dolphin/Source/Core/VideoBackends/D3D/FramebufferManager.h
Stenzek 63264ac23f 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.
2015-12-08 20:29:21 +10:00

111 lines
3.4 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "d3d11.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/FramebufferManagerBase.h"
namespace DX11 {
// On the GameCube, the game sends a request for the graphics processor to
// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
// called the XFB (External Framebuffer). The size and location of the XFB is
// decided at the time of the copy, and the format is always YUYV. The video
// interface is given a pointer to the XFB, which will be decoded and
// displayed on the TV.
//
// There are two ways for Dolphin to emulate this:
//
// Real XFB mode:
//
// Dolphin will behave like the GameCube and encode the EFB to
// a portion of GameCube RAM. The emulated video interface will decode the data
// for output to the screen.
//
// Advantages: Behaves exactly like the GameCube.
// Disadvantages: Resolution will be limited.
//
// Virtual XFB mode:
//
// When a request is made to copy the EFB to an XFB, Dolphin
// will remember the RAM location and size of the XFB in a Virtual XFB list.
// The video interface will look up the XFB in the list and use the enhanced
// data stored there, if available.
//
// Advantages: Enables high resolution graphics, better than real hardware.
// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
// possible but uncommon), the Virtual XFB will not capture this information.
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
// virtualize.
struct XFBSource : public XFBSourceBase
{
XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
~XFBSource() { tex->Release(); }
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
void CopyEFB(float Gamma) override;
D3DTexture2D* const tex;
const int m_slices;
};
class FramebufferManager : public FramebufferManagerBase
{
public:
FramebufferManager();
~FramebufferManager();
static D3DTexture2D* &GetEFBColorTexture();
static ID3D11Texture2D* &GetEFBColorStagingBuffer();
static D3DTexture2D* &GetEFBDepthTexture();
static D3DTexture2D* &GetEFBDepthReadTexture();
static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
static D3DTexture2D* &GetResolvedEFBColorTexture();
static D3DTexture2D* &GetResolvedEFBDepthTexture();
static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
static void SwapReinterpretTexture()
{
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
private:
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
void GetTargetSize(unsigned int *width, unsigned int *height) override;
void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
static struct Efb
{
D3DTexture2D* color_tex;
ID3D11Texture2D* color_staging_buf;
D3DTexture2D* depth_tex;
ID3D11Texture2D* depth_staging_buf;
D3DTexture2D* depth_read_texture;
D3DTexture2D* color_temp_tex;
D3DTexture2D* resolved_color_tex;
D3DTexture2D* resolved_depth_tex;
int slices;
} m_efb;
static unsigned int m_target_width;
static unsigned int m_target_height;
static ID3D11DepthStencilState* m_depth_resolve_depth_state;
};
} // namespace DX11