mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
D3D11: Move to CopyFramebufferToSync where easily possible.
This commit is contained in:
parent
16e68aa7c7
commit
62972cb891
8 changed files with 176 additions and 139 deletions
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@ -133,22 +133,9 @@ FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw)
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ShaderTranslationInit();
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CompilePostShader();
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D3D11_TEXTURE2D_DESC packDesc{};
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packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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packDesc.BindFlags = 0;
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packDesc.Width = 512; // 512x512 is the maximum size of a framebuffer on the PSP.
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packDesc.Height = 512;
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packDesc.ArraySize = 1;
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packDesc.MipLevels = 1;
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packDesc.Usage = D3D11_USAGE_STAGING;
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packDesc.SampleDesc.Count = 1;
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packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTexture_));
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}
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FramebufferManagerD3D11::~FramebufferManagerD3D11() {
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packTexture_->Release();
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ShaderTranslationShutdown();
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// Drawing cleanup
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@ -762,53 +749,18 @@ void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX,
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false);
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}
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// TODO: SSE/NEON
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// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
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void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
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const u32 *src32 = (const u32 *)src;
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if (format == GE_FORMAT_8888) {
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u32 *dst32 = (u32 *)dst;
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if (src == dst) {
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return;
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} else {
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for (u32 y = 0; y < height; ++y) {
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memcpy(dst32, src32, width * 4);
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src32 += srcStride;
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dst32 += dstStride;
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}
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}
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} else {
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// But here it shouldn't matter if they do intersect
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u16 *dst16 = (u16 *)dst;
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switch (format) {
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case GE_FORMAT_565: // BGR 565
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGB565(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA5551(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_4444: // ABGR 4444
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA4444(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_8888:
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case GE_FORMAT_INVALID:
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// Not possible.
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break;
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}
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static Draw::DataFormat GEFormatToThin3D(int geFormat) {
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switch (geFormat) {
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case GE_FORMAT_4444:
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return Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
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case GE_FORMAT_5551:
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return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
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case GE_FORMAT_565:
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return Draw::DataFormat::R5G6B5_UNORM_PACK16;
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case GE_FORMAT_8888:
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return Draw::DataFormat::R8G8B8A8_UNORM;
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default:
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return Draw::DataFormat::UNDEFINED;
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}
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}
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@ -822,7 +774,9 @@ void FramebufferManagerD3D11::PackFramebufferSync_(VirtualFramebuffer *vfb, int
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}
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const u32 fb_address = (0x04000000) | vfb->fb_address;
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const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
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Draw::DataFormat destFormat = GEFormatToThin3D(vfb->format);
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const int dstBpp = (int)DataFormatSizeInBytes(destFormat);
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// TODO: Handle the other formats? We don't currently create them, I think.
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const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
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@ -831,26 +785,8 @@ void FramebufferManagerD3D11::PackFramebufferSync_(VirtualFramebuffer *vfb, int
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// We always need to convert from the framebuffer native format.
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// Right now that's always 8888.
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DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
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ID3D11Texture2D *colorTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT, 0);
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// Only copy the necessary rectangle.
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D3D11_BOX srcBox{ (UINT)x, (UINT)y, 0, (UINT)(x+w), (UINT)(y+h), 1 };
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context_->CopySubresourceRegion(packTexture_, 0, x, y, 0, colorTex, 0, &srcBox);
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// Ideally, we'd round robin between two packTexture_, and simply use the other one. Though if the game
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// does a once-off copy, that won't work at all.
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// BIG GPU STALL
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT result = context_->Map(packTexture_, 0, D3D11_MAP_READ, 0, &map);
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if (FAILED(result)) {
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return;
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}
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const int srcByteOffset = y * map.RowPitch + x * 4;
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// Pixel size always 4 here because we always request BGRA8888.
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ConvertFromRGBA8888(destPtr, (u8 *)map.pData + srcByteOffset, vfb->fb_stride, map.RowPitch/4, w, h, vfb->format);
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context_->Unmap(packTexture_, 0);
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, x, y, w, h, destFormat, destPtr, vfb->fb_stride);
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}
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// Nobody calls this yet.
