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FramebufferManagerD3D11.cpp
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FramebufferManagerD3D11.cpp
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// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <d3d11.h>
#include <D3Dcompiler.h>
#include "base/display.h"
#include "math/lin/matrix4x4.h"
#include "ext/native/thin3d/thin3d.h"
#include "base/basictypes.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "i18n/i18n.h"
#include "Common/ColorConv.h"
#include "Common/MathUtil.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/ShaderTranslation.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/PostShader.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "UI/OnScreenDisplay.h"
#include "ext/native/thin3d/thin3d.h"
#include <algorithm>
#ifdef _M_SSE
#include <emmintrin.h>
#endif
static const char *vscode =
"struct VS_IN {\n"
" float4 ObjPos : POSITION;\n"
" float2 Uv : TEXCOORD0;\n"
"};"
"struct VS_OUT {\n"
" float2 Uv : TEXCOORD0;\n"
" float4 ProjPos : SV_Position;\n"
"};\n"
"VS_OUT main(VS_IN In) {\n"
" VS_OUT Out;\n"
" Out.ProjPos = In.ObjPos;\n"
" Out.Uv = In.Uv;\n"
" return Out;\n"
"}\n";
static const char *pscode =
"SamplerState samp : register(s0);\n"
"Texture2D<float4> tex : register(t0);\n"
"struct PS_IN {\n"
" float2 Uv : TEXCOORD0;\n"
"};\n"
"float4 main( PS_IN In ) : SV_Target {\n"
" float4 c = tex.Sample(samp, In.Uv);\n"
" return c;\n"
"}\n";
const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_QuadVertexElements[2] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
};
// The current simple shader translator outputs everything as semantic texcoords, so let's just play along
// for simplicity.
const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_PostVertexElements[2] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
};
FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw)
: FramebufferManagerCommon(draw) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
featureLevel_ = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
std::vector<uint8_t> bytecode;
std::string errorMsg;
quadVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode, featureLevel_);
quadPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode), featureLevel_);
ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, ARRAY_SIZE(g_QuadVertexElements), bytecode.data(), bytecode.size(), &quadInputLayout_));
// STRIP geometry
static const float fsCoord[20] = {
-1.0f,-1.0f, 0.0f, 0.0f, 0.0f,
1.0f,-1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
};
D3D11_BUFFER_DESC vb{};
vb.ByteWidth = 20 * 4;
vb.Usage = D3D11_USAGE_IMMUTABLE;
vb.CPUAccessFlags = 0;
vb.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA data{ fsCoord };
ASSERT_SUCCESS(device_->CreateBuffer(&vb, &data, &fsQuadBuffer_));
vb.Usage = D3D11_USAGE_DYNAMIC;
vb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &quadBuffer_));
vb.ByteWidth = ROUND_UP(sizeof(PostShaderUniforms), 16);
vb.Usage = D3D11_USAGE_DYNAMIC;
vb.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &postConstants_));
ShaderTranslationInit();
CompilePostShader();
D3D11_TEXTURE2D_DESC packDesc{};
packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
packDesc.BindFlags = 0;
packDesc.Width = 512; // 512x512 is the maximum size of a framebuffer on the PSP.
