dolphin/Source/Core/VideoBackends/D3D12/XFBEncoder.cpp
Léo Lam 31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00

199 lines
9.6 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/XFBEncoder.h"
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
namespace DX12
{
// YUYV data is packed into half-width RGBA, with Y values in (R,B) and UV in (G,A)
constexpr size_t XFB_TEXTURE_WIDTH = MAX_XFB_WIDTH / 2;
constexpr size_t XFB_TEXTURE_HEIGHT = MAX_XFB_HEIGHT;
// Buffer enough space for 2 XFB buffers (our frame latency)
constexpr size_t XFB_UPLOAD_BUFFER_SIZE =
Common::AlignUp(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
XFB_TEXTURE_HEIGHT * 2;
constexpr size_t XFB_ENCODER_PARAMS_BUFFER_SIZE = 64 * 1024;
std::unique_ptr<XFBEncoder> g_xfb_encoder;
XFBEncoder::XFBEncoder()
{
ID3D12Resource* texture;
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, XFB_TEXTURE_WIDTH,
XFB_TEXTURE_HEIGHT, 1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET),
D3D12_RESOURCE_STATE_RENDER_TARGET, nullptr, IID_PPV_ARGS(&texture)));
m_yuyv_texture =
new D3DTexture2D(texture, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM);
SAFE_RELEASE(texture);
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(
Common::AlignUp(XFB_TEXTURE_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
MAX_XFB_HEIGHT),
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_readback_buffer)));
m_upload_buffer =
std::make_unique<D3DStreamBuffer>(XFB_UPLOAD_BUFFER_SIZE, XFB_UPLOAD_BUFFER_SIZE, nullptr);
m_encode_params_buffer = std::make_unique<D3DStreamBuffer>(
XFB_ENCODER_PARAMS_BUFFER_SIZE, XFB_ENCODER_PARAMS_BUFFER_SIZE, nullptr);
}
XFBEncoder::~XFBEncoder()
{
SAFE_RELEASE(m_yuyv_texture);
SAFE_RELEASE(m_readback_buffer);
}
void XFBEncoder::EncodeTextureToRam(u8* dst, u32 dst_pitch, u32 dst_height,
D3DTexture2D* src_texture, const TargetRectangle& src_rect,
u32 src_width, u32 src_height, float gamma)
{
// src_rect is in native coordinates
// dst_pitch is in words
u32 dst_width = dst_pitch / 2;
u32 dst_texture_width = dst_width / 2;
_assert_msg_(VIDEO, dst_width <= MAX_XFB_WIDTH && dst_height <= MAX_XFB_HEIGHT,
"XFB destination does not exceed maximum size");
// Encode parameters constant buffer used by shader
struct EncodeParameters
{
float srcRect[4];
float texelSize[2];
float pad[2];
};
EncodeParameters parameters = {
{static_cast<float>(src_rect.left) / static_cast<float>(src_width),
static_cast<float>(src_rect.top) / static_cast<float>(src_height),
static_cast<float>(src_rect.right) / static_cast<float>(src_width),
static_cast<float>(src_rect.bottom) / static_cast<float>(src_height)},
{1.0f / EFB_WIDTH, 1.0f / EFB_HEIGHT},
{0.0f, 0.0f}};
m_encode_params_buffer->AllocateSpaceInBuffer(sizeof(parameters),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
memcpy(m_encode_params_buffer->GetCPUAddressOfCurrentAllocation(), &parameters,
sizeof(parameters));
// Convert RGBA texture to YUYV intermediate texture.
// Performs downscaling through a linear filter. Probably not ideal, but it's not going to look
// perfect anyway.
