Merge pull request #6193 from stenzek/readbacks

Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
This commit is contained in:
Stenzek
2017-12-01 14:24:06 +10:00
committed by GitHub
62 changed files with 1878 additions and 1188 deletions
@@ -1870,6 +1870,9 @@ const GLFunc gl_function_array[] = {
GLFUNC_REQUIRES(glDispatchCompute, "GL_ARB_compute_shader !VERSION_4_3 |VERSION_GLES_3_1"),
GLFUNC_REQUIRES(glDispatchComputeIndirect,
"GL_ARB_compute_shader !VERSION_4_3 |VERSION_GLES_3_1"),
// ARB_get_texture_sub_image
GLFUNC_REQUIRES(glGetTextureSubImage, "GL_ARB_get_texture_sub_image !VERSION_4_5"),
};
namespace GLExtensions
-23
View File
@@ -52,8 +52,6 @@ const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] =
unsigned int xres, yres;
bool bFrameInProgress = false;
HRESULT LoadDXGI()
{
if (dxgi_dll_ref++ > 0)
@@ -602,27 +600,6 @@ void Reset()
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (device != nullptr);
}
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame called although no frame is in progress");
return;
}
bFrameInProgress = false;
}
void Present()
{
UINT present_flags = 0;
-2
View File
@@ -63,8 +63,6 @@ extern HWND hWnd;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
unsigned int GetBackBufferWidth();
+15 -27
View File
@@ -263,6 +263,21 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
} // namespace D3D
StateCache::~StateCache()
{
for (auto& it : m_depth)
SAFE_RELEASE(it.second);
for (auto& it : m_raster)
SAFE_RELEASE(it.second);
for (auto& it : m_blend)
SAFE_RELEASE(it.second);
for (auto& it : m_sampler)
SAFE_RELEASE(it.second);
}
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
auto it = m_sampler.find(state.hex);
@@ -471,33 +486,6 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
return res;
}
void StateCache::Clear()
{
for (auto it : m_depth)
{
SAFE_RELEASE(it.second);
}
m_depth.clear();
for (auto it : m_raster)
{
SAFE_RELEASE(it.second);
}
m_raster.clear();
for (auto it : m_blend)
{
SAFE_RELEASE(it.second);
}
m_blend.clear();
for (auto it : m_sampler)
{
SAFE_RELEASE(it.second);
}
m_sampler.clear();
}
D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)
{
static constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 4> primitives = {
+2 -3
View File
@@ -23,6 +23,8 @@ namespace DX11
class StateCache
{
public:
~StateCache();
// Get existing or create new render state.
// Returned objects is owned by the cache and does not need to be released.
ID3D11SamplerState* Get(SamplerState state);
@@ -30,9 +32,6 @@ public:
ID3D11RasterizerState* Get(RasterizationState state);
ID3D11DepthStencilState* Get(DepthState state);
// Release all cached states and clear hash tables.
void Clear();
// Convert RasterState primitive type to D3D11 primitive topology.
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(PrimitiveType primitive);
+159 -85
View File
@@ -40,7 +40,11 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
default:
PanicAlert("Unhandled texture format.");
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
@@ -80,7 +84,6 @@ DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_conf
DXTexture::~DXTexture()
{
m_texture->Release();
SAFE_RELEASE(m_staging_texture);
}
D3DTexture2D* DXTexture::GetRawTexIdentifier() const
@@ -93,97 +96,36 @@ void DXTexture::Bind(unsigned int stage)
D3D::stateman->SetTexture(stage, m_texture->GetSRV());
}
std::optional<AbstractTexture::RawTextureInfo> DXTexture::MapFullImpl()
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, m_config.width,
m_config.height, 1, 1, 0, D3D11_USAGE_STAGING,
D3D11_CPU_ACCESS_READ);
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &m_staging_texture);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
return {};
}
D3D11_BOX src_box;
src_box.left = src_rect.left;
src_box.top = src_rect.top;
src_box.right = src_rect.right;
src_box.bottom = src_rect.bottom;
src_box.front = 0;
src_box.back = 1;
// Copy the selected data to the staging texture
D3D::context->CopyResource(m_staging_texture, m_texture->GetTex());
// Map the staging texture to client memory, and encode it as a .png image.