packDesc.Height = 512;
packDesc.ArraySize = 1;
packDesc.MipLevels = 1;
packDesc.Usage = D3D11_USAGE_STAGING;
packDesc.SampleDesc.Count = 1;
packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTexture_));
}
FramebufferManagerD3D11::~FramebufferManagerD3D11() {
packTexture_->Release();
ShaderTranslationShutdown();
// Drawing cleanup
if (quadVertexShader_)
quadVertexShader_->Release();
if (quadPixelShader_)
quadPixelShader_->Release();
quadInputLayout_->Release();
quadBuffer_->Release();
fsQuadBuffer_->Release();
postConstants_->Release();
if (drawPixelsTex_)
drawPixelsTex_->Release();
if (drawPixelsTexView_)
drawPixelsTexView_->Release();
if (postVertexShader_) {
postVertexShader_->Release();
}
if (postPixelShader_) {
postPixelShader_->Release();
}
if (postInputLayout_) {
postInputLayout_->Release();
}
// FBO cleanup
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
it->second.fbo->Release();
}
delete[] convBuf;
// Stencil cleanup
for (int i = 0; i < 256; i++) {
if (stencilMaskStates_[i])
stencilMaskStates_[i]->Release();
}
if (stencilUploadPS_)
stencilUploadPS_->Release();
if (stencilUploadVS_)
stencilUploadVS_->Release();
if (stencilUploadInputLayout_)
stencilUploadInputLayout_->Release();
if (stencilValueBuffer_)
stencilValueBuffer_->Release();
}
void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
textureCacheD3D11_ = tc;
textureCache_ = tc;
}
void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManagerD3D11_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerD3D11::DisableState() {
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
void FramebufferManagerD3D11::CompilePostShader() {
std::string vsSource;
std::string psSource;
if (postVertexShader_) {
postVertexShader_->Release();
postVertexShader_ = nullptr;
}
if (postPixelShader_) {
postPixelShader_->Release();
postPixelShader_ = nullptr;
}
if (postInputLayout_) {
postInputLayout_->Release();
postInputLayout_ = nullptr;
}
const ShaderInfo *shaderInfo = nullptr;
if (g_Config.sPostShaderName == "Off") {
usePostShader_ = false;
return;
}
usePostShader_ = false;
ReloadAllPostShaderInfo();
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
if (shaderInfo) {
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
size_t sz;
char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz);
if (!vs)
return;
char *ps = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz);
if (!ps) {
free(vs);
return;
}
std::string vsSourceGLSL = vs;
std::string psSourceGLSL = ps;
free(vs);
free(ps);
TranslatedShaderMetadata metaVS, metaFS;
std::string errorVS, errorFS;
if (!TranslateShader(&vsSource, HLSL_D3D11, &metaVS, vsSourceGLSL, GLSL_140, Draw::ShaderStage::VERTEX, &errorVS))
return;
if (!TranslateShader(&psSource, HLSL_D3D11, &metaFS, psSourceGLSL, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorFS))
return;
} else {
return;
}
I18NCategory *gr = GetI18NCategory("Graphics");
UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
std::vector<uint8_t> byteCode;
postVertexShader_ = CreateVertexShaderD3D11(device_, vsSource.data(), vsSource.size(), &byteCode, featureLevel_, flags);
if (!postVertexShader_) {
return;
}
postPixelShader_ = CreatePixelShaderD3D11(device_, psSource.data(), psSource.size(), featureLevel_, flags);
if (!postPixelShader_) {
postVertexShader_->Release();
return;
}
ASSERT_SUCCESS(device_->CreateInputLayout(g_PostVertexElements, 2, byteCode.data(), byteCode.size(), &postInputLayout_));
usePostShader_ = true;
}
void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
u8 *convBuf = NULL;
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
drawPixelsTex_->Release();
drawPixelsTex_ = nullptr;
drawPixelsTexView_->Release();
drawPixelsTexView_ = nullptr;
}
if (!drawPixelsTex_) {
int usage = 0;
D3D11_TEXTURE2D_DESC desc{};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &drawPixelsTex_));
ASSERT_SUCCESS(device_->CreateShaderResourceView(drawPixelsTex_, nullptr, &drawPixelsTexView_));
drawPixelsTexW_ = width;
drawPixelsTexH_ = height;
}
if (!drawPixelsTex_) {
return;
}
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(drawPixelsTex_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
convBuf = (u8*)map.pData;
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
ConvertRGB565ToBGRA8888(dst, src, width);
}
break;
// faster
case GE_FORMAT_5551:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
ConvertRGBA5551ToBGRA8888(dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u8 *dst = (u8 *)(convBuf + map.RowPitch * y);
ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_8888:
{
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
break;
}
}
} else {
for (int y = 0; y < height; y++) {
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
}
context_->Unmap(drawPixelsTex_, 0);
context_->PSSetShaderResources(0, 1, &drawPixelsTexView_);
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
}
void FramebufferManagerD3D11::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
struct Coord {
Vec3 pos; float u, v;
};
Coord coord[4] = {
{{x, y, 0}, u0, v0},
{{x + w, y, 0}, u1, v0},
{{x + w, y + h,0}, u1, v1},
{{x, y + h, 0}, u0, v1},
};
static const short indices[4] = { 0, 1, 3, 2 };
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
}
for (int i = 0; i < 4; i++) {
temp[i * 2] = coord[((i + rotation) & 3)].u;
temp[i * 2 + 1] = coord[((i + rotation) & 3)].v;
}
for (int i = 0; i < 4; i++) {
coord[i].u = temp[i * 2];
coord[i].v = temp[i * 2 + 1];
}
}
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
for (int i = 0; i < 4; i++) {
coord[i].pos.x = coord[i].pos.x * invDestW - 1.0f;
coord[i].pos.y = -(coord[i].pos.y * invDestH - 1.0f);
}
if (g_display_rotation != DisplayRotation::ROTATE_0) {
for (int i = 0; i < 4; i++) {
// backwards notation, should fix that...
coord[i].pos = coord[i].pos * g_display_rot_matrix;
}
}
// The above code is for FAN geometry but we can only do STRIP. So rearrange it a little.