CD3DX12_RECT src_texture_rect(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom);
D3D12_RESOURCE_STATES src_texture_state = src_texture->GetResourceUsageState();
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &m_yuyv_texture->GetRTV12(), FALSE, nullptr);
D3D::current_command_list->SetGraphicsRootConstantBufferView(
DESCRIPTOR_TABLE_PS_CBVONE, m_encode_params_buffer->GetGPUAddressOfCurrentAllocation());
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
D3D::SetViewportAndScissor(0, 0, dst_texture_width, dst_height);
D3D::SetLinearCopySampler();
D3D::DrawShadedTexQuad(src_texture, &src_texture_rect, src_rect.GetWidth(), src_rect.GetHeight(),
StaticShaderCache::GetXFBEncodePixelShader(),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, gamma, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
src_texture->TransitionToResourceState(D3D::current_command_list, src_texture_state);
// Copy from YUYV intermediate texture to readback buffer. It's likely the pitch here is going to
// be different to dst_pitch.
u32 readback_pitch = static_cast<u32>(
Common::AlignUp(dst_width * sizeof(u16), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT));
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
0, {DXGI_FORMAT_R8G8B8A8_UNORM, dst_texture_width, dst_height, 1, readback_pitch}};
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(m_yuyv_texture->GetTex12(), 0);
CD3DX12_BOX src_box(0, 0, dst_texture_width, dst_height);
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Wait until the GPU completes the copy. Resets back to known state automatically.
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Copy from the readback buffer to dst.
// Can't be done as one memcpy due to pitch difference.
void* readback_texture_map;
D3D12_RANGE read_range = {0, readback_pitch * dst_height};
CheckHR(m_readback_buffer->Map(0, &read_range, &readback_texture_map));
for (u32 row = 0; row < dst_height; row++)
{
const u8* row_src = reinterpret_cast<u8*>(readback_texture_map) + readback_pitch * row;
u8* row_dst = dst + dst_pitch * row;
memcpy(row_dst, row_src, std::min(dst_pitch, readback_pitch));
}
D3D12_RANGE write_range = {};
m_readback_buffer->Unmap(0, &write_range);
}
void XFBEncoder::DecodeToTexture(D3DTexture2D* dst_texture, const u8* src, u32 src_width,
u32 src_height)
{
_assert_msg_(VIDEO, src_width <= MAX_XFB_WIDTH && src_height <= MAX_XFB_HEIGHT,
"XFB source does not exceed maximum size");
// Copy to XFB upload buffer. Each row has to be done separately due to pitch differences.
u32 buffer_pitch = static_cast<u32>(
Common::AlignUp(src_width / 2 * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT));
m_upload_buffer->AllocateSpaceInBuffer(buffer_pitch * src_height,
D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
for (u32 row = 0; row < src_height; row++)
{
const u8* row_src = src + (src_width * 2) * row;
u8* row_dst = reinterpret_cast<u8*>(m_upload_buffer->GetCPUAddressOfCurrentAllocation()) +
buffer_pitch * row;
memcpy(row_dst, row_src, src_width * 2);
}
// Copy from upload buffer to intermediate YUYV texture.
D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {
m_upload_buffer->GetOffsetOfCurrentAllocation(),
{DXGI_FORMAT_R8G8B8A8_UNORM, src_width / 2, src_height, 1, buffer_pitch}};
CD3DX12_TEXTURE_COPY_LOCATION src_location(m_upload_buffer->GetBuffer(), src_footprint);
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_yuyv_texture->GetTex12(), 0);
CD3DX12_BOX src_box(0, 0, src_width / 2, src_height);
m_yuyv_texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_DEST);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Convert YUYV texture to RGBA texture with pixel shader.
CD3DX12_RECT src_texture_rect(0, 0, src_width / 2, src_height);
dst_texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &dst_texture->GetRTV12(), FALSE, nullptr);
D3D::SetViewportAndScissor(0, 0, src_width, src_height);
D3D::DrawShadedTexQuad(m_yuyv_texture, &src_texture_rect, XFB_TEXTURE_WIDTH, XFB_TEXTURE_HEIGHT,
StaticShaderCache::GetXFBDecodePixelShader(),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
// XFB source textures are expected to be in shader resource state.
dst_texture->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
}