D3D11_MAPPED_SUBRESOURCE map;
hr = D3D::context->Map(m_staging_texture, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
return {};
}
return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(map.pData), map.RowPitch,
m_config.width, m_config.height};
D3D::context->CopySubresourceRegion(
m_texture->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels),
dst_rect.left, dst_rect.top, 0, srcentry->m_texture->GetTex(),
D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
}
std::optional<AbstractTexture::RawTextureInfo> DXTexture::MapRegionImpl(u32 level, u32 x, u32 y,
u32 width, u32 height)
{
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1, 0,
D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &m_staging_texture);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
return {};
}
// Copy the selected data to the staging texture
CD3D11_BOX src_box(x, y, 0, width, height, 1);
D3D::context->CopySubresourceRegion(m_staging_texture, 0, 0, 0, 0, m_texture->GetTex(),
D3D11CalcSubresource(level, 0, m_config.levels), &src_box);
// Map the staging texture to client memory, and encode it as a .png image.
D3D11_MAPPED_SUBRESOURCE map;
hr = D3D::context->Map(m_staging_texture, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
return {};
}
return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(map.pData), map.RowPitch,
m_config.width, m_config.height};
}
void DXTexture::Unmap()
{
if (!m_staging_texture)
return;
D3D::context->Unmap(m_staging_texture, 0);
}
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
{
D3D11_BOX srcbox;
srcbox.left = srcrect.left;
srcbox.top = srcrect.top;
srcbox.right = srcrect.right;
srcbox.bottom = srcrect.bottom;
srcbox.front = 0;
srcbox.back = srcentry->m_config.layers;
_assert_(m_config.rendertarget);
D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
srcentry->m_texture->GetTex(), 0, &srcbox);
return;
}
else if (!m_config.rendertarget)
{
return;
}
g_renderer->ResetAPIState(); // reset any game specific settings
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
@@ -213,8 +155,140 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length);
size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
ID3D11Texture2D* tex)
: AbstractStagingTexture(type, config), m_tex(tex)
{
}
DXStagingTexture::~DXStagingTexture()
{
if (IsMapped())
DXStagingTexture::Unmap();
SAFE_RELEASE(m_tex);
}
std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
D3D11_USAGE usage;
UINT cpu_flags;
if (type == StagingTextureType::Readback)
{
usage = D3D11_USAGE_STAGING;
cpu_flags = D3D11_CPU_ACCESS_READ;
}
else if (type == StagingTextureType::Upload)
{
usage = D3D11_USAGE_DYNAMIC;
cpu_flags = D3D11_CPU_ACCESS_WRITE;
}
else
{
usage = D3D11_USAGE_STAGING;
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format), config.width, config.height,
1, 1, 0, usage, cpu_flags);
ID3D11Texture2D* texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
CHECK(SUCCEEDED(hr), "Create staging texture");
if (FAILED(hr))
return nullptr;
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture));
}
void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
_assert_(m_type == StagingTextureType::Readback);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
if (IsMapped())
DXStagingTexture::Unmap();
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
static_cast<const DXTexture*>(src)->GetRawTexIdentifier()->GetTex(),
D3D11CalcSubresource(src_level, src_layer, src->GetConfig().levels), &src_box);
m_needs_flush = true;
}
void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
_assert_(m_type == StagingTextureType::Upload);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
if (IsMapped())
DXStagingTexture::Unmap();
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
static_cast<const DXTexture*>(dst)->GetRawTexIdentifier()->GetTex(),
D3D11CalcSubresource(dst_level, dst_layer, dst->GetConfig().levels),
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 0, &src_box);
}
bool DXStagingTexture::Map()
{
if (m_map_pointer)
return true;
D3D11_MAP map_type;
if (m_type == StagingTextureType::Readback)
map_type = D3D11_MAP_READ;
else if (m_type == StagingTextureType::Upload)
map_type = D3D11_MAP_WRITE;
else
map_type = D3D11_MAP_READ_WRITE;
D3D11_MAPPED_SUBRESOURCE sr;
HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr);
CHECK(SUCCEEDED(hr), "Map readback texture");
if (FAILED(hr))
return false;
m_map_pointer = reinterpret_cast<char*>(sr.pData);
m_map_stride = sr.RowPitch;
return true;
}
void DXStagingTexture::Unmap()
{
if (!m_map_pointer)
return;
D3D::context->Unmap(m_tex, 0);
m_map_pointer = nullptr;
}
void DXStagingTexture::Flush()
{
// Flushing is handled by the API.
