mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
Merge pull request #6193 from stenzek/readbacks
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
This commit is contained in:
@@ -1870,6 +1870,9 @@ const GLFunc gl_function_array[] = {
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GLFUNC_REQUIRES(glDispatchCompute, "GL_ARB_compute_shader !VERSION_4_3 |VERSION_GLES_3_1"),
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GLFUNC_REQUIRES(glDispatchComputeIndirect,
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"GL_ARB_compute_shader !VERSION_4_3 |VERSION_GLES_3_1"),
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// ARB_get_texture_sub_image
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GLFUNC_REQUIRES(glGetTextureSubImage, "GL_ARB_get_texture_sub_image !VERSION_4_5"),
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};
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namespace GLExtensions
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@@ -52,8 +52,6 @@ const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] =
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unsigned int xres, yres;
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bool bFrameInProgress = false;
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HRESULT LoadDXGI()
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{
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if (dxgi_dll_ref++ > 0)
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@@ -602,27 +600,6 @@ void Reset()
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SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
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}
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bool BeginFrame()
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{
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if (bFrameInProgress)
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{
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PanicAlert("BeginFrame called although a frame is already in progress");
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return false;
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}
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bFrameInProgress = true;
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return (device != nullptr);
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}
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void EndFrame()
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{
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if (!bFrameInProgress)
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{
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PanicAlert("EndFrame called although no frame is in progress");
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return;
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}
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bFrameInProgress = false;
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}
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void Present()
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{
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UINT present_flags = 0;
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@@ -63,8 +63,6 @@ extern HWND hWnd;
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extern bool bFrameInProgress;
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void Reset();
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bool BeginFrame();
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void EndFrame();
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void Present();
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unsigned int GetBackBufferWidth();
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@@ -263,6 +263,21 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
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} // namespace D3D
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StateCache::~StateCache()
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{
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for (auto& it : m_depth)
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SAFE_RELEASE(it.second);
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for (auto& it : m_raster)
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SAFE_RELEASE(it.second);
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for (auto& it : m_blend)
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SAFE_RELEASE(it.second);
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for (auto& it : m_sampler)
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SAFE_RELEASE(it.second);
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}
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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{
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auto it = m_sampler.find(state.hex);
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@@ -471,33 +486,6 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
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return res;
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}
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void StateCache::Clear()
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{
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for (auto it : m_depth)
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{
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SAFE_RELEASE(it.second);
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}
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m_depth.clear();
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for (auto it : m_raster)
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{
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SAFE_RELEASE(it.second);
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}
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m_raster.clear();
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for (auto it : m_blend)
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{
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SAFE_RELEASE(it.second);
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}
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m_blend.clear();
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for (auto it : m_sampler)
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{
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SAFE_RELEASE(it.second);
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}
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m_sampler.clear();
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}
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D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)
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{
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static constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 4> primitives = {
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@@ -23,6 +23,8 @@ namespace DX11
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class StateCache
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{
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public:
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~StateCache();
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// Get existing or create new render state.
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// Returned objects is owned by the cache and does not need to be released.
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ID3D11SamplerState* Get(SamplerState state);
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@@ -30,9 +32,6 @@ public:
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ID3D11RasterizerState* Get(RasterizationState state);
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ID3D11DepthStencilState* Get(DepthState state);
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// Release all cached states and clear hash tables.
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void Clear();
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// Convert RasterState primitive type to D3D11 primitive topology.
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static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(PrimitiveType primitive);
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@@ -40,7 +40,11 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
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case AbstractTextureFormat::BPTC:
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return DXGI_FORMAT_BC7_UNORM;
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case AbstractTextureFormat::RGBA8:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case AbstractTextureFormat::BGRA8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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default:
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PanicAlert("Unhandled texture format.");
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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}
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@@ -80,7 +84,6 @@ DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_conf
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DXTexture::~DXTexture()
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{
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m_texture->Release();
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SAFE_RELEASE(m_staging_texture);
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}
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D3DTexture2D* DXTexture::GetRawTexIdentifier() const
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@@ -93,97 +96,36 @@ void DXTexture::Bind(unsigned int stage)
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D3D::stateman->SetTexture(stage, m_texture->GetSRV());
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}
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std::optional<AbstractTexture::RawTextureInfo> DXTexture::MapFullImpl()
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void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level)
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{
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CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, m_config.width,
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m_config.height, 1, 1, 0, D3D11_USAGE_STAGING,
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D3D11_CPU_ACCESS_READ);
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const DXTexture* srcentry = static_cast<const DXTexture*>(src);
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_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &m_staging_texture);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
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return {};
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}
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D3D11_BOX src_box;
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src_box.left = src_rect.left;
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src_box.top = src_rect.top;
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src_box.right = src_rect.right;
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src_box.bottom = src_rect.bottom;
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src_box.front = 0;
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src_box.back = 1;
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// Copy the selected data to the staging texture
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D3D::context->CopyResource(m_staging_texture, m_texture->GetTex());
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// Map the staging texture to client memory, and encode it as a .png image.
