex = nullptr; m_depth_resolve_depth_state = 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); SAFE_RELEASE(m_depth_resolve_depth_state); } 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); } std::unique_ptr FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) { return std::make_unique(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); const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, 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