m_needs_flush = false;
}
} // namespace DX11
+34 -9
View File
@@ -6,6 +6,7 @@
#include "Common/CommonTypes.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
class D3DTexture2D;
@@ -19,23 +20,47 @@ public:
~DXTexture();
void Bind(unsigned int stage) override;
void Unmap() override;
void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level) override;
void ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
D3DTexture2D* GetRawTexIdentifier() const;
private:
std::optional<RawTextureInfo> MapFullImpl() override;
std::optional<RawTextureInfo> MapRegionImpl(u32 level, u32 x, u32 y, u32 width,
u32 height) override;
D3DTexture2D* m_texture;
ID3D11Texture2D* m_staging_texture = nullptr;
};
class DXStagingTexture final : public AbstractStagingTexture
{
public:
DXStagingTexture() = delete;
~DXStagingTexture();
void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect) override;
void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level) override;
bool Map() override;
void Unmap() override;
void Flush() override;
static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
const TextureConfig& config);
private:
DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex);
ID3D11Texture2D* m_tex = nullptr;
};
} // namespace DX11
@@ -4,17 +4,21 @@
#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"
@@ -31,76 +35,41 @@ struct EFBEncodeParams
};
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
m_encodeParams(nullptr)
{
}
PSTextureEncoder::~PSTextureEncoder() = default;
void PSTextureEncoder::Init()
{
m_ready = false;
HRESULT hr;
// Create output texture RGBA format
// TODO: This Texture is overly large and parts of it are unused
// EFB2RAM copies use max (EFB_WIDTH * 4) by (EFB_HEIGHT / 4)
// XFB2RAM copies use max (EFB_WIDTH / 2) by (EFB_HEIGHT)
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4, 1024,
1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(
m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_B8G8R8A8_UNORM);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create efb encode output render target view");
D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
// Create output staging buffer
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
// TODO: Move this to a constant somewhere in common.
TextureConfig encoding_texture_config(EFB_WIDTH * 4, 1024, 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);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
HRESULT hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encode_params);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
m_ready = true;
D3D::SetDebugObjectName(m_encode_params, "efb encoder params buffer");
}
void PSTextureEncoder::Shutdown()
{
m_ready = false;
for (auto& it : m_encoding_shaders)
{
SAFE_RELEASE(it.second);
}
m_encoding_shaders.clear();
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
SAFE_RELEASE(m_out);
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)
{
if (!m_ready) // Make sure we initialized OK
return;
HRESULT hr;
// 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
@@ -122,7 +91,10 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
D3D::context->OMSetRenderTargets(
1,
&static_cast<DXTexture*>(m_encoding_render_texture.get())->GetRawTexIdentifier()->GetRTV(),
nullptr);
EFBEncodeParams encode_params;
encode_params.SrcLeft = src_rect.left;
@@ -130,8 +102,8 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
encode_params.DestWidth = native_width;
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
encode_params.y_scale = params.y_scale;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
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
@@ -148,24 +120,15 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = {0};
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
u8* src = (u8*)map.pData;
u32 readStride = std::min(bytes_per_row, map.RowPitch);
for (unsigned int y = 0; y < num_blocks_y; ++y)
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())
{
memcpy(dst, src, readStride);
dst += memory_stride;
src += map.RowPitch;
m_encoding_readback_texture->ReadTexels(copy_rect, dst, memory_stride);
m_encoding_readback_texture->Unmap();
}
D3D::context->Unmap(m_outStage, 0);
}
// Restore API
@@ -5,11 +5,15 @@
#pragma once
#include <map>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
class AbstractStagingTexture;
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
@@ -29,6 +33,7 @@ class PSTextureEncoder final
{
public:
PSTextureEncoder();
~PSTextureEncoder();
void Init();
void Shutdown();
@@ -39,12 +44,9 @@ public:
private:
ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_encode_params = nullptr;
std::unique_ptr<AbstractTexture> m_encoding_render_texture;
std::unique_ptr<AbstractStagingTexture> m_encoding_readback_texture;
std::map<EFBCopyParams, ID3D11PixelShader*> m_encoding_shaders;
};
}
+101 -122
View File
@@ -53,31 +53,42 @@ typedef struct _Nv_Stereo_Image_Header
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
struct GXPipelineState
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
std::array<SamplerState, 8> samplers;
BlendingState blend;
DepthState zmode;
RasterizationState raster;
};
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
m_last_fullscreen_mode = D3D::GetFullscreenState();
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_fullscreen_mode = false;
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
static std::array<ID3D11BlendState*, 4> s_clear_blend_states{};
static std::array<ID3D11DepthStencilState*, 3> s_clear_depth_states{};