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D3D11_MAPPED_SUBRESOURCE map;
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hr = D3D::context->Map(m_staging_texture, 0, D3D11_MAP_READ, 0, &map);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
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return {};
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}
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return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(map.pData), map.RowPitch,
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m_config.width, m_config.height};
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D3D::context->CopySubresourceRegion(
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m_texture->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels),
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dst_rect.left, dst_rect.top, 0, srcentry->m_texture->GetTex(),
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D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
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}
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std::optional<AbstractTexture::RawTextureInfo> DXTexture::MapRegionImpl(u32 level, u32 x, u32 y,
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u32 width, u32 height)
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{
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CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1, 0,
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &m_staging_texture);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
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return {};
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}
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// Copy the selected data to the staging texture
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CD3D11_BOX src_box(x, y, 0, width, height, 1);
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D3D::context->CopySubresourceRegion(m_staging_texture, 0, 0, 0, 0, m_texture->GetTex(),
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D3D11CalcSubresource(level, 0, m_config.levels), &src_box);
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// Map the staging texture to client memory, and encode it as a .png image.
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D3D11_MAPPED_SUBRESOURCE map;
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hr = D3D::context->Map(m_staging_texture, 0, D3D11_MAP_READ, 0, &map);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
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return {};
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}
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return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(map.pData), map.RowPitch,
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m_config.width, m_config.height};
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}
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void DXTexture::Unmap()
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{
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if (!m_staging_texture)
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return;
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D3D::context->Unmap(m_staging_texture, 0);
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}
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void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(source);
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
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{
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D3D11_BOX srcbox;
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srcbox.left = srcrect.left;
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srcbox.top = srcrect.top;
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srcbox.right = srcrect.right;
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srcbox.bottom = srcrect.bottom;
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srcbox.front = 0;
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srcbox.back = srcentry->m_config.layers;
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_assert_(m_config.rendertarget);
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D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
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srcentry->m_texture->GetTex(), 0, &srcbox);
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return;
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}
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else if (!m_config.rendertarget)
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{
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return;
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}
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g_renderer->ResetAPIState(); // reset any game specific settings
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
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@@ -213,8 +155,140 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
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void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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{
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size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length);
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size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
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D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer,
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static_cast<UINT>(src_pitch), 0);
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}
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DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
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ID3D11Texture2D* tex)
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: AbstractStagingTexture(type, config), m_tex(tex)
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{
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}
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DXStagingTexture::~DXStagingTexture()
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{
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if (IsMapped())
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DXStagingTexture::Unmap();
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SAFE_RELEASE(m_tex);
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}
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std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
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const TextureConfig& config)
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{
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D3D11_USAGE usage;
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UINT cpu_flags;
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if (type == StagingTextureType::Readback)
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{
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usage = D3D11_USAGE_STAGING;
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cpu_flags = D3D11_CPU_ACCESS_READ;
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}
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else if (type == StagingTextureType::Upload)
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{
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usage = D3D11_USAGE_DYNAMIC;
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cpu_flags = D3D11_CPU_ACCESS_WRITE;
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}
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else
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{
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usage = D3D11_USAGE_STAGING;
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cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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}
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CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format), config.width, config.height,
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1, 1, 0, usage, cpu_flags);
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ID3D11Texture2D* texture;
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HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
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CHECK(SUCCEEDED(hr), "Create staging texture");
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if (FAILED(hr))
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return nullptr;
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return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture));
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}
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void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
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{
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_assert_(m_type == StagingTextureType::Readback);
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_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
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_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
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dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
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if (IsMapped())
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DXStagingTexture::Unmap();
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CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
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D3D::context->CopySubresourceRegion(
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m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
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static_cast<const DXTexture*>(src)->GetRawTexIdentifier()->GetTex(),
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D3D11CalcSubresource(src_level, src_layer, src->GetConfig().levels), &src_box);
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m_needs_flush = true;
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}
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void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level)
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{
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_assert_(m_type == StagingTextureType::Upload);
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_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
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_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
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dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
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if (IsMapped())
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DXStagingTexture::Unmap();
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CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
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D3D::context->CopySubresourceRegion(
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static_cast<const DXTexture*>(dst)->GetRawTexIdentifier()->GetTex(),
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D3D11CalcSubresource(dst_level, dst_layer, dst->GetConfig().levels),
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static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 0, &src_box);
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}
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bool DXStagingTexture::Map()
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{
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if (m_map_pointer)
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return true;
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D3D11_MAP map_type;
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if (m_type == StagingTextureType::Readback)
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map_type = D3D11_MAP_READ;
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else if (m_type == StagingTextureType::Upload)
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map_type = D3D11_MAP_WRITE;
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else
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map_type = D3D11_MAP_READ_WRITE;
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D3D11_MAPPED_SUBRESOURCE sr;
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HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr);
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CHECK(SUCCEEDED(hr), "Map readback texture");
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if (FAILED(hr))
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return false;
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m_map_pointer = reinterpret_cast<char*>(sr.pData);
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m_map_stride = sr.RowPitch;
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return true;
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}
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void DXStagingTexture::Unmap()
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{
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if (!m_map_pointer)
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return;
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D3D::context->Unmap(m_tex, 0);
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m_map_pointer = nullptr;
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}
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void DXStagingTexture::Flush()
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{
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// Flushing is handled by the API.
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m_needs_flush = false;
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}
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||||
|
||||
} // namespace DX11
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||||
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@@ -6,6 +6,7 @@
|
||||
|
||||
#include "Common/CommonTypes.h"
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|
||||
#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;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -181,6 +181,8 @@ void VideoBackend::Shutdown()
|
||||
g_texture_cache.reset();
|
||||
g_renderer.reset();
|
||||
|
||||
D3D::Close();
|
||||
|
||||
ShutdownShared();
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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());
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
Reference in New Issue
Block a user