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@ -953,7 +889,7 @@ bool FramebufferManagerD3D11::GetFramebuffer(u32 fb_address, int fb_stride, GEBu
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}
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int w = vfb->renderWidth, h = vfb->renderHeight;
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Draw::Framebuffer *fboForRead = nullptr;
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Draw::Framebuffer *bound = nullptr;
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if (vfb->fbo) {
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if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
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w = vfb->width * maxRes;
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@ -968,44 +904,17 @@ bool FramebufferManagerD3D11::GetFramebuffer(u32 fb_address, int fb_stride, GEBu
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tempVfb.renderHeight = h;
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BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0);
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fboForRead = tempFBO;
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bound = tempFBO;
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} else {
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fboForRead = vfb->fbo;
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bound = vfb->fbo;
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}
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}
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if (!fboForRead)
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if (!bound)
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return false;
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buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true);
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ID3D11Texture2D *packTex;
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D3D11_TEXTURE2D_DESC packDesc{};
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packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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packDesc.BindFlags = 0;
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packDesc.Width = w;
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packDesc.Height = h;
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packDesc.ArraySize = 1;
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packDesc.MipLevels = 1;
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packDesc.Usage = D3D11_USAGE_STAGING;
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packDesc.SampleDesc.Count = 1;
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packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTex));
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ID3D11Texture2D *nativeTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(fboForRead, Draw::FB_COLOR_BIT, 0);
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context_->CopyResource(packTex, nativeTex);
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map);
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for (int y = 0; y < h; y++) {
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uint8_t *dest = (uint8_t *)buffer.GetData() + y * w * 4;
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const uint8_t *src = ((const uint8_t *)map.pData) + map.RowPitch * y;
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memcpy(dest, src, 4 * w);
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}
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context_->Unmap(packTex, 0);
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packTex->Release();
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return true;
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return draw_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w);
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}
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bool FramebufferManagerD3D11::GetDepthStencilBuffer(VirtualFramebuffer *vfb, GPUDebugBuffer &buffer, bool stencil) {
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@ -135,10 +135,6 @@ private:
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ShaderManagerD3D11 *shaderManagerD3D11_;
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DrawEngineD3D11 *drawEngine_;
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// Permanent 1:1 readback texture, 512x512 fixed
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// For larger debug readbacks, we create/destroy textures on the fly.
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ID3D11Texture2D *packTexture_;
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// Used by post-processing shader
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// Postprocessing
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ID3D11VertexShader *postVertexShader_ = nullptr;
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@ -943,8 +943,8 @@ void FramebufferManagerGLES::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
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pixelBufObj_[currentPBO_].maxSize = bufSize;
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}
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// TODO: Change to CopyFramebufferToBuffer with a proper pointer.
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draw_->CopyFramebufferToMemorySync(vfb->fbo, 0, 0, vfb->fb_stride, vfb->height, dataFmt, nullptr);
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// TODO: This is a hack since PBOs have not been implemented in Thin3D yet (and maybe shouldn't? maybe should do this internally?)
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->fb_stride, vfb->height, dataFmt, nullptr, vfb->fb_stride);
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unbind = true;
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@ -1002,7 +1002,7 @@ void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x
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if (packed) {
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DEBUG_LOG(FRAMEBUF, "Reading framebuffer to mem, bufSize = %u, fb_address = %08x", bufSize, fb_address);
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int packW = h == 1 ? packWidth : vfb->fb_stride; // TODO: What's this about?