static ID3D11BlendState* s_reset_blend_state = nullptr;
static ID3D11DepthStencilState* s_reset_depth_state = nullptr;
static ID3D11RasterizerState* s_reset_rast_state = nullptr;
// Setup GX pipeline state
for (auto& sampler : m_gx_state.samplers)
sampler.hex = RenderState::GetPointSamplerState().hex;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;
m_gx_state.zmode.testenable = false;
m_gx_state.zmode.updateenable = false;
m_gx_state.zmode.func = ZMode::NEVER;
m_gx_state.raster.cullmode = GenMode::CULL_NONE;
static GXPipelineState s_gx_state;
static StateCache s_gx_state_cache;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
static void SetupDeviceObjects()
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
}
Renderer::~Renderer()
{
TeardownDeviceObjects();
}
void Renderer::SetupDeviceObjects()
{
HRESULT hr;
@@ -88,22 +99,22 @@ static void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[0]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[0]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[1]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[1]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_clear_depth_states[2]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName(s_clear_depth_states[0],
D3D::SetDebugObjectName(m_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
s_clear_depth_states[1],
m_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
s_clear_depth_states[2],
m_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
@@ -117,24 +128,24 @@ static void SetupDeviceObjects()
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
hr = D3D::device->CreateBlendState(&blenddesc, &m_reset_blend_state);
CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_blend_state, "blend state for Renderer::ResetAPIState");
s_clear_blend_states[0] = s_reset_blend_state;
s_reset_blend_state->AddRef();
m_clear_blend_states[0] = m_reset_blend_state;
m_reset_blend_state->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[1]);
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[1]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[2]);
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[2]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[3]);
hr = D3D::device->CreateBlendState(&blenddesc, &m_clear_blend_states[3]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
@@ -143,41 +154,39 @@ static void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
hr = D3D::device->CreateDepthStencilState(&ddesc, &m_reset_depth_state);
CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
hr = D3D::device->CreateRasterizerState(&rastdesc, &m_reset_rast_state);
CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
m_screenshot_texture = nullptr;
}
// Kill off all device objects
static void TeardownDeviceObjects()
void Renderer::TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
SAFE_RELEASE(s_clear_blend_states[0]);
SAFE_RELEASE(s_clear_blend_states[1]);
SAFE_RELEASE(s_clear_blend_states[2]);
SAFE_RELEASE(s_clear_blend_states[3]);
SAFE_RELEASE(s_clear_depth_states[0]);
SAFE_RELEASE(s_clear_depth_states[1]);
SAFE_RELEASE(s_clear_depth_states[2]);
SAFE_RELEASE(s_reset_blend_state);
SAFE_RELEASE(s_reset_depth_state);
SAFE_RELEASE(s_reset_rast_state);
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_gx_state_cache.Clear();
SAFE_RELEASE(m_clear_blend_states[0]);
SAFE_RELEASE(m_clear_blend_states[1]);
SAFE_RELEASE(m_clear_blend_states[2]);
SAFE_RELEASE(m_clear_blend_states[3]);
SAFE_RELEASE(m_clear_depth_states[0]);
SAFE_RELEASE(m_clear_depth_states[1]);
SAFE_RELEASE(m_clear_depth_states[2]);
SAFE_RELEASE(m_reset_blend_state);
SAFE_RELEASE(m_reset_depth_state);
SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
}
static void Create3DVisionTexture(int width, int height)
void Renderer::Create3DVisionTexture(int width, int height)
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
@@ -197,48 +206,20 @@ static void Create3DVisionTexture(int width, int height)
sys_data.SysMemPitch = pitch;
sys_data.pSysMem = memory.get();
s_3d_vision_texture =
m_3d_vision_texture =
D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
}
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_fullscreen_mode = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
for (auto& sampler : s_gx_state.samplers)
sampler.hex = RenderState::GetPointSamplerState().hex;
s_gx_state.zmode.testenable = false;
s_gx_state.zmode.updateenable = false;
s_gx_state.zmode.func = ZMode::NEVER;
s_gx_state.raster.cullmode = GenMode::CULL_NONE;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
D3D::BeginFrame();
return std::make_unique<DXTexture>(config);
}
Renderer::~Renderer()
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
return DXStagingTexture::Create(type, config);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
@@ -443,8 +424,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
@@ -526,21 +507,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ResetAPIState();
if (colorEnable && alphaEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[0]);
D3D::stateman->PushBlendState(m_clear_blend_states[0]);
else if (colorEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[1]);
D3D::stateman->PushBlendState(m_clear_blend_states[1]);
else if (alphaEnable)
D3D::stateman->PushBlendState(s_clear_blend_states[2]);
D3D::stateman->PushBlendState(m_clear_blend_states[2]);
else
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
// TODO: Should we enable Z testing here?
