D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering

Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
This commit is contained in:
Stenzek
2015-11-28 21:33:47 +10:00
parent 5e803c3db3
commit 63264ac23f
7 changed files with 99 additions and 18 deletions

View File

@ -4,6 +4,7 @@
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
@ -20,6 +21,7 @@ static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
ID3D11DepthStencilState* FramebufferManager::m_depth_resolve_depth_state;
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
@ -44,8 +46,29 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
if (g_ActiveConfig.iMultisampleMode)
{
for (int i = 0; i < m_efb.slices; i++)
D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
// ResolveSubresource does not work with depth textures.
// Instead, we use a shader that selects the minimum depth from all samples.
// Clear render state, and enable depth writes.
g_renderer->ResetAPIState();
D3D::stateman->PushDepthState(m_depth_resolve_depth_state);
// Set up to render to resolved depth texture.
const D3D11_VIEWPORT viewport = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &viewport);
D3D::context->OMSetRenderTargets(0, nullptr, m_efb.resolved_depth_tex->GetDSV());
// Render a quad covering the entire target, writing SV_Depth.
const D3D11_RECT source_rect = CD3D11_RECT(0, 0, m_target_width, m_target_height);
D3D::drawShadedTexQuad(m_efb.depth_tex->GetSRV(), &source_rect, m_target_width, m_target_height,
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
// Restore render state.
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::stateman->PopDepthState();
g_renderer->RestoreAPIState();
return m_efb.resolved_depth_tex;
}
else
@ -77,7 +100,6 @@ FramebufferManager::FramebufferManager()
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
@ -88,7 +110,6 @@ FramebufferManager::FramebufferManager()
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
@ -130,24 +151,34 @@ FramebufferManager::FramebufferManager()
// Framebuffer resolve textures (color+depth)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB color resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
// Depth state used when writing resolved depth texture
D3D11_DEPTH_STENCIL_DESC depth_resolve_depth_state = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
depth_resolve_depth_state.DepthEnable = TRUE;
depth_resolve_depth_state.DepthFunc = D3D11_COMPARISON_ALWAYS;
depth_resolve_depth_state.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
hr = D3D::device->CreateDepthStencilState(&depth_resolve_depth_state, &m_depth_resolve_depth_state);
CHECK(hr == S_OK, "create depth resolve depth stencil state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_depth_resolve_depth_state, "depth resolve depth stencil state");
}
else
{
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
m_depth_resolve_depth_state = nullptr;
}
s_xfbEncoder.Init();
@ -165,6 +196,7 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
SAFE_RELEASE(m_depth_resolve_depth_state);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)