dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00

172 lines
6.4 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
namespace DX11
{
struct EFBEncodeParams
{
s32 SrcLeft;
s32 SrcTop;
u32 DestWidth;
u32 ScaleFactor;
float y_scale;
float gamma_rcp;
float clamp_top;
float clamp_bottom;
float filter_coefficients[3];
u32 padding;
};
PSTextureEncoder::PSTextureEncoder()
{
}
PSTextureEncoder::~PSTextureEncoder() = default;
void PSTextureEncoder::Init()
{
// TODO: Move this to a constant somewhere in common.
TextureConfig encoding_texture_config(EFB_WIDTH * 4, 1024, 1, 1, 1, AbstractTextureFormat::BGRA8,
true);
m_encoding_render_texture = g_renderer->CreateTexture(encoding_texture_config);
m_encoding_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Readback, encoding_texture_config);
ASSERT(m_encoding_render_texture && m_encoding_readback_texture);
// Create constant buffer for uploading data to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);
HRESULT hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encode_params);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encode_params, "efb encoder params buffer");
}
void PSTextureEncoder::Shutdown()
{
for (auto& it : m_encoding_shaders)
SAFE_RELEASE(it.second);
m_encoding_shaders.clear();
SAFE_RELEASE(m_encode_params);
}
void PSTextureEncoder::Encode(
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, float y_scale, float gamma,
bool clamp_top, bool clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
// Resolve MSAA targets before copying.
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
ID3D11ShaderResourceView* pEFB = params.depth ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
{
const u32 words_per_row = bytes_per_row / sizeof(u32);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y));
D3D::context->RSSetViewports(1, &vp);
constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
D3D::context->OMSetRenderTargets(
1,
&static_cast<DXTexture*>(m_encoding_render_texture.get())->GetRawTexIdentifier()->GetRTV(),
nullptr);
EFBEncodeParams encode_params;
encode_params.SrcLeft = src_rect.left;
encode_params.SrcTop = src_rect.top;
encode_params.DestWidth = native_width;
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
encode_params.y_scale = y_scale;
encode_params.gamma_rcp = 1.0f / gamma;
encode_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
encode_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
for (size_t i = 0; i < filter_coefficients.size(); i++)
encode_params.filter_coefficients[i] = filter_coefficients[i];
D3D::context->UpdateSubresource(m_encode_params, 0, nullptr, &encode_params, 0, 0);
D3D::stateman->SetPixelConstants(m_encode_params);
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (scale_by_half || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(pEFB, targetRect.AsRECT(), g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), GetEncodingPixelShader(params),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
MathUtil::Rectangle<int> copy_rect(0, 0, words_per_row, num_blocks_y);
m_encoding_readback_texture->CopyFromTexture(m_encoding_render_texture.get(), copy_rect, 0, 0,
copy_rect);
m_encoding_readback_texture->Flush();
if (m_encoding_readback_texture->Map())
{
m_encoding_readback_texture->ReadTexels(copy_rect, dst, memory_stride);
m_encoding_readback_texture->Unmap();
}
}
g_renderer->RestoreAPIState();
}
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)
{
auto iter = m_encoding_shaders.find(params);
if (iter != m_encoding_shaders.end())
return iter->second;
D3DBlob* bytecode = nullptr;
const char* shader = TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
PanicAlert("Failed to compile texture encoding shader.");
m_encoding_shaders[params] = nullptr;
return nullptr;
}
ID3D11PixelShader* newShader;
HRESULT hr =
D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
m_encoding_shaders.emplace(params, newShader);
return newShader;
}
} // namespace DX11