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
// else
if (zEnable)
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
else /*if (!zEnable)*/
D3D::stateman->PushDepthState(s_clear_depth_states[2]);
D3D::stateman->PushDepthState(m_clear_depth_states[2]);
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@@ -600,7 +581,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
void Renderer::SetBlendingState(const BlendingState& state)
{
s_gx_state.blend.hex = state.hex;
m_gx_state.blend.hex = state.hex;
}
// This function has the final picture. We adjust the aspect ratio here.
@@ -633,7 +614,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
Renderer::DrawDebugText();
OSD::DrawMessages();
D3D::EndFrame();
g_texture_cache->Cleanup(frameCount);
@@ -646,33 +626,33 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
const bool window_resized = CheckForResize();
const bool fullscreen = D3D::GetFullscreenState();
const bool fs_changed = s_last_fullscreen_mode != fullscreen;
const bool fs_changed = m_last_fullscreen_mode != fullscreen;
// Flip/present backbuffer to frontbuffer here
D3D::Present();
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || window_resized || fs_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
m_last_multisamples != g_ActiveConfig.iMultisamples ||
m_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_fullscreen_mode = fullscreen;
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_fullscreen_mode = fullscreen;
PixelShaderCache::InvalidateMSAAShaders();
if (window_resized || fs_changed)
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
m_backbuffer_width = D3D::GetBackBufferWidth();
m_backbuffer_height = D3D::GetBackBufferHeight();
}
UpdateDrawRectangle();
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
@@ -694,7 +674,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// begin next frame
RestoreAPIState();
D3D::BeginFrame();
FramebufferManager::BindEFBRenderTarget();
SetViewport();
}
@@ -702,9 +681,9 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
D3D::stateman->PushBlendState(s_reset_blend_state);
D3D::stateman->PushDepthState(s_reset_depth_state);
D3D::stateman->PushRasterizerState(s_reset_rast_state);
D3D::stateman->PushBlendState(m_reset_blend_state);
D3D::stateman->PushDepthState(m_reset_depth_state);
D3D::stateman->PushRasterizerState(m_reset_rast_state);
}
void Renderer::RestoreAPIState()
@@ -719,15 +698,15 @@ void Renderer::RestoreAPIState()
void Renderer::ApplyState()
{
D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(s_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(s_gx_state.blend.logicopenable);
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
for (u32 stage = 0; stage < static_cast<u32>(s_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage]));
for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
@@ -746,17 +725,17 @@ void Renderer::RestoreState()
void Renderer::SetRasterizationState(const RasterizationState& state)
{
s_gx_state.raster.hex = state.hex;
m_gx_state.raster.hex = state.hex;
}
void Renderer::SetDepthState(const DepthState& state)
{
s_gx_state.zmode.hex = state.hex;
m_gx_state.zmode.hex = state.hex;
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
s_gx_state.samplers[index].hex = state.hex;
m_gx_state.samplers[index].hex = state.hex;
}
void Renderer::SetInterlacingMode()
@@ -831,7 +810,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
}
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
if (!s_3d_vision_texture)
if (!m_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
@@ -840,7 +819,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
(float)dst.GetWidth(), (float)dst.GetHeight());
// Render to staging texture which is double the width of the backbuffer
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
D3D::context->OMSetRenderTargets(1, &m_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
@@ -858,7 +837,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
s_3d_vision_texture->GetTex(), 0, &box);
m_3d_vision_texture->GetTex(), 0, &box);
// Restore render target to backbuffer
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
+35
View File
@@ -4,7 +4,9 @@
#pragma once
#include <array>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
enum class EFBAccessType;
@@ -19,6 +21,11 @@ public:
Renderer();
~Renderer() override;
StateCache& GetStateCache() { return m_state_cache; }
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
@@ -56,7 +63,35 @@ public:
bool CheckForResize();
private:
struct GXPipelineState
{
std::array<SamplerState, 8> samplers;
BlendingState blend;
DepthState zmode;
RasterizationState raster;
};
void SetupDeviceObjects();
void TeardownDeviceObjects();
void Create3DVisionTexture(int width, int height);
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma);
StateCache m_state_cache;
GXPipelineState m_gx_state;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
ID3D11BlendState* m_reset_blend_state = nullptr;
ID3D11DepthStencilState* m_reset_depth_state = nullptr;
ID3D11RasterizerState* m_reset_rast_state = nullptr;