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draw_->CopyFramebufferToMemorySync(vfb->fbo, 0, y, packW, h, Draw::DataFormat::R8G8B8A8_UNORM, packed);
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, y, packW, h, Draw::DataFormat::R8G8B8A8_UNORM, packed, packW);
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if (convert) {
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ConvertFromRGBA8888(dst, packed, vfb->fb_stride, vfb->fb_stride, packWidth, h, vfb->format);
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}
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@ -1042,7 +1042,8 @@ void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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draw_->CopyFramebufferToMemorySync(vfb->fbo, 0, y, h == 1 ? packWidth : vfb->z_stride, h, Draw::DataFormat::D32F, convBuf_);
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int packW = h == 1 ? packWidth : vfb->z_stride;
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, y, packW, h, Draw::DataFormat::D32F, convBuf_, packW);
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int dstByteOffset = y * vfb->fb_stride * sizeof(u16);
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u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset);
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@ -1203,12 +1204,10 @@ bool FramebufferManagerGLES::GetFramebuffer(u32 fb_address, int fb_stride, GEBuf
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}
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buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true);
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draw_->CopyFramebufferToMemorySync(bound, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData());
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bool retval = draw_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w);
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// We may have blitted to a temp FBO.
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RebindFramebuffer();
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CHECK_GL_ERROR_IF_DEBUG();
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return true;
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return retval;
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}
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bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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@ -1217,7 +1216,7 @@ bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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// The backbuffer is flipped (last bool)
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buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, true);
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draw_->CopyFramebufferToMemorySync(nullptr, 0, 0, pw, ph, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData());
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draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, pw, ph, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData(), pw);
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CHECK_GL_ERROR_IF_DEBUG();
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return true;
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}
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@ -1243,7 +1242,7 @@ bool FramebufferManagerGLES::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z
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} else {
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buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, !useBufferedRendering_);
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}
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draw_->CopyFramebufferToMemorySync(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, Draw::DataFormat::D32F, buffer.GetData());
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, vfb->renderWidth, vfb->renderHeight, Draw::DataFormat::D32F, buffer.GetData(), vfb->renderWidth);
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CHECK_GL_ERROR_IF_DEBUG();
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return true;
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}
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@ -1263,7 +1262,7 @@ bool FramebufferManagerGLES::GetStencilbuffer(u32 fb_address, int fb_stride, GPU
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#ifndef USING_GLES2
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buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, !useBufferedRendering_);
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draw_->CopyFramebufferToMemorySync(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, Draw::DataFormat::S8, buffer.GetData());
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_STENCIL_BIT, 0, 0, vfb->renderWidth, vfb->renderHeight, Draw::DataFormat::S8, buffer.GetData(), vfb->renderWidth);
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CHECK_GL_ERROR_IF_DEBUG();
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return true;
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#else
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@ -27,10 +27,6 @@ D3D11Context::~D3D11Context() {
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void D3D11Context::SwapBuffers() {
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swapChain_->Present(0, 0);
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draw_->HandleEvent(Draw::Event::PRESENTED, 0, 0, nullptr, nullptr);
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// Might be a good idea.
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// context_->ClearState();
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//
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}
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void D3D11Context::SwapInterval(int interval) {
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@ -41,6 +41,20 @@ size_t DataFormatSizeInBytes(DataFormat fmt) {
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}
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}
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bool DataFormatIsDepthStencil(DataFormat fmt) {
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switch (fmt) {
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case DataFormat::D16:
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case DataFormat::D24_S8:
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case DataFormat::S8:
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case DataFormat::D32F:
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case DataFormat::D32F_S8:
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return true;
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default:
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return false;
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}
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}
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bool RefCountedObject::Release() {
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if (refcount_ > 0 && refcount_ < 10000) {
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refcount_--;
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@ -617,10 +617,7 @@ public:
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virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) = 0;
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virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) = 0;
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virtual bool CopyFramebufferToBuffer(Framebuffer *src, Buffer *buffer, Draw::DataFormat bufferFormat) {
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return false;
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}
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virtual bool CopyFramebufferToMemorySync(Framebuffer *src, int x, int y, int w, int h, Draw::DataFormat format, void *pixels) {
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virtual bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) {
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return false;
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}
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@ -704,6 +701,10 @@ protected:
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};
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size_t DataFormatSizeInBytes(DataFormat fmt);
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bool DataFormatIsDepthStencil(DataFormat fmt);
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inline bool DataFormatIsColor(DataFormat fmt) {
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return !DataFormatIsDepthStencil(fmt);
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}
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DrawContext *T3DCreateGLContext();
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@ -10,6 +10,9 @@
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#include "math/dataconv.h"
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#include "util/text/utf8.h"
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#include "Common/ColorConv.h"
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#include <cassert>
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#include <D3DCommon.h>
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#include <d3d11.h>
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#include <d3d11_1.h>
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@ -27,7 +30,6 @@ class D3D11DepthStencilState;
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class D3D11SamplerState;
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class D3D11RasterState;
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class D3D11DrawContext : public DrawContext {
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public:
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D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *deviceContext, ID3D11Device1 *device1, ID3D11DeviceContext1 *deviceContext1, D3D_FEATURE_LEVEL featureLevel, HWND hWnd);
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@ -56,6 +58,7 @@ public:
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void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
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bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
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bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride);
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// These functions should be self explanatory.
