dolphin/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp
Rodolfo Osvaldo Bogado 9e2bbec47f a lot of modifications here :)
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec.
clean screenshot and frame dumping code now is more correct, faster and stable.
improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate.
clean a lot of code and corrected some missused vertex formats when drawing full screen quads.
and biggest change last:
implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario.
you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game.
for example mkwii looks awesome with 8x.
please try all the changes and let me know the results.
if something is broken, please let me know and will fix it asap.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 03:52:50 +00:00

467 lines
15 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Fast image conversion using OpenGL shaders.
// This kind of stuff would be a LOT nicer with OpenCL.
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "PixelShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "FramebufferManager.h"
#include "Globals.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Render.h"
#include "D3DBase.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "D3DShader.h"
#include "TextureCache.h"
#include "Math.h"
#include "FileUtil.h"
namespace TextureConverter
{
struct TransformBuffer
{
LPDIRECT3DTEXTURE9 FBTexture;
LPDIRECT3DSURFACE9 RenderSurface;
LPDIRECT3DSURFACE9 ReadSurface;
int Width;
int Height;
};
const u32 NUM_TRANSFORM_BUFFERS = 16;
static TransformBuffer TrnBuffers[NUM_TRANSFORM_BUFFERS];
static u32 WorkingBuffers = 0;
static LPDIRECT3DPIXELSHADER9 s_rgbToYuyvProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_yuyvToRgbProgram = NULL;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static LPDIRECT3DPIXELSHADER9 s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
const char *FProgram =
"uniform sampler samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
" float3 c0 = tex2D(samp0, uv0).rgb;\n"
" float3 c1 = tex2D(samp0, uv1).rgb;\n"
" float3 y_const = float3(0.257f,0.504f,0.098f);\n"
" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
" float3 c01 = (c0 + c1) * 0.5f;\n"
" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
s_rgbToYuyvProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_rgbToYuyvProgram) {
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
}
void CreateYuyvToRgbProgram()
{
const char *FProgram =
"uniform sampler samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float4 c0 = tex2D(samp0, uv0).rgba;\n"
" float f = step(0.5, frac(uv0.x));\n"
" float y = lerp(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
s_yuyvToRgbProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_yuyvToRgbProgram) {
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
}
LPDIRECT3DPIXELSHADER9 GetOrCreateEncodingShader(u32 format)
{
if (format > NUM_ENCODING_PROGRAMS)
{
PanicAlert("Unknown texture copy format: 0x%x\n", format);
return s_encodingPrograms[0];
}
if (!s_encodingPrograms[format])
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format,true);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, shader);
}
#endif
s_encodingPrograms[format] = D3D::CompileAndCreatePixelShader(shader, (int)strlen(shader));
if (!s_encodingPrograms[format]) {
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
}
}
return s_encodingPrograms[format];
}
void Init()
{
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
{
s_encodingPrograms[i] = NULL;
}
for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
{
TrnBuffers[i].FBTexture = NULL;
TrnBuffers[i].RenderSurface = NULL;
TrnBuffers[i].ReadSurface = NULL;
TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0;
}
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
}
void Shutdown()
{
if(s_rgbToYuyvProgram)
s_rgbToYuyvProgram->Release();
s_rgbToYuyvProgram = NULL;
if(s_yuyvToRgbProgram)
s_yuyvToRgbProgram->Release();
s_yuyvToRgbProgram=NULL;
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
{
if(s_encodingPrograms[i])
s_encodingPrograms[i]->Release();
s_encodingPrograms[i] = NULL;
}
for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
{
if(TrnBuffers[i].RenderSurface != NULL)
TrnBuffers[i].RenderSurface->Release();
TrnBuffers[i].RenderSurface = NULL;
if(TrnBuffers[i].ReadSurface != NULL)
TrnBuffers[i].ReadSurface->Release();
TrnBuffers[i].ReadSurface = NULL;
if(TrnBuffers[i].FBTexture != NULL)
TrnBuffers[i].FBTexture->Release();
TrnBuffers[i].FBTexture = NULL;
TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0;
}
WorkingBuffers = 0;
}
void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride, bool toTexture, bool linearFilter)
{
HRESULT hr;
Renderer::ResetAPIState();
u32 index =0;
while(index < WorkingBuffers && (TrnBuffers[index].Width != dstWidth || TrnBuffers[index].Height != dstHeight))
index++;
LPDIRECT3DSURFACE9 s_texConvReadSurface = NULL;
LPDIRECT3DSURFACE9 Rendersurf = NULL;
if (index >= WorkingBuffers)
{
if (WorkingBuffers < NUM_TRANSFORM_BUFFERS)
WorkingBuffers++;
if (index >= WorkingBuffers)
index--;
if (TrnBuffers[index].RenderSurface != NULL)
{
TrnBuffers[index].RenderSurface->Release();
TrnBuffers[index].RenderSurface = NULL;
}
if (TrnBuffers[index].ReadSurface != NULL)
{
TrnBuffers[index].ReadSurface->Release();
TrnBuffers[index].ReadSurface = NULL;
}
if (TrnBuffers[index].FBTexture != NULL)
{
TrnBuffers[index].FBTexture->Release();
TrnBuffers[index].FBTexture = NULL;
}
TrnBuffers[index].Width = dstWidth;
TrnBuffers[index].Height = dstHeight;
D3D::dev->CreateTexture(dstWidth, dstHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &TrnBuffers[index].FBTexture, NULL);
TrnBuffers[index].FBTexture->GetSurfaceLevel(0,&TrnBuffers[index].RenderSurface);
D3D::dev->CreateOffscreenPlainSurface(dstWidth, dstHeight, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &TrnBuffers[index].ReadSurface, NULL );
}
s_texConvReadSurface = TrnBuffers[index].ReadSurface;
Rendersurf = TrnBuffers[index].RenderSurface;
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, Rendersurf);
if (linearFilter)
{
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
}
else
{
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
}
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = dstWidth;
vp.Height = dstHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
RECT SrcRect;
SrcRect.top = sourceRc.top;
SrcRect.left = sourceRc.left;
SrcRect.right = sourceRc.right;
SrcRect.bottom = sourceRc.bottom;
RECT DstRect;
DstRect.top = 0;
DstRect.left = 0;
DstRect.right = dstWidth;
DstRect.bottom = dstHeight;
// Draw...