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_mode = false;
};
}
@@ -33,11 +33,6 @@ static const size_t MAX_COPY_BUFFERS = 32;
static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
static std::unique_ptr<PSTextureEncoder> g_encoder;
std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
return std::make_unique<DXTexture>(config);
}
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)
@@ -19,8 +19,6 @@ public:
~TextureCache();
private:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH,
bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf,
const EFBRectangle& source)
+2
View File
@@ -181,6 +181,8 @@ void VideoBackend::Shutdown()
g_texture_cache.reset();
g_renderer.reset();
D3D::Close();
ShutdownShared();
}
+48 -3
View File
@@ -14,9 +14,15 @@ void NullTexture::Bind(unsigned int stage)
{
}
void NullTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
void NullTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
}
void NullTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
}
@@ -25,4 +31,43 @@ void NullTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u
{
}
NullStagingTexture::NullStagingTexture(StagingTextureType type, const TextureConfig& config)
: AbstractStagingTexture(type, config)
{
m_texture_buf.resize(m_texel_size * config.width * config.height);
m_map_pointer = reinterpret_cast<char*>(m_texture_buf.data());
m_map_stride = m_texel_size * config.width;
}
NullStagingTexture::~NullStagingTexture() = default;
void NullStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
m_needs_flush = true;
}
void NullStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
m_needs_flush = true;
}
bool NullStagingTexture::Map()
{
return true;
}
void NullStagingTexture::Unmap()
{
}
void NullStagingTexture::Flush()
{
m_needs_flush = false;
}
} // namespace Null
+31 -3
View File
@@ -4,8 +4,11 @@
#pragma once
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
namespace Null
@@ -18,11 +21,36 @@ public:
void Bind(unsigned int stage) override;
void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level) override;
void ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
};
class NullStagingTexture final : public AbstractStagingTexture
{
public:
explicit NullStagingTexture(StagingTextureType type, const TextureConfig& config);
~NullStagingTexture();
void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect) override;
void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level) override;
bool Map() override;
void Unmap() override;
void Flush() override;
private:
std::vector<u8> m_texture_buf;
};
} // namespace Null
+12
View File
@@ -4,6 +4,7 @@
#include "Common/Logging/Log.h"
#include "VideoBackends/Null/NullTexture.h"
#include "VideoBackends/Null/Render.h"
#include "VideoCommon/VideoConfig.h"
@@ -21,6 +22,17 @@ Renderer::~Renderer()
UpdateActiveConfig();
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
return std::make_unique<NullTexture>(config);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return std::make_unique<NullStagingTexture>(type, config);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
NOTICE_LOG(VIDEO, "RenderText: %s", text.c_str());
+4
View File
@@ -14,6 +14,10 @@ public:
Renderer();
~Renderer() override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
void RenderText(const std::string& pstr, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override { return 0; }
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override {}
@@ -35,12 +35,6 @@ public:
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
{
}
private:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override
{
return std::make_unique<NullTexture>(config);
}
};
} // Null name space
+335 -77
View File
@@ -9,7 +9,6 @@
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
@@ -36,7 +35,11 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
case AbstractTextureFormat::BPTC:
return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
case AbstractTextureFormat::RGBA8:
return storage ? GL_RGBA8 : GL_RGBA;
case AbstractTextureFormat::BGRA8:
return storage ? GL_RGBA8 : GL_BGRA;
default:
PanicAlert("Unhandled texture format.");
return storage ? GL_RGBA8 : GL_RGBA;
}
}
@@ -47,6 +50,8 @@ GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
case AbstractTextureFormat::BGRA8:
return GL_BGRA;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
@@ -58,12 +63,22 @@ GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
switch (format)
{
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
return GL_UNSIGNED_BYTE;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
bool UsePersistentStagingBuffers()
{
// We require ARB_buffer_storage to create the persistent mapped buffer,
// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
// the GPU has finished the copy before reading the buffer from the CPU.
return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
g_ogl_config.bSupportsGLSync;
}
} // Anonymous namespace
OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
@@ -85,7 +100,7 @@ OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_co
if (m_config.rendertarget)
{
// We can't render to compressed formats.