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void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) override;
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@ -193,6 +196,9 @@ private:
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uint8_t stencilRef_;
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bool stencilRefDirty_;
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// Temporaries
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ID3D11Texture2D *packTexture_ = nullptr;
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// System info
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D3D_FEATURE_LEVEL featureLevel_;
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std::string adapterDesc_;
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@ -237,9 +243,24 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *de
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dxgiDevice->Release();
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}
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CreatePresets();
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D3D11_TEXTURE2D_DESC packDesc{};
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packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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packDesc.BindFlags = 0;
|
||||
packDesc.Width = 512; // 512x512 is the maximum size of a framebuffer on the PSP.
|
||||
packDesc.Height = 512;
|
||||
packDesc.ArraySize = 1;
|
||||
packDesc.MipLevels = 1;
|
||||
packDesc.Usage = D3D11_USAGE_STAGING;
|
||||
packDesc.SampleDesc.Count = 1;
|
||||
packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
hr = device_->CreateTexture2D(&packDesc, nullptr, &packTexture_);
|
||||
assert(SUCCEEDED(hr));
|
||||
}
|
||||
|
||||
D3D11DrawContext::~D3D11DrawContext() {
|
||||
packTexture_->Release();
|
||||
|
||||
// Release references.
|
||||
ID3D11RenderTargetView *view = nullptr;
|
||||
context_->OMSetRenderTargets(1, &view, nullptr);
|
||||
|
@ -1285,6 +1306,107 @@ bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1,
|
|||
return false;
|
||||
}
|
||||
|
||||
// TODO: SSE/NEON
|
||||
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
||||
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, Draw::DataFormat format) {
|
||||
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
||||
const u32 *src32 = (const u32 *)src;
|
||||
|
||||
if (format == Draw::DataFormat::R8G8B8A8_UNORM) {
|
||||
u32 *dst32 = (u32 *)dst;
|
||||
if (src == dst) {
|
||||
return;
|
||||
} else {
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
memcpy(dst32, src32, width * 4);
|
||||
src32 += srcStride;
|
||||
dst32 += dstStride;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// But here it shouldn't matter if they do intersect
|
||||
u16 *dst16 = (u16 *)dst;
|
||||
switch (format) {
|
||||
case Draw::DataFormat::R5G6B5_UNORM_PACK16: // BGR 565
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGB565(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A1R5G5B5_UNORM_PACK16: // ABGR 1555
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A4R4G4B4_UNORM_PACK16: // ABGR 4444
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::R8G8B8A8_UNORM:
|
||||
case Draw::DataFormat::UNDEFINED:
|
||||
// Not possible.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool D3D11DrawContext::CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) {
|
||||
D3D11Framebuffer *fb = (D3D11Framebuffer *)src;
|
||||
|
||||
assert(fb->colorFormat == DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
|
||||
bool useGlobalPacktex = (x + w <= 512 && y + h <= 512);
|
||||
|
||||
ID3D11Texture2D *packTex;
|
||||
if (!useGlobalPacktex) {
|
||||
D3D11_TEXTURE2D_DESC packDesc{};
|
||||
packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
packDesc.BindFlags = 0;
|
||||
packDesc.Width = w;
|
||||
packDesc.Height = h;
|
||||
packDesc.ArraySize = 1;
|
||||
packDesc.MipLevels = 1;
|
||||
packDesc.Usage = D3D11_USAGE_STAGING;
|
||||
packDesc.SampleDesc.Count = 1;
|
||||
packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
device_->CreateTexture2D(&packDesc, nullptr, &packTex);
|
||||
|
||||
context_->CopyResource(packTex, fb->colorTex);
|
||||
} else {
|
||||
packTex = packTexture_;
|
||||
}
|
||||
|
||||
// Only copy the necessary rectangle.
