diff --git a/Source/Core/VideoBackends/D3D12/D3DUtil.cpp b/Source/Core/VideoBackends/D3D12/D3DUtil.cpp index 74aafe20f2..abf1088ac4 100644 --- a/Source/Core/VideoBackends/D3D12/D3DUtil.cpp +++ b/Source/Core/VideoBackends/D3D12/D3DUtil.cpp @@ -599,8 +599,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture, u32 slice, DXGI_FORMAT rt_format, bool inherit_srv_binding, - bool rt_multisampled, - D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc_override + bool rt_multisampled ) { float sw = 1.0f / static_cast(source_width); @@ -663,9 +662,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture, Renderer::GetResetBlendDesc(), // D3D12_BLEND_DESC BlendState; UINT_MAX, // UINT SampleMask; Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState - depth_stencil_desc_override ? - *depth_stencil_desc_override : - Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState + Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState layout12, // D3D12_INPUT_LAYOUT_DESC InputLayout D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES IndexBufferProperties D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType diff --git a/Source/Core/VideoBackends/D3D12/D3DUtil.h b/Source/Core/VideoBackends/D3D12/D3DUtil.h index 1e72979b33..b000c4ac99 100644 --- a/Source/Core/VideoBackends/D3D12/D3DUtil.h +++ b/Source/Core/VideoBackends/D3D12/D3DUtil.h @@ -86,8 +86,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture, u32 slice = 0, DXGI_FORMAT rt_format = DXGI_FORMAT_R8G8B8A8_UNORM, bool inherit_srv_binding = false, - bool rt_multisampled = false, - D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc_override = nullptr + bool rt_multisampled = false ); void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled); diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp index f0118a20bf..936266f609 100644 --- a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp @@ -21,8 +21,6 @@ FramebufferManager::Efb FramebufferManager::m_efb; unsigned int FramebufferManager::m_target_width; unsigned int FramebufferManager::m_target_height; -D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc; - D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; } ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; } @@ -148,18 +146,12 @@ FramebufferManager::FramebufferManager() SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view"); - texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); + texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12)); 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(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); + m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON); SAFE_RELEASE(buf12); D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view"); - - m_depth_resolve_depth_stencil_desc = {}; - m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE; - m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE; - m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; - m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; } else { @@ -215,21 +207,18 @@ void FramebufferManager::ResolveDepthTexture() const D3D12_VIEWPORT vp12 = { 0.f, 0.f, static_cast(m_target_width), static_cast(m_target_height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH }; D3D::current_command_list->RSSetViewports(1, &vp12); - m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE); + m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE, &m_efb.resolved_depth_tex->GetDSV12()); FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - D3D::SetLinearCopySampler(); - - // Render a quad covering the entire target, writing SV_Depth. const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height); D3D::DrawShadedTexQuad( FramebufferManager::GetEFBDepthTexture(), &source_rect, m_target_width, m_target_height, - StaticShaderCache::GetDepthCopyPixelShader(true), + StaticShaderCache::GetDepthResolveToColorPixelShader(), StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShaderInputLayout(), StaticShaderCache::GetCopyGeometryShader(), diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.h b/Source/Core/VideoBackends/D3D12/FramebufferManager.h index 8f0376a9bc..78242197b2 100644 --- a/Source/Core/VideoBackends/D3D12/FramebufferManager.h +++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.h @@ -100,8 +100,6 @@ private: static unsigned int m_target_width; static unsigned int m_target_height; - - static D3D12_DEPTH_STENCIL_DESC m_depth_resolve_depth_stencil_desc; }; } // namespace DX12 diff --git a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp index adbe83346b..e2bd65aac9 100644 --- a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp @@ -15,7 +15,7 @@ namespace DX12 static