_assert_(!IsCompressedHostTextureFormat(m_config.format));
_assert_(!IsCompressedFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage)
{
@@ -100,6 +115,10 @@ OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_co
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
// We broke the framebuffer binding here, and need to restore it, as the CreateTexture
// method is in the base renderer class and can be called by VideoCommon.
FramebufferManager::SetFramebuffer(0);
}
SetStage();
@@ -148,89 +167,70 @@ void OGLTexture::Bind(unsigned int stage)
}
}
std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapFullImpl()
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return {};
m_staging_data.reserve(m_config.width * m_config.height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
OGLTexture::SetStage();
return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(m_staging_data.data()),
m_config.width * 4, m_config.width, m_config.height};
}
std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapRegionImpl(u32 level, u32 x, u32 y,
u32 width, u32 height)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return {};
m_staging_data.reserve(m_config.width * m_config.height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (g_ogl_config.bSupportTextureSubImage)
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
if (g_ogl_config.bSupportsCopySubImage)
{
glGetTextureSubImage(GL_TEXTURE_2D_ARRAY, level, GLint(x), GLint(y), 0, GLsizei(width),
GLsizei(height), 0, GL_RGBA, GL_UNSIGNED_BYTE, GLsizei(width * height * 4),
m_staging_data.data());
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, src_level, src_rect.left,
src_rect.top, src_layer, m_texId, GL_TEXTURE_2D_ARRAY, dst_level,
dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(),
dst_rect.GetHeight(), 1);
}
else
{
MapRegionSlow(level, x, y, width, height);
// If it isn't a single leveled/layered texture, we need to update the framebuffer.
bool update_src_framebuffer =
srcentry->m_framebuffer == 0 || srcentry->m_config.layers != 0 || src_level != 0;
bool update_dst_framebuffer = m_framebuffer == 0 || m_config.layers != 0 || dst_level != 0;
if (!m_framebuffer)
glGenFramebuffers(1, &m_framebuffer);
if (!srcentry->m_framebuffer)
glGenFramebuffers(1, &const_cast<OGLTexture*>(srcentry)->m_framebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcentry->m_framebuffer);
if (update_src_framebuffer)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId,
src_level, src_layer);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer);
if (update_dst_framebuffer)
{
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
dst_layer);
}
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
if (update_src_framebuffer)
{
FramebufferManager::FramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, srcentry->m_texId, 0);
}
if (update_dst_framebuffer)
{
FramebufferManager::FramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
FramebufferManager::SetFramebuffer(0);
}
OGLTexture::SetStage();
return AbstractTexture::RawTextureInfo{m_staging_data.data(), width * 4, width, height};
}
void OGLTexture::MapRegionSlow(u32 level, u32 x, u32 y, u32 width, u32 height)
{
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
// Now copy the region out of the staging data
const u32 partial_stride = width * 4;
std::vector<u8> partial_data;
partial_data.resize(partial_stride * height);
const u32 staging_stride = m_config.width * 4;
const u32 x_offset = x * 4;
auto staging_location = m_staging_data.begin() + staging_stride * y;
auto partial_location = partial_data.begin();
for (size_t i = 0; i < height; ++i)
{
auto starting_location = staging_location + x_offset;
std::copy(starting_location, starting_location + partial_stride, partial_location);
staging_location += staging_stride;
partial_location += partial_stride;
}
// Now swap the region back in for the staging data
m_staging_data.swap(partial_data);
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
void OGLTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
m_texId, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
dstrect.GetWidth(), dstrect.GetHeight(), srcentry->m_config.layers);
return;
}
else if (!m_framebuffer)
if (!m_framebuffer)
{
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
@@ -269,7 +269,7 @@ void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedHostTextureFormat(m_config.format))
if (IsCompressedFormat(m_config.format))
{
if (g_ogl_config.bSupportsTextureStorage)
{
@@ -315,4 +315,262 @@ void OGLTexture::SetStage()
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
GLenum target, GLuint buffer_name, size_t buffer_size,
char* map_ptr, size_t map_stride)
: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
m_buffer_size(buffer_size)
{
m_map_pointer = map_ptr;
m_map_stride = map_stride;
}
OGLStagingTexture::~OGLStagingTexture()
{
if (m_fence != 0)
glDeleteSync(m_fence);
if (m_map_pointer)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (m_buffer_name != 0)
glDeleteBuffers(1, &m_buffer_name);
}
std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
size_t stride = config.GetStride();
size_t buffer_size = stride * config.height;
GLenum target =
type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
char* buffer_ptr;
if (UsePersistentStagingBuffers())
{
GLenum buffer_flags;
GLenum map_flags;
if (type == StagingTextureType::Readback)
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
}
else if (type == StagingTextureType::Upload)
{
buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
}
else
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
}
glBufferStorage(target, buffer_size, nullptr, buffer_flags);
buffer_ptr =
reinterpret_cast<char*>(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags));
_assert_(buffer_ptr != nullptr);
}
else
{
// Otherwise, fallback to mapping the buffer each time.
