dolphin/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp
Rodolfo Osvaldo Bogado c98f8a96d2 HUGE commit :)
in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 00:01:18 +00:00

481 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 "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.
char* FProgram = new char[2048];
sprintf(FProgram,"uniform float4 blkDims : register(c%d);\n"
"uniform float4 textureDims : register(c%d);\n"
"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)/ blkDims.z, uv0.y / blkDims.w);\n"
" float3 c0 = tex2D(samp0, uv0.xy / blkDims.zw).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",C_COLORMATRIX,C_COLORMATRIX+1);
s_rgbToYuyvProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_rgbToYuyvProgram) {
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
delete [] FProgram;
}
void CreateYuyvToRgbProgram()
{
char* FProgram = new char[2048];
sprintf(FProgram,"uniform float4 blkDims : register(c%d);\n"
"uniform float4 textureDims : register(c%d);\n"
"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 / blkDims.zw).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",C_COLORMATRIX,C_COLORMATRIX+1);
s_yuyvToRgbProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_yuyvToRgbProgram) {
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
delete [] FProgram;
}
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,dstWidth,dstHeight,shader,VertexShaderCache::GetSimpleVertexShader(0));
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(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,u8* destAddr, int dstWidth, int dstHeight)
{
TextureConversionShader::SetShaderParameters(
(float)dstWidth,
(float)dstHeight,
0.0f ,
0.0f,
1.0f,
1.0f,
(float)Renderer::GetFullTargetWidth(),
(float)Renderer::GetFullTargetHeight());
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
}
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE9 destTexture)
{
u8* srcAddr = Memory_GetPtr(xfbAddr);
if (!srcAddr)
{
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
return;
}
int srcFmtWidth = srcWidth / 2;
Renderer::ResetAPIState(); // reset any game specific settings
LPDIRECT3DTEXTURE9 s_srcTexture = D3D::CreateTexture2D(srcAddr, srcFmtWidth, srcHeight, srcFmtWidth, D3DFMT_A8R8G8B8, false);
LPDIRECT3DSURFACE9 Rendersurf = NULL;
destTexture->GetSurfaceLevel(0,&Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = 0;
vp.Y = 0;
vp.Width = srcWidth;
vp.Height = srcHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT destrect;
destrect.bottom = srcHeight;
destrect.left = 0;
destrect.right = srcWidth;
destrect.top = 0;
RECT sourcerect;
sourcerect.bottom = srcHeight;
sourcerect.left = 0;
sourcerect.right = srcFmtWidth;
sourcerect.top = 0;
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
TextureConversionShader::SetShaderParameters(
(float)srcFmtWidth,
(float)srcHeight,
0.0f ,
0.0f,
1.0f,
1.0f,
(float)srcFmtWidth,
(float)srcHeight);
D3D::drawShadedTexQuad(
s_srcTexture,
&sourcerect,
1 ,
1,
srcWidth,
srcHeight,
s_yuyvToRgbProgram,
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::SetTexture(0,NULL);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
Rendersurf->Release();
s_srcTexture->Release();
}
} // namespace