|
||||
D3D11_BOX srcBox{ (UINT)x, (UINT)y, 0, (UINT)(x + w), (UINT)(y + h), 1 };
|
||||
context_->CopySubresourceRegion(packTex, 0, x, y, 0, fb->colorTex, 0, &srcBox);
|
||||
|
||||
// Ideally, we'd round robin between two packTexture_, and simply use the other one. Though if the game
|
||||
// does a once-off copy, that won't work at all.
|
||||
|
||||
// BIG GPU STALL
|
||||
D3D11_MAPPED_SUBRESOURCE map;
|
||||
HRESULT result = context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map);
|
||||
if (FAILED(result)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const int srcByteOffset = y * map.RowPitch + x * 4;
|
||||
// Pixel size always 4 here because we always request BGRA8888.
|
||||
ConvertFromRGBA8888((u8 *)pixels, (u8 *)map.pData + srcByteOffset, pixelStride, map.RowPitch / 4, w, h, format);
|
||||
context_->Unmap(packTex, 0);
|
||||
|
||||
if (!useGlobalPacktex) {
|
||||
packTex->Release();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) {
|
||||
// TODO: deviceContext1 can actually discard. Useful on Windows Mobile.
|
||||
if (fbo) {
|
||||
|
|
|
@ -466,7 +466,7 @@ public:
|
|||
|
||||
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
|
||||
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
|
||||
bool CopyFramebufferToMemorySync(Framebuffer *src, int x, int y, int w, int h, Draw::DataFormat format, void *pixels) override;
|
||||
bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) override;
|
||||
|
||||
// These functions should be self explanatory.
|
||||
void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) override;
|
||||
|
@ -870,7 +870,7 @@ void OpenGLTexture::SetImageData(int x, int y, int z, int width, int height, int
|
|||
CHECK_GL_ERROR_IF_DEBUG();
|
||||
}
|
||||
|
||||
bool OpenGLContext::CopyFramebufferToMemorySync(Framebuffer *src, int x, int y, int w, int h, Draw::DataFormat dataFormat, void *pixels) {
|
||||
bool OpenGLContext::CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat dataFormat, void *pixels, int pixelStride) {
|
||||
OpenGLFramebuffer *fb = (OpenGLFramebuffer *)src;
|
||||
fbo_bind_fb_target(true, fb ? fb->handle : 0);
|
||||
|
||||
|
@ -891,7 +891,7 @@ bool OpenGLContext::CopyFramebufferToMemorySync(Framebuffer *src, int x, int y,
|
|||
glPixelStorei(GL_PACK_ALIGNMENT, alignment);
|
||||
if (!gl_extensions.IsGLES || (gl_extensions.GLES3 && gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA)) {
|
||||
// Some drivers seem to require we specify this. See #8254.
|
||||
glPixelStorei(GL_PACK_ROW_LENGTH, w);
|
||||
glPixelStorei(GL_PACK_ROW_LENGTH, pixelStride);
|
||||
}
|
||||
|
||||
glReadPixels(x, y, w, h, format, type, pixels);
|
||||
|
|
Loading…
Add table
Reference in a new issue