glBufferData(target, buffer_size, nullptr,
type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
buffer_ptr = nullptr;
}
glBindBuffer(target, 0);
return std::unique_ptr<OGLStagingTexture>(
new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
}
void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
_assert_(m_type == StagingTextureType::Readback);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
// Unmap the buffer before writing when not using persistent mappings.
if (!UsePersistentStagingBuffers())
OGLStagingTexture::Unmap();
// Copy from the texture object to the staging buffer.
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width);
const OGLTexture* gltex = static_cast<const OGLTexture*>(src);
size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size;
// If we don't have a FBO associated with this texture, we need to use a slow path.
if (gltex->GetFramebuffer() != 0 && src_layer == 0 && src_level == 0)
{
// This texture has a framebuffer, so we can use glReadPixels().
glBindFramebuffer(GL_READ_FRAMEBUFFER, gltex->GetFramebuffer());
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(dst_offset));
// Reset both read/draw framebuffers.
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
}
else
{
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
if (g_ogl_config.bSupportsTextureSubImage)
{
glGetTextureSubImage(
GL_TEXTURE_2D_ARRAY, src_level, src_rect.left, src_rect.top, src_layer,
src_rect.GetWidth(), src_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format),
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
}
else
{
// TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're
// copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating
// the framebuffer for GPU work in copying potentially redundant texels.
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr);
}
OGLTexture::SetStage();
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
m_needs_flush = true;
}
void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
_assert_(m_type == StagingTextureType::Upload);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size;
size_t copy_size = src_rect.GetHeight() * m_config.GetStride();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width);
if (!UsePersistentStagingBuffers())
{
// Unmap the buffer before writing when not using persistent mappings.
if (m_map_pointer)
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
m_map_pointer = nullptr;
}
}
else
{
// Since we're not using coherent mapping, we must flush the range explicitly.
if (m_type == StagingTextureType::Upload)
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
}
// Copy from the staging buffer to the texture object.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, static_cast<const OGLTexture*>(dst)->GetRawTexIdentifier());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, dst_rect.left, dst_rect.top, dst_layer,
dst_rect.GetWidth(), dst_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(src_offset));
OGLTexture::SetStage();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
m_needs_flush = true;
}
void OGLStagingTexture::Flush()
{
// No-op when not using buffer storage, as the transfers happen on Map().
// m_fence will always be zero in this case.
if (m_fence == 0)
{
m_needs_flush = false;
return;
}
glClientWaitSync(m_fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fence);
m_fence = 0;
m_needs_flush = false;
}
bool OGLStagingTexture::Map()
{
if (m_map_pointer)
return true;
// Slow path, map the texture, unmap it later.
GLenum flags;
if (m_type == StagingTextureType::Readback)
flags = GL_MAP_READ_BIT;
else if (m_type == StagingTextureType::Upload)
flags = GL_MAP_WRITE_BIT;
else
flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
glBindBuffer(m_target, m_buffer_name);
m_map_pointer = reinterpret_cast<char*>(glMapBufferRange(m_target, 0, m_buffer_size, flags));
if (!m_map_pointer)
return false;
return true;
}
void OGLStagingTexture::Unmap()
{
// No-op with persistent mapped buffers.
if (!m_map_pointer || UsePersistentStagingBuffers())
return;
glBindBuffer(m_target, m_buffer_name);
glUnmapBuffer(m_target);
glBindBuffer(m_target, 0);
m_map_pointer = nullptr;
}
} // namespace OGL

Some files were not shown because too many files have changed in this diff Show More