TextureCache: Add stereoscopy support for EFB to texture copies.

This commit is contained in:
Jules Blok 2014-11-29 21:31:30 +01:00
parent 3355d8086d
commit 4b3e784949
7 changed files with 67 additions and 12 deletions

View File

@ -511,8 +511,9 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
int SourceWidth,
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
ID3D11GeometryShader* GShader,
float Gamma,
u32 slice)
{
@ -556,13 +557,16 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->SetPixelShader(PShader);
D3D::stateman->SetTexture(0, texture);
D3D::stateman->SetVertexShader(Vshader);
D3D::stateman->SetVertexShader(VShader);
D3D::stateman->SetGeometryShader(GShader);
D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset);
D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->Apply();
D3D::stateman->SetGeometryShader(nullptr);
}
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
@ -571,8 +575,9 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
ID3D11GeometryShader* GShader,
float Gamma,
u32 slice)
{
@ -618,13 +623,16 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
stateman->SetInputLayout(layout);
stateman->SetTexture(0, texture);
stateman->SetPixelShader(PShader);
stateman->SetVertexShader(Vshader);
stateman->SetVertexShader(VShader);
stateman->SetGeometryShader(GShader);
stateman->Apply();
context->Draw(4, stsq_offset);
stateman->SetTexture(0, nullptr); // immediately unbind the texture
stateman->Apply();
stateman->SetGeometryShader(nullptr);
}
// Fills a certain area of the current render target with the specified color

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@ -62,6 +62,7 @@ namespace D3D
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
ID3D11GeometryShader* GShader = nullptr,
float Gamma = 1.0f,
u32 slice = 0);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
@ -70,8 +71,9 @@ namespace D3D
int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
ID3D11GeometryShader* GShader = nullptr,
float Gamma = 1.0f,
u32 slice = 0);
void drawClearQuad(u32 Color, float z);

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@ -208,7 +208,7 @@ void XFBSource::CopyEFB(float Gamma)
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),Gamma);
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());

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@ -28,10 +28,12 @@ GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return ClearGeometryShader; }
ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return CopyGeometryShader; }
ID3D11Buffer* gscbuf = nullptr;
@ -75,6 +77,40 @@ const char clear_shader_code[] = {
"}\n"
};
const char copy_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float3 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"struct GSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float3 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"uint slice : SV_RenderTargetArrayIndex;\n"
"};\n"
"[maxvertexcount(6)]\n"
"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
"{\n"
"for(int slice = 0; slice < 2; slice++)\n"
"{\n"
"for(int i = 0; i < 3; i++)\n"
"{\n"
"GSOUTPUT OUT;\n"
"OUT.vPosition = o[i].vPosition;\n"
"OUT.vTexCoord = o[i].vTexCoord;\n"
"OUT.vTexCoord.z = slice;\n"
"OUT.vTexCoord1 = o[i].vTexCoord1;\n"
"OUT.slice = slice;\n"
"Output.Append(OUT);\n"
"}\n"
"Output.RestartStrip();\n"
"}\n"
"}\n"
};
void GeometryShaderCache::Init()
{
// used when drawing clear quads
@ -82,6 +118,11 @@ void GeometryShaderCache::Init()
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
// used for buffer copy
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
@ -112,6 +153,7 @@ void GeometryShaderCache::Clear()
void GeometryShaderCache::Shutdown()
{
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
Clear();
g_gs_disk_cache.Sync();

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@ -22,6 +22,7 @@ public:
static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }

View File

@ -804,10 +804,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top, (float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 0);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
D3D::context->RSSetViewports(1, &vp);
}
@ -823,10 +823,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 0);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@ -838,7 +838,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
}
else
{
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
}
}

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@ -7,6 +7,7 @@
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/TextureCache.h"
@ -163,7 +164,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
(srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
&sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(srcFormat == PEControl::Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
(g_Config.iStereoMode > 0) ? GeometryShaderCache::GetCopyGeometryShader() : nullptr);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());