// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/TextureCache.h" #include #include #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DTexture.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/DXTexture.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PSTextureEncoder.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/TextureConfig.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { static std::unique_ptr g_encoder; void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half) { g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect, scale_by_half); } const char palette_shader[] = R"HLSL( sampler samp0 : register(s0); Texture2DArray Tex0 : register(t0); Buffer Tex1 : register(t1); uniform float Multiply; uint Convert3To8(uint v) { // Swizzle bits: 00000123 -> 12312312 return (v << 5) | (v << 2) | (v >> 1); } uint Convert4To8(uint v) { // Swizzle bits: 00001234 -> 12341234 return (v << 4) | v; } uint Convert5To8(uint v) { // Swizzle bits: 00012345 -> 12345123 return (v << 3) | (v >> 2); } uint Convert6To8(uint v) { // Swizzle bits: 00123456 -> 12345612 return (v << 2) | (v >> 4); } float4 DecodePixel_RGB5A3(uint val) { int r,g,b,a; if ((val&0x8000)) { r=Convert5To8((val>>10) & 0x1f); g=Convert5To8((val>>5 ) & 0x1f); b=Convert5To8((val ) & 0x1f); a=0xFF; } else { a=Convert3To8((val>>12) & 0x7); r=Convert4To8((val>>8 ) & 0xf); g=Convert4To8((val>>4 ) & 0xf); b=Convert4To8((val ) & 0xf); } return float4(r, g, b, a) / 255; } float4 DecodePixel_RGB565(uint val) { int r, g, b, a; r = Convert5To8((val >> 11) & 0x1f); g = Convert6To8((val >> 5) & 0x3f); b = Convert5To8((val) & 0x1f); a = 0xFF; return float4(r, g, b, a) / 255; } float4 DecodePixel_IA8(uint val) { int i = val & 0xFF; int a = val >> 8; return float4(i, i, i, a) / 255; } void main( out float4 ocol0 : SV_Target, in float4 pos : SV_Position, in float3 uv0 : TEXCOORD0) { uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r; src = Tex1.Load(src); src = ((src << 8) & 0xFF00) | (src >> 8); ocol0 = DECODE(src); } )HLSL"; void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette, TLUTFormat format) { DXTexture* source_texture = static_cast(source->texture.get()); DXTexture* destination_texture = static_cast(destination->texture.get()); g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast(source->GetWidth()), static_cast(source->GetHeight())); D3D::context->RSSetViewports(1, &vp); D3D11_BOX box{0, 0, 0, 512, 1, 1}; D3D::context->UpdateSubresource(palette_buf, 0, &box, palette, 0, 0); D3D::stateman->SetTexture(1, palette_buf_srv); // TODO: Add support for C14X2 format. (Different multiplier, more palette entries.) float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f}; D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0); D3D::stateman->SetPixelConstants(palette_uniform); const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight()); D3D::SetPointCopySampler(); // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV()); D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(), source->GetHeight(), palette_pixel_shader[static_cast(format)], VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); g_renderer->RestoreAPIState(); } ID3D11PixelShader* GetConvertShader(const char* Type) { std::string shader = "#define DECODE DecodePixel_"; shader.append(Type); shader.append("\n"); shader.append(palette_shader); return D3D::CompileAndCreatePixelShader(shader); } TextureCache::TextureCache() { // FIXME: Is it safe here? g_encoder = std::make_unique(); g_encoder->Init(); palette_buf = nullptr; palette_buf_srv = nullptr; palette_uniform = nullptr; palette_pixel_shader[static_cast(TLUTFormat::IA8)] = GetConvertShader("IA8"); palette_pixel_shader[static_cast(TLUTFormat::RGB565)] = GetConvertShader("RGB565"); palette_pixel_shader[static_cast(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3"); auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE); HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf); CHECK(SUCCEEDED(hr), "create palette decoder lut buffer"); D3D::SetDebugObjectName(palette_buf, "texture decoder lut buffer"); // TODO: C14X2 format. auto outlutUavDesc = CD3D11_SHADER_RESOURCE_VIEW_DESC(palette_buf, DXGI_FORMAT_R16_UINT, 0, 256, 0); hr = D3D::device->CreateShaderResourceView(palette_buf, &outlutUavDesc, &palette_buf_srv); CHECK(SUCCEEDED(hr), "create palette decoder lut srv"); D3D::SetDebugObjectName(palette_buf_srv, "texture decoder lut srv"); const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform); CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer"); D3D::SetDebugObjectName(palette_uniform, "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); } TextureCache::~TextureCache() { g_encoder->Shutdown(); g_encoder.reset(); SAFE_RELEASE(palette_buf); SAFE_RELEASE(palette_buf_srv); SAFE_RELEASE(palette_uniform); for (auto*& shader : palette_pixel_shader) SAFE_RELEASE(shader); for (auto& iter : m_efb_to_tex_pixel_shaders) SAFE_RELEASE(iter.second); } void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity) { auto* destination_texture = static_cast(entry->texture.get()); bool multisampled = g_ActiveConfig.iMultisamples > 1; ID3D11ShaderResourceView* efb_tex_srv; if (multisampled) { efb_tex_srv = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); } else { efb_tex_srv = is_depth_copy ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(); } auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half); ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid); if (!pixel_shader) return; g_renderer->ResetAPIState(); // stretch picture with increased internal resolution const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast(destination_texture->GetConfig().width), static_cast(destination_texture->GetConfig().height)); D3D::context->RSSetViewports(1, &vp); const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect); // 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 (scale_by_half) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); // Make sure we don't draw with the texture set as both a source and target. // (This can happen because we don't unbind textures when we free them.) D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV()); D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( efb_tex_srv, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); g_renderer->RestoreAPIState(); } ID3D11PixelShader* TextureCache::GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid) { auto iter = m_efb_to_tex_pixel_shaders.find(uid); if (iter != m_efb_to_tex_pixel_shaders.end()) return iter->second; ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::D3D, uid.GetUidData()); ID3D11PixelShader* shader = D3D::CompileAndCreatePixelShader(code.GetBuffer()); m_efb_to_tex_pixel_shaders.emplace(uid, shader); return shader; } }