D3D::drawShadedTexQuad(srcTexture,&SrcRect,1,1,shader,VertexShaderCache::GetSimpleVertexShader());
hr = D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
hr = D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
// .. and then readback the results.
// TODO: make this less slow.
D3DLOCKED_RECT drect;
hr = D3D::dev->GetRenderTargetData(Rendersurf,s_texConvReadSurface);
if((hr = s_texConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
}
else
{
int writeStride = bpmem.copyMipMapStrideChannels * 32;
if (writeStride != readStride && toTexture)
{
// writing to a texture of a different size
int readHeight = readStride / dstWidth;
int readStart = 0;
int readLoops = dstHeight / (readHeight/4); // 4 bytes per pixel
u8 *Source = (u8*)drect.pBits;
for (int i = 0; i < readLoops; i++)
{
int readDist = dstWidth*readHeight;
memcpy(destAddr,Source,readDist);
Source += readDist;
destAddr += writeStride;
}
}
else
memcpy(destAddr,drect.pBits,dstWidth*dstHeight*4);// 4 bytes per pixel
hr = s_texConvReadSurface->UnlockRect();
}
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
if (bFromZBuffer)
{
format |= _GX_TF_ZTF;
if (copyfmt == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
LPDIRECT3DPIXELSHADER9 texconv_shader = GetOrCreateEncodingShader(format);
if (!texconv_shader)
return;
u8 *dest_ptr = Memory_GetPtr(address);
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? FBManager::GetEFBDepthTexture(source) : FBManager::GetEFBColorTexture(source);
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
// Invalidate any existing texture covering this memory range.
// TODO - don't delete the texture if it already exists, just replace the contents.
TextureCache::InvalidateRange(address, size_in_bytes);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
// only copy on cache line boundaries
// extra pixels are copied but not displayed in the resulting texture
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
float Xstride = (float)((Renderer::GetFullTargetWidth() - Renderer::GetTargetWidth()) / 2);
float Ystride = (float)((Renderer::GetFullTargetHeight() - Renderer::GetTargetHeight()) / 2);
float sampleStride = bScaleByHalf?2.0f:1.0f;
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
expandedHeight * MValueY,
source.left * MValueX + Xstride ,
source.top * MValueY + Ystride,
sampleStride * MValueX,
sampleStride * MValueY,
(float)Renderer::GetFullTargetWidth(),
(float)Renderer::GetFullTargetHeight());
TargetRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight,readStride, true, bScaleByHalf > 0);
}
/*void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
}
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
u8* srcAddr = Memory_GetPtr(xfbAddr);
if (!srcAddr)
{
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
return;
}
Renderer::ResetAPIState();
float srcFormatFactor = 0.5f;
float srcFmtWidth = srcWidth * srcFormatFactor;
// swich to texture converter frame buffer
// attach destTexture as color destination
g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
GL_REPORT_FBO_ERROR();
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
// activate source texture
// set srcAddr as data for source texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: make this less slow. (How?)
if(s_srcTextureWidth == (GLsizei)srcFmtWidth && s_srcTextureHeight == (GLsizei)srcHeight)
{
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
}
else
{
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
s_srcTextureWidth = (GLsizei)srcFmtWidth;
s_srcTextureHeight = (GLsizei)srcHeight;
}
glViewport(0, 0, srcWidth, srcHeight);
PixelShaderCache::EnableShader(s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd();
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureMngr::DisableStage(0);
VertexShaderManager::SetViewportChanged();
g_framebufferManager.SetFramebuffer(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}
*/
} // namespace