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
float *dest = (float *)map.pData;
memcpy(dest, coord, sizeof(Coord));
memcpy(dest + 5, coord + 1, sizeof(Coord));
memcpy(dest + 10, coord + 3, sizeof(Coord));
memcpy(dest + 15, coord + 2, sizeof(Coord));
context_->Unmap(quadBuffer_, 0);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->PSSetSamplers(0, 1, (flags & DRAWTEX_LINEAR) ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
UINT stride = 20;
UINT offset = 0;
context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset);
context_->Draw(4, 0);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
void FramebufferManagerD3D11::Bind2DShader() {
context_->IASetInputLayout(quadInputLayout_);
context_->PSSetShader(quadPixelShader_, 0, 0);
context_->VSSetShader(quadVertexShader_, 0, 0);
}
void FramebufferManagerD3D11::BindPostShader(const PostShaderUniforms &uniforms) {
if (!postPixelShader_) {
if (usePostShader_) {
CompilePostShader();
}
if (!usePostShader_) {
SetNumExtraFBOs(0);
context_->IASetInputLayout(quadInputLayout_);
context_->PSSetShader(quadPixelShader_, 0, 0);
context_->VSSetShader(quadVertexShader_, 0, 0);
return;
} else {
SetNumExtraFBOs(1);
}
}
context_->IASetInputLayout(postInputLayout_);
context_->PSSetShader(postPixelShader_, 0, 0);
context_->VSSetShader(postVertexShader_, 0, 0);
D3D11_MAPPED_SUBRESOURCE map;
ASSERT_SUCCESS(context_->Map(postConstants_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
memcpy(map.pData, &uniforms, sizeof(uniforms));
context_->Unmap(postConstants_, 0);
context_->VSSetConstantBuffers(0, 1, &postConstants_); // Probably not necessary
context_->PSSetConstantBuffers(0, 1, &postConstants_);
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
}
void FramebufferManagerD3D11::RebindFramebuffer() {
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
} else {
// Should this even happen?
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
}
}
void FramebufferManagerD3D11::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
// Technically, we should at this point re-interpret the bytes of the old format to the new.
// That might get tricky, and could cause unnecessary slowness in some games.
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
//
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
// to exactly reproduce in 4444 and 8888 formats.
if (old == GE_FORMAT_565) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP });
// TODO: There's no way this does anything useful :(
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF);
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->IASetInputLayout(quadInputLayout_);
context_->PSSetShader(quadPixelShader_, nullptr, 0);
context_->VSSetShader(quadVertexShader_, nullptr, 0);
context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_);
shaderManagerD3D11_->DirtyLastShader();
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f };
context_->RSSetViewports(1, &vp);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->Draw(4, 0);
}
RebindFramebuffer();
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE);
}
static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
size_t x = 0;
#ifdef _M_SSE
size_t sseSize = (c / 4) * 4;
const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF);
const __m128i dstMask = _mm_set1_epi32(0xFF000000);
__m128i *dst = (__m128i *)dstp;
const __m128i *src = (const __m128i *)srcp;
for (; x < sseSize; x += 4) {
const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask);
const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask);
_mm_store_si128(dst, _mm_or_si128(bits24, bits8));
dst++;
src++;
}
#endif
// Copy the remaining pixels that didn't fit in SSE.
for (; x < c; ++x) {
memcpy(dstp + x, srcp + x, 3);
}
}
void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (g_Config.bDisableSlowFramebufEffects) {
return;
}
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
bool matchingSize = src->width == dst->width && src->height == dst->height;
bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
if (matchingDepthBuffer && matchingSize && matchingRenderSize) {
// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT);
RebindFramebuffer();
}
}
void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
if (!framebuffer->fbo || !useBufferedRendering_) {
ID3D11ShaderResourceView *view = nullptr;
context_->PSSetShaderResources(stage, 1, &view);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return;
}
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
// Let's just not bother with the copy in that case.
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
// Currently rendering to this framebuffer. Need to make a copy.
if (!skipCopy && framebuffer == currentRenderVfb_) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
CopyFramebufferForColorTexture(©Info, framebuffer, flags);
RebindFramebuffer();
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
} else {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
}
} else if (framebuffer != currentRenderVfb_) {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
} else {
ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture to target");
// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
ID3D11ShaderResourceView *view = nullptr;
context_->PSSetShaderResources(stage, 1, &view);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return;
}
}
void FramebufferManagerD3D11::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
if (vfb) {
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
OptimizeDownloadRange(vfb, x, y, w, h);
if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
// No need to blit
PackFramebufferD3D11_(vfb, x, y, w, h);
}
else {
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
PackFramebufferD3D11_(nvfb, x, y, w, h);
}
textureCacheD3D11_->ForgetLastTexture();
RebindFramebuffer();
}
}
void FramebufferManagerD3D11::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
VirtualFramebuffer *vfb = GetVFBAt(fb_address);
if (vfb && vfb->fb_stride != 0) {
const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
int x = 0;
int y = 0;
int pixels = loadBytes / bpp;
// The height will be 1 for each stride or part thereof.
int w = std::min(pixels % vfb->fb_stride, (int)vfb->width);
int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height);
// We might still have a pending draw to the fb in question, flush if so.
FlushBeforeCopy();
// No need to download if we already have it.
if (!vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) {
// We intentionally don't call OptimizeDownloadRange() here - we don't want to over download.
// CLUT framebuffers are often incorrectly estimated in size.
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
vfb->memoryUpdated = true;
}
vfb->clutUpdatedBytes = loadBytes;
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
PackFramebufferD3D11_(nvfb, x, y, w, h);
textureCacheD3D11_->ForgetLastTexture();
RebindFramebuffer();
}
}
}
bool FramebufferManagerD3D11::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
nvfb->colorDepth = Draw::FBO_8888;
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth });
if (!(nvfb->fbo)) {
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
return false;
}
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
return true;
}
void FramebufferManagerD3D11::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
// Nothing to do here.
}
void FramebufferManagerD3D11::SimpleBlit(
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2, bool linearFilter) {
int destW, destH, srcW, srcH;
draw_->GetFramebufferDimensions(src, &srcW, &srcH);
draw_->GetFramebufferDimensions(dest, &destW, &destH);
if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
// Optimize to a copy
draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT);
return;
}
float dX = 1.0f / (float)destW;
float dY = 1.0f / (float)destH;
float sX = 1.0f / (float)srcW;
float sY = 1.0f / (float)srcH;
struct Vtx {
float x, y, z, u, v;
};
Vtx vtx[4] = {
{ -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX1, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX2, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX1, sY * srcY2 },
{ -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX2, sY * srcY2 },
};
D3D11_MAPPED_SUBRESOURCE map;
ASSERT_SUCCESS(context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
memcpy(map.pData, vtx, 4 * sizeof(Vtx));
context_->Unmap(quadBuffer_, 0);
// Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily).
draw_->BindTexture(0, nullptr);
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
Bind2DShader();
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f };
context_->RSSetViewports(1, &vp);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->PSSetSamplers(0, 1, linearFilter ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
UINT stride = sizeof(Vtx);
UINT offset = 0;
context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset);
context_->Draw(4, 0);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE);
}
void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_) {
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
}
return;
}
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
// Direct3D doesn't support rect -> self.
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth);
SimpleBlit(tempFBO, dstX1, dstY1, dstX2, dstY2, src->fbo, srcX1, srcY1, srcX2, srcY2, false);
srcFBO = tempFBO;
}
SimpleBlit(
dst->fbo, dstX1, dstY1, dstX2, dstY2,
srcFBO, srcX1, srcY1, srcX2, srcY2,
false);
}
// TODO: SSE/NEON
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 *src32 = (const u32 *)src;
if (format == GE_FORMAT_8888) {
u32 *dst32 = (u32 *)dst;
if (src == dst) {
return;
} else {
for (u32 y = 0; y < height; ++y) {
memcpy(dst32, src32, width * 4);
src32 += srcStride;
dst32 += dstStride;
}
}
} else {
// But here it shouldn't matter if they do intersect
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_5551: // ABGR 1555
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_4444: // ABGR 4444
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
// This function takes an already correctly-sized framebuffer and packs it into RAM.
// Does not need to account for scaling.
// Color conversion is currently done on CPU but should be done on GPU.
void FramebufferManagerD3D11::PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferD3D11_: vfb->fbo == 0");
return;
}
const u32 fb_address = (0x04000000) | vfb->fb_address;
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
// We always need to convert from the framebuffer native format.
// Right now that's always 8888.
DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
ID3D11Texture2D *colorTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT, 0);
// TODO: Only copy the necessary rectangle.
D3D11_BOX srcBox{ (UINT)x, (UINT)y, 0, (UINT)(x+w), (UINT)(y+h), 1 };
context_->CopySubresourceRegion(packTexture_, 0, x, y, 0, colorTex, 0, &srcBox);
// Ideally, we'd round robin between two packTexture_, and simply use the other one. Though if the game
// does a once-off copy, that won't work at all.
// BIG GPU STALL
D3D11_MAPPED_SUBRESOURCE map;
HRESULT result = context_->Map(packTexture_, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(result)) {
return;
}
// TODO: Handle the other formats? We don't currently create them, I think.
const int srcByteOffset = y * map.RowPitch + x * 4;
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
// Pixel size always 4 here because we always request BGRA8888.
ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)map.pData + srcByteOffset, vfb->fb_stride, map.RowPitch/4, w, h, vfb->format);
context_->Unmap(packTexture_, 0);
}
// Nobody calls this yet.
void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
return;
}
const u32 z_address = (0x04000000) | vfb->z_address;
// TODO
}
void FramebufferManagerD3D11::EndFrame() {
}
void FramebufferManagerD3D11::DeviceLost() {
DestroyAllFBOs();
}
std::vector<FramebufferInfo> FramebufferManagerD3D11::GetFramebufferList() {
std::vector<FramebufferInfo> list;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
FramebufferInfo info;
info.fb_address = vfb->fb_address;
info.z_address = vfb->z_address;
info.format = vfb->format;
info.width = vfb->width;
info.height = vfb->height;
info.fbo = vfb->fbo;
list.push_back(info);
}
return list;
}
void FramebufferManagerD3D11::DestroyAllFBOs() {
currentRenderVfb_ = 0;
displayFramebuf_ = 0;
prevDisplayFramebuf_ = 0;
prevPrevDisplayFramebuf_ = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
DestroyFramebuf(vfb);
}
vfbs_.clear();
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
DestroyFramebuf(vfb);
}
bvfbs_.clear();
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
delete it->second.fbo;
}
tempFBOs_.clear();
DisableState();
}
void FramebufferManagerD3D11::FlushBeforeCopy() {
// Flush anything not yet drawn before blitting, downloading, or uploading.
// This might be a stalled list, or unflushed before a block transfer, etc.
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
drawEngine_->Flush();
}
void FramebufferManagerD3D11::Resized() {
FramebufferManagerCommon::Resized();
if (UpdateSize()) {
DestroyAllFBOs();
}
// Might have a new post shader - let's compile it.
CompilePostShader();
}
// Lots of this code could be shared (like the downsampling).
bool FramebufferManagerD3D11::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) {
VirtualFramebuffer *vfb = currentRenderVfb_;
if (!vfb) {
vfb = GetVFBAt(fb_address);
}
if (!vfb) {
// If there's no vfb and we're drawing there, must be memory?
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, format);
return true;
}
int w = vfb->renderWidth, h = vfb->renderHeight;
Draw::Framebuffer *fboForRead = nullptr;
if (vfb->fbo) {
if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
w = vfb->width * maxRes;
h = vfb->height * maxRes;
Draw::Framebuffer *tempFBO = GetTempFBO(w, h);
VirtualFramebuffer tempVfb = *vfb;
tempVfb.fbo = tempFBO;
tempVfb.bufferWidth = vfb->width;
tempVfb.bufferHeight = vfb->height;
tempVfb.renderWidth = w;
tempVfb.renderHeight = h;
BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0);
fboForRead = tempFBO;
} else {
fboForRead = vfb->fbo;
}
}
if (!fboForRead)
return false;
buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true);
ID3D11Texture2D *packTex;
D3D11_TEXTURE2D_DESC packDesc{};
packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
packDesc.BindFlags = 0;
packDesc.Width = w;
packDesc.Height = h;
packDesc.ArraySize = 1;
packDesc.MipLevels = 1;
packDesc.Usage = D3D11_USAGE_STAGING;
packDesc.SampleDesc.Count = 1;
packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTex));
ID3D11Texture2D *nativeTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(fboForRead, Draw::FB_COLOR_BIT, 0);
context_->CopyResource(packTex, nativeTex);
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map);
for (int y = 0; y < h; y++) {
uint8_t *dest = (uint8_t *)buffer.GetData() + y * w * 4;
const uint8_t *src = ((const uint8_t *)map.pData) + map.RowPitch * y;