// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/FramebufferManager.h" #include "Core/HW/Memmap.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DUtil.h" #include "VideoBackends/D3D12/Render.h" #include "VideoBackends/D3D12/StaticShaderCache.h" #include "VideoBackends/D3D12/XFBEncoder.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { 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; } D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; } 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(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices), m_efb.color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices), 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, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_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, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_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"); // 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, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL, 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"); 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, TEXTURE_BIND_FLAG_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_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, 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, 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, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, 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"); } else { m_efb.resolved_color_tex = nullptr; m_efb.resolved_depth_tex = nullptr; } InitializeEFBAccessCopies(); } FramebufferManager::~FramebufferManager() { DestroyEFBAccessCopies(); SAFE_RELEASE(m_efb.color_tex); SAFE_RELEASE(m_efb.depth_tex); SAFE_RELEASE(m_efb.color_temp_tex); SAFE_RELEASE(m_efb.resolved_color_tex); 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); D3DTexture2D* src_texture = GetResolvedEFBColorTexture(); TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc); g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect, m_target_width, m_target_height, 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, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, 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. D3D::SetViewportAndScissor(0, 0, m_target_width, m_target_height); m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); 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); 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::GetDepthResolveToColorPixelShader(), 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); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); } void FramebufferManager::RestoreEFBRenderTargets() { D3D::current_command_list->OMSetRenderTargets( 1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12()); } u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y) { if (!m_efb.color_access_readback_map) MapEFBColorAccessCopy(); u32 color; size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32); memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color)); return color; } float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y) { if (!m_efb.depth_access_readback_map) MapEFBDepthAccessCopy(); float depth; size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float); memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth)); return depth; } void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color) { if (!m_efb.color_access_readback_map) return; size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32); memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color)); } void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth) { if (!m_efb.depth_access_readback_map) return; size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float); memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth)); } void FramebufferManager::InitializeEFBAccessCopies() { D3D12_CLEAR_VALUE optimized_color_clear_value = {DXGI_FORMAT_R8G8B8A8_UNORM, {0.0f, 0.0f, 0.0f, 1.0f}}; D3D12_CLEAR_VALUE optimized_depth_clear_value = {DXGI_FORMAT_R32_FLOAT, {1.0f}}; CD3DX12_RESOURCE_DESC texdesc12; ID3D12Resource* buf12; HRESULT hr; // EFB access - color resize buffer texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); hr = D3D::device12->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12)); CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr); m_efb.color_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM); D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer"); buf12->Release(); // EFB access - color staging/readback buffer m_efb.color_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT); 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.color_access_readback_buffer)); D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer"); // EFB access - depth resize buffer texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); hr = D3D::device12->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12)); CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr); m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT); D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer"); buf12->Release(); // EFB access - depth staging/readback buffer m_efb.depth_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT); 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_access_readback_buffer)); D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer"); } void FramebufferManager::MapEFBColorAccessCopy() { D3D::command_list_mgr->CPUAccessNotify(); ID3D12Resource* src_resource; if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1) { // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT); D3D::SetPointCopySampler(); D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr); CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height); D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height, StaticShaderCache::GetColorCopyPixelShader(true), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false); m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE); src_resource = m_efb.color_access_resize_tex->GetTex12(); } else { // Can source the EFB buffer m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE); src_resource = m_efb.color_tex->GetTex12(); } // Copy to staging resource D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, {DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch}}; CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint); CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0); D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr); // Restore EFB resource state if it was sourced from here if (src_resource == m_efb.color_tex->GetTex12()) m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); // Block until completion - state is automatically restored D3D::command_list_mgr->ExecuteQueuedWork(true); // Resource copy has finished, so safe to map now D3D12_RANGE read_range = {0, m_efb.color_access_readback_pitch * EFB_HEIGHT}; m_efb.color_access_readback_buffer->Map( 0, &read_range, reinterpret_cast(&m_efb.color_access_readback_map)); } void FramebufferManager::MapEFBDepthAccessCopy() { D3D::command_list_mgr->CPUAccessNotify(); ID3D12Resource* src_resource; if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1) { // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT); D3D::SetPointCopySampler(); D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(), FALSE, nullptr); CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height); D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height, (g_ActiveConfig.iMultisamples > 1) ? StaticShaderCache::GetDepthResolveToColorPixelShader() : StaticShaderCache::GetColorCopyPixelShader(false), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0, DXGI_FORMAT_R32_FLOAT, false, false); m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE); src_resource = m_efb.depth_access_resize_tex->GetTex12(); } else { // Can source the EFB buffer m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE); src_resource = m_efb.depth_tex->GetTex12(); } // Copy to staging resource D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, {DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch}}; CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint); CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0); D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr); // Restore EFB resource state if it was sourced from here if (src_resource == m_efb.depth_tex->GetTex12()) m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); // Block until completion - state is automatically restored D3D::command_list_mgr->ExecuteQueuedWork(true); // Resource copy has finished, so safe to map now D3D12_RANGE read_range = {0, m_efb.depth_access_readback_pitch * EFB_HEIGHT}; m_efb.depth_access_readback_buffer->Map( 0, &read_range, reinterpret_cast(&m_efb.depth_access_readback_map)); } void FramebufferManager::InvalidateEFBAccessCopies() { D3D12_RANGE write_range = {}; if (m_efb.color_access_readback_map) { m_efb.color_access_readback_buffer->Unmap(0, &write_range); m_efb.color_access_readback_map = nullptr; } if (m_efb.depth_access_readback_map) { m_efb.depth_access_readback_buffer->Unmap(0, &write_range); m_efb.depth_access_readback_map = nullptr; } } void FramebufferManager::DestroyEFBAccessCopies() { InvalidateEFBAccessCopies(); SAFE_RELEASE(m_efb.color_access_resize_tex); D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted( m_efb.color_access_readback_buffer); m_efb.color_access_readback_buffer = nullptr; SAFE_RELEASE(m_efb.depth_access_resize_tex); D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted( m_efb.depth_access_readback_buffer); m_efb.depth_access_readback_buffer = nullptr; } void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { u8* src = Memory::GetPointer(xfbAddr); g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight); } void XFBSource::CopyEFB(float gamma) { // Copy EFB data to XFB and restore render target again D3D::SetViewportAndScissor(0, 0, texWidth, texHeight); 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); // Restores proper viewport/scissor settings. g_renderer->RestoreAPIState(); } } // namespace DX12