ID3DBlob* s_color_matrix_program_blob[2] = {}; static ID3DBlob* s_color_copy_program_blob[2] = {}; static ID3DBlob* s_depth_matrix_program_blob[2] = {}; -static ID3DBlob* s_depth_copy_program_blob[2] = {}; +static ID3DBlob* s_depth_resolve_to_color_program_blob = {}; static ID3DBlob* s_clear_program_blob = {}; static ID3DBlob* s_anaglyph_program_blob = {}; static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {}; @@ -73,17 +73,6 @@ static constexpr const char s_color_copy_program_hlsl[] = { "}\n" }; -static constexpr const char s_depth_copy_program_hlsl[] = { - "sampler samp0 : register(s0);\n" - "Texture2DArray Tex0 : register(t0);\n" - "void main(\n" - "out float odepth : SV_Depth,\n" - "in float4 pos : SV_Position,\n" - "in float3 uv0 : TEXCOORD0){\n" - "odepth = Tex0.Sample(samp0,uv0);\n" - "}\n" -}; - // Anaglyph Red-Cyan shader based on Dubois algorithm // Constants taken from the paper: // "Conversion of a Stereo Pair to Anaglyph with @@ -126,19 +115,19 @@ static constexpr const char s_color_copy_program_msaa_hlsl[] = { "}\n" }; -static constexpr const char s_depth_copy_program_msaa_hlsl[] = { +static constexpr const char s_depth_resolve_to_color_program_hlsl[] = { "#define SAMPLES %d\n" "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" - " out float depth : SV_Depth,\n" + " out float ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" - " depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" + " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" " for(int i = 1; i < SAMPLES; ++i)\n" - " depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" + " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" "}\n" }; @@ -497,25 +486,21 @@ D3D12_SHADER_BYTECODE StaticShaderCache::GetColorCopyPixelShader(bool multisampl return bytecode; } -D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthCopyPixelShader(bool multisampled) +D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthResolveToColorPixelShader() { D3D12_SHADER_BYTECODE bytecode = {}; - if (!multisampled || g_ActiveConfig.iMultisamples == 1) + if (s_depth_resolve_to_color_program_blob) { - bytecode = { s_depth_copy_program_blob[0]->GetBufferPointer(), s_depth_copy_program_blob[0]->GetBufferSize() }; - } - else if (s_depth_copy_program_blob[1]) - { - bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() }; + bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() }; } else { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(s_depth_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + std::string buf = StringFromFormat(s_depth_resolve_to_color_program_hlsl, g_ActiveConfig.iMultisamples); - D3D::CompilePixelShader(buf, &s_depth_copy_program_blob[1]); - bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() }; + D3D::CompilePixelShader(buf, &s_depth_resolve_to_color_program_blob); + bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() }; } return bytecode; @@ -646,7 +631,6 @@ void StaticShaderCache::Init() D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob); D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob); D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]); - D3D::CompilePixelShader(s_depth_copy_program_hlsl, &s_depth_copy_program_blob[0]); D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]); D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]); @@ -667,6 +651,7 @@ void StaticShaderCache::InvalidateMSAAShaders() SAFE_RELEASE(s_depth_matrix_program_blob[1]); SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]); SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]); + SAFE_RELEASE(s_depth_resolve_to_color_program_blob); } void StaticShaderCache::Shutdown() @@ -675,6 +660,7 @@ void StaticShaderCache::Shutdown() SAFE_RELEASE(s_clear_program_blob); SAFE_RELEASE(s_anaglyph_program_blob); + SAFE_RELEASE(s_depth_resolve_to_color_program_blob); for (unsigned int i = 0; i < 2; ++i) { diff --git a/Source/Core/VideoBackends/D3D12/StaticShaderCache.h b/Source/Core/VideoBackends/D3D12/StaticShaderCache.h index bbdb37cb9e..4b9f6959a8 100644 --- a/Source/Core/VideoBackends/D3D12/StaticShaderCache.h +++ b/Source/Core/VideoBackends/D3D12/StaticShaderCache.h @@ -18,7 +18,7 @@ public: static D3D12_SHADER_BYTECODE GetColorMatrixPixelShader(bool multisampled); static D3D12_SHADER_BYTECODE GetColorCopyPixelShader(bool multisampled); static D3D12_SHADER_BYTECODE GetDepthMatrixPixelShader(bool multisampled); - static D3D12_SHADER_BYTECODE GetDepthCopyPixelShader(bool multisampled); + static D3D12_SHADER_BYTECODE GetDepthResolveToColorPixelShader(); static D3D12_SHADER_BYTECODE GetClearPixelShader(); static D3D12_SHADER_BYTECODE GetAnaglyphPixelShader(); static D3D12_SHADER_BYTECODE GetReinterpRGBA6ToRGB8PixelShader(bool multisampled);