Merge pull request #3808 from stenzek/d3d11-msaa-efb-reads

D3D11: Fix CPU EFB color reads when MSAA is enabled
This commit is contained in:
Markus Wick 2016-05-19 22:54:04 +02:00
commit f1f8bf4d80
3 changed files with 98 additions and 80 deletions

View File

@ -26,6 +26,7 @@ unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
D3DTexture2D* &FramebufferManager::GetEFBColorReadTexture() { return m_efb.color_read_texture; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
@ -116,8 +117,17 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
// Render buffer for AccessEFB (color data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB color read texture (hr=%#x)", hr);
m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB color read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB color read texture render target view (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
@ -133,7 +143,7 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
// Render buffer for AccessEFB (depth data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET);
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
@ -142,7 +152,7 @@ FramebufferManager::FramebufferManager()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
@ -182,6 +192,7 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.color_read_texture);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.depth_staging_buf);

View File

@ -63,6 +63,7 @@ public:
~FramebufferManager();
static D3DTexture2D* &GetEFBColorTexture();
static D3DTexture2D* &GetEFBColorReadTexture();
static ID3D11Texture2D* &GetEFBColorStagingBuffer();
static D3DTexture2D* &GetEFBDepthTexture();
@ -90,6 +91,7 @@ private:
{
D3DTexture2D* color_tex;
ID3D11Texture2D* color_staging_buf;
D3DTexture2D* color_read_texture;
D3DTexture2D* depth_tex;
ID3D11Texture2D* depth_staging_buf;

View File

@ -48,7 +48,6 @@ static bool s_last_xfb_mode = false;
static Television s_television;
ID3D11Buffer* access_efb_cbuf = nullptr;
ID3D11BlendState* clearblendstates[4] = {nullptr};
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
ID3D11BlendState* resetblendstate = nullptr;
@ -89,14 +88,6 @@ static void SetupDeviceObjects()
g_framebuffer_manager = std::make_unique<FramebufferManager>();
HRESULT hr;
float colmat[20]= {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
CHECK(hr==S_OK, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
@ -171,7 +162,6 @@ static void TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(clearblendstates[0]);
SAFE_RELEASE(clearblendstates[1]);
SAFE_RELEASE(clearblendstates[2]);
@ -365,10 +355,6 @@ void Renderer::SetColorMask()
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// TODO: This function currently is broken if anti-aliasing is enabled
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Texture2D* read_tex;
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
@ -394,88 +380,107 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
RectToLock.bottom = targetPixelRc.bottom;
}
if (type == PEEK_Z)
// Reset any game specific settings.
ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::SetPointCopySampler();
// Select copy and read textures depending on if we are doing a color or depth read (since they are different formats).
D3DTexture2D* source_tex;
D3DTexture2D* read_tex;
ID3D11Texture2D* staging_tex;
if (type == PEEK_COLOR)
{
ResetAPIState(); // Reset any game specific settings
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->SetPixelConstants(0, access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
// copy to system memory
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
RestoreAPIState(); // restore game state
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
// depth buffer is inverted in the d3d backend
float val = 1.0f - *(float*)map.pData;
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>((u32)(val * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>((u32)(val * 16777216.0f), 0, 0xFFFFFF);
}
D3D::context->Unmap(read_tex, 0);
return ret;
source_tex = FramebufferManager::GetEFBColorTexture();
read_tex = FramebufferManager::GetEFBColorReadTexture();
staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
}
else if (type == PEEK_COLOR)
else
{
// we can directly copy to system memory here
read_tex = FramebufferManager::GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
source_tex = FramebufferManager::GetEFBDepthTexture();
read_tex = FramebufferManager::GetEFBDepthReadTexture();
staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
}
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
u32 ret = 0;
if (map.pData)
ret = *(u32*)map.pData;
D3D::context->Unmap(read_tex, 0);
// Select pixel shader (we don't want to average depth samples, instead select the minimum).
ID3D11PixelShader* copy_pixel_shader;
if (type == PEEK_Z && g_ActiveConfig.iMultisamples > 1)
copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
else
copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
// Draw a quad to grab the texel we want to read.
D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
D3D::drawShadedTexQuad(source_tex->GetSRV(),
&RectToLock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
copy_pixel_shader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Restore expected game state.
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
RestoreAPIState();
// Copy the pixel from the renderable to cpu-readable buffer.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
D3D11_MAPPED_SUBRESOURCE map;
CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK, "Map staging buffer failed");
// Convert the framebuffer data to the format the game is expecting to receive.
u32 ret;
if (type == PEEK_COLOR)
{
u32 val;
memcpy(&val, map.pData, sizeof(val));
// our buffers are RGBA, yet a BGRA value is expected
val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
ret = RGBA8ToRGBA6ToRGBA8(ret);
val = RGBA8ToRGBA6ToRGBA8(val);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
ret = RGBA8ToRGB565ToRGBA8(ret);
val = RGBA8ToRGB565ToRGBA8(val);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
ret |= 0xFF000000;
val |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
else if (alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
if (alpha_read_mode.ReadMode == 2) ret = val; // GX_READ_NONE
else if (alpha_read_mode.ReadMode == 1) ret = (val | 0xFF000000); // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ ret = (val & 0x00FFFFFF); // GX_READ_00
}
else // type == PEEK_Z
{
float val;
memcpy(&val, map.pData, sizeof(val));
// depth buffer is inverted in the d3d backend
val = 1.0f - val;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
}
}
return 0;
D3D::context->Unmap(staging_tex, 